Villager Ideas
-Spawn villages on EVERY seed
-Spawn 1 villager a mincraft day in the villages (This would make it possible to get villagers spawn in old worlds "TU6")
-Lumberjack. Trades Saplings, Wood, & Leaves. (Stolen from Chief_Sonic)
-Breeding is slightly easier than the PC
-Lily Pads, Glass, Sand, Vines & Melon Seeds for trade
Other ideas
-Chunk check if the actual world, not seed, has a strong hold or village. If not spawn it somewhere outside of the map. (Give the people who dont have a strong hold or a village a chance please)
Needs to be fixed
-Piston registry. Pistons pushing you & mobs correctly.
One thought I had to help introduce newer blocks into old worlds is to use a bonus chest type feature that could be toggled on in survival to spawn a single chest containing items that the game detects were introduced after the date the world was initially created. It could also be programmed to generate a single chest with enough end blocks to make an end portal so that these worlds could complete the game without having to be put into creative mode to do it. Villager spawn eggs could also be put in such a chest.
One thought I had to help introduce newer blocks into old worlds is to use a bonus chest type feature that could be toggled on in survival to spawn a single chest containing items that the game detects were introduced after the date the world was initially created. It could also be programmed to generate a single chest with enough end blocks to make an end portal so that these worlds could complete the game without having to be put into creative mode to do it. Villager spawn eggs could also be put in such a chest.
Brilliant Idea. I think thats slightly better than my idea.
The Meaning of Life, the Universe, and Everything.
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Looking at the Stargate Mod gave me an idea. I think what XBox Minecraft needs to compensate for its limited size is world portals. These would be portals by which you could travel to another game, either one you can join, one you can load, or a new one. It would be survival mode only, and you could carry stuff between worlds in your inventory.
I think this would solve the old worlds problem without a lot of resource detection or complicated respawning, or recoding every time 4J add something new. You could travel to a new world and harvest resources there to bring back and add to the old worlds you've put so much work into. And you could travel to a friend's world and contribute building resources to shared projects.
Looking at the Stargate Mod gave me an idea. I think what XBox Minecraft needs to compensate for its limited size is world portals. These would be portals by which you could travel to another game, either one you can join, one you can load, or a new one. It would be survival mode only, and you could carry stuff between worlds in your inventory.
I think this would solve the old worlds problem without a lot of resource detection or complicated respawning, or recoding every time 4J add something new. You could travel to a new world and harvest resources there to bring back and add to the old worlds you've put so much work into. And you could travel to a friend's world and contribute building resources to shared projects.
This issue I have with this idea is that the worlds from which you could transport items could be Creative worlds... essentially allowing for the bringing in of unlimited resources and things like spawn eggs into a world while keeping the leaderboards and achievements active... which negates the entire purpose of deactivating these for Creative worlds in the first place. Coding for inter-file portals is also complicated and, because in online multiplayer worlds, you might have changes being made in both connected worlds at the same time... might be something very prone to file corruption given how the Xbox loads worlds and doesn't offload chunks continuously.
In addition, I don't thinkt he check for missing resources in a world would be all that complicated... really just a date check to see what version that world was created in and then providing some blocks of the resources that were added to the game after that date in a bonus chest that the host player could optionally turn on and, more importantly, turn off again.
Villager Ideas
-Spawn villages on EVERY seed
-Spawn 1 villager a mincraft day in the villages (This would make it possible to get villagers spawn in old worlds "TU6")
-Lumberjack. Trades Saplings, Wood, & Leaves. (Stolen from Chief_Sonic)
-Breeding is slightly easier than the PC
-Lily Pads, Glass, Sand, Vines & Melon Seeds for trade
Other ideas
-Chunk check if the actual world, not seed, has a strong hold or village. If not spawn it somewhere outside of the map. (Give the people who dont have a strong hold or a village a chance please)
Needs to be fixed
-Piston registry. Pistons pushing you & mobs correctly.
Ideas to keep the old words alive.
I think, as for villagers in the next update two extra Villagers should spawn in each village, and villager breeding could be added, so if it were an old world then there would only be two Villagers in the village, so they would breed until there are more or less the right amount of Villagers. Also, when the Villager Trading comes out, they should try to find a way to make every one out of x stone blocks turn into Emerald. I dont know what to do once we'll have to breed pigs with carrots, maybye one out of every y wheat seed dropped by a wheat stalk would be a carrot seed instead? I agree with the stronghold thing, as I can't get into the End in my normal world!
The Meaning of Life, the Universe, and Everything.
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I love the idea of the lumber jack. I made a new world for 1.0.1 and don't want to give up on everything just to have some jungle trees. I have already built barriers aroud the villages so that I can trade wih them in the future.
This issue I have with this idea is that the worlds from which you could transport items could be Creative worlds... essentially allowing for the bringing in of unlimited resources and things like spawn eggs into a world while keeping the leaderboards and achievements active... which negates the entire purpose of deactivating these for Creative worlds in the first place. Coding for inter-file portals is also complicated and, because in online multiplayer worlds, you might have changes being made in both connected worlds at the same time... might be something very prone to file corruption given how the Xbox loads worlds and doesn't offload chunks continuously.
In addition, I don't thinkt he check for missing resources in a world would be all that complicated... really just a date check to see what version that world was created in and then providing some blocks of the resources that were added to the game after that date in a bonus chest that the host player could optionally turn on and, more importantly, turn off again.
I did say I thought it should be survival mode only. Also, I really do think that it would be a great deal less complicated to code. You're essentially unloading one game and loading the other, the only innovation is that you're bringing your inventory across. Modifications to an existing world on the other hand is something that's given 4J problems in the past (the chest bugs spring to mind).
I'd be happy to get either limited respawning of world-chunks, or world portals, really.
I did say I thought it should be survival mode only. Also, I really do think that it would be a great deal less complicated to code. You're essentially unloading one game and loading the other, the only innovation is that you're bringing your inventory across. Modifications to an existing world on the other hand is something that's given 4J problems in the past (the chest bugs spring to mind).
I'd be happy to get either limited respawning of world-chunks, or world portals, really.
So, what happens with the inventories then if one of a pair or more of linked world is subsequently put into creative mode and the other isn't (or others aren't)?... Would you recommend that the player inventories just "go missing" at that point or there be a forced unlinking of the portals? Should all the linked worlds perhaps lose their leaderboards and achievements?.. or perhaps that nothing should happen, opening up the remaining survival worlds to the possible introduction of creative inventories? I really don't see a very elegant way around all these various "possibilities" if linked worlds become "mixed" survival and creative.
So, what happens with the inventories then if one of a pair or more of linked world is subsequently put into creative mode and the other isn't (or others aren't)?... Would you recommend that the player inventories just "go missing" at that point or there be a forced unlinking of the portals? Should all the linked worlds perhaps lose their leaderboards and achievements?.. or perhaps that nothing should happen, opening up the remaining survival worlds to the possible introduction of creative inventories? I really don't see a very elegant way around all these various "possibilities" if linked worlds become "mixed" survival and creative.
The only way I can even remotely see this happening is if they have a little warning when linking worlds saying "These worlds will be locked in this game mode, do you want to continue anyway?"
By that I mean when linking a world it will have to add a permanent lock feature to the game so that even if you attempted to switch to creative from a locked world you will not be able to do it, and to link a world they both must be in survival.
Also If they did do it that way, and this is assuming, it would be nice to switch between difficulties in game to ease the world start menu.
However as much as I would like to see something like this, it truly is not plausible, since I could foresee a lot of difficulties not only in the programming but the bugs it would have a possibility to create. But that is the one way I could see it happen even if not likely ever to happen.:D
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
To be honest, We all miss old worlds. Even I do, I still have a couple of old TU5 or 6 Worlds and I love to go on them and play like if it just came out. The only thing that doesn't make it memorable is the hunger bar. (wish there was an option to turn off the hunger bar) Minecraft will continue to improve, and we can't stop that. Just remember that there use to be an old, and there can be ways to make it old.
You mean make hunger work as it did before the updates introduced hunger bars. I like the old iron texture way better than the current one. I thought they were pretty at first, now they are plain ugly.
So, what happens with the inventories then if one of a pair or more of linked world is subsequently put into creative mode and the other isn't (or others aren't)?... Would you recommend that the player inventories just "go missing" at that point or there be a forced unlinking of the portals? Should all the linked worlds perhaps lose their leaderboards and achievements?.. or perhaps that nothing should happen, opening up the remaining survival worlds to the possible introduction of creative inventories? I really don't see a very elegant way around all these various "possibilities" if linked worlds become "mixed" survival and creative.
The idea of world portals is just to explore and loot the multiverse on survival mode. Portals would only work in survival mode worlds. This really isn't complicated at all. Going from survival to creative is already addressed on an individual world level, in this case the newly creative world would just drop out of the portal network. You can be warned about the consequences at the same time as you're warned about the leaderboard. Anything you got the hard way on a previously survival world doesn't present a problem anymore than it does now.
World portals link survival mode worlds, period. Not creative or previously creative worlds, that's unnecessary and an obvious way to cheat. I can see you don't like the idea, and that's fine, but the problems that you're raising with it are really problems with something I'm not suggesting.
The idea of world portals is just to explore and loot the multiverse on survival mode. Portals would only work in survival mode worlds. This really isn't complicated at all. Going from survival to creative is already addressed on an individual world level, in this case the newly creative world would just drop out of the portal network. You can be warned about the consequences at the same time as you're warned about the leaderboard. Anything you got the hard way on a previously survival world doesn't present a problem anymore than it does now.
World portals link survival mode worlds, period. Not creative or previously creative worlds, that's unnecessary and an obvious way to cheat. I can see you don't like the idea, and that's fine, but the problems that you're raising with it are really problems with something I'm not suggesting.
Trying to wrap my head around the idea is not the same as just "not liking" it. If I flatly didn't like the idea, I would not be trying to explore it further.
Here's a scenario I see happening... Player A is hosting two worlds linked by portals. On the first day Players B and C are playing with Player A in World A. On Day 2, Player B is playing, but Player C is away and Players A and B exit that world to enter World B. They gathering supplies in survival and Player B exits the game from World B without going back to World A. Player A returns to World A with his inventory from World B. On Day 3, Player A and C are playing, but Player B is away. Player A and Player C enter World B through the portal and then decide to switch it to creative mode. Now, the portal is offline. Player B is what... SOL on his inventory that he collected on Day 2 before World B was flipped into creative mode while Player A gets to keep his since it was safely deposited in World A? Also, the last "record" the game has of the player's actions in World A is leaving via the portal... what does it do about respawning them in World A?.
Also, what potential error is created if World B is still in survival and the players opt to just start up World A without returning to World A via a portal?
-Spawn villages on EVERY seed
-Spawn 1 villager a mincraft day in the villages (This would make it possible to get villagers spawn in old worlds "TU6")
-Lumberjack. Trades Saplings, Wood, & Leaves. (Stolen from Chief_Sonic)
-Breeding is slightly easier than the PC
-Lily Pads, Glass, Sand, Vines & Melon Seeds for trade
Other ideas
-Chunk check if the actual world, not seed, has a strong hold or village. If not spawn it somewhere outside of the map. (Give the people who dont have a strong hold or a village a chance please)
Needs to be fixed
-Piston registry. Pistons pushing you & mobs correctly.
Ideas to keep the old words alive.
I think this would solve the old worlds problem without a lot of resource detection or complicated respawning, or recoding every time 4J add something new. You could travel to a new world and harvest resources there to bring back and add to the old worlds you've put so much work into. And you could travel to a friend's world and contribute building resources to shared projects.
This issue I have with this idea is that the worlds from which you could transport items could be Creative worlds... essentially allowing for the bringing in of unlimited resources and things like spawn eggs into a world while keeping the leaderboards and achievements active... which negates the entire purpose of deactivating these for Creative worlds in the first place. Coding for inter-file portals is also complicated and, because in online multiplayer worlds, you might have changes being made in both connected worlds at the same time... might be something very prone to file corruption given how the Xbox loads worlds and doesn't offload chunks continuously.
In addition, I don't thinkt he check for missing resources in a world would be all that complicated... really just a date check to see what version that world was created in and then providing some blocks of the resources that were added to the game after that date in a bonus chest that the host player could optionally turn on and, more importantly, turn off again.
I think, as for villagers in the next update two extra Villagers should spawn in each village, and villager breeding could be added, so if it were an old world then there would only be two Villagers in the village, so they would breed until there are more or less the right amount of Villagers. Also, when the Villager Trading comes out, they should try to find a way to make every one out of x stone blocks turn into Emerald. I dont know what to do once we'll have to breed pigs with carrots, maybye one out of every y wheat seed dropped by a wheat stalk would be a carrot seed instead? I agree with the stronghold thing, as I can't get into the End in my normal world!
Oh yeah!
Jungle saplings FTW.
I did say I thought it should be survival mode only. Also, I really do think that it would be a great deal less complicated to code. You're essentially unloading one game and loading the other, the only innovation is that you're bringing your inventory across. Modifications to an existing world on the other hand is something that's given 4J problems in the past (the chest bugs spring to mind).
I'd be happy to get either limited respawning of world-chunks, or world portals, really.
So, what happens with the inventories then if one of a pair or more of linked world is subsequently put into creative mode and the other isn't (or others aren't)?... Would you recommend that the player inventories just "go missing" at that point or there be a forced unlinking of the portals? Should all the linked worlds perhaps lose their leaderboards and achievements?.. or perhaps that nothing should happen, opening up the remaining survival worlds to the possible introduction of creative inventories? I really don't see a very elegant way around all these various "possibilities" if linked worlds become "mixed" survival and creative.
The only way I can even remotely see this happening is if they have a little warning when linking worlds saying "These worlds will be locked in this game mode, do you want to continue anyway?"
By that I mean when linking a world it will have to add a permanent lock feature to the game so that even if you attempted to switch to creative from a locked world you will not be able to do it, and to link a world they both must be in survival.
Also If they did do it that way, and this is assuming, it would be nice to switch between difficulties in game to ease the world start menu.
However as much as I would like to see something like this, it truly is not plausible, since I could foresee a lot of difficulties not only in the programming but the bugs it would have a possibility to create. But that is the one way I could see it happen even if not likely ever to happen.:D
The idea of world portals is just to explore and loot the multiverse on survival mode. Portals would only work in survival mode worlds. This really isn't complicated at all. Going from survival to creative is already addressed on an individual world level, in this case the newly creative world would just drop out of the portal network. You can be warned about the consequences at the same time as you're warned about the leaderboard. Anything you got the hard way on a previously survival world doesn't present a problem anymore than it does now.
World portals link survival mode worlds, period. Not creative or previously creative worlds, that's unnecessary and an obvious way to cheat. I can see you don't like the idea, and that's fine, but the problems that you're raising with it are really problems with something I'm not suggesting.
Trying to wrap my head around the idea is not the same as just "not liking" it. If I flatly didn't like the idea, I would not be trying to explore it further.
Here's a scenario I see happening... Player A is hosting two worlds linked by portals. On the first day Players B and C are playing with Player A in World A. On Day 2, Player B is playing, but Player C is away and Players A and B exit that world to enter World B. They gathering supplies in survival and Player B exits the game from World B without going back to World A. Player A returns to World A with his inventory from World B. On Day 3, Player A and C are playing, but Player B is away. Player A and Player C enter World B through the portal and then decide to switch it to creative mode. Now, the portal is offline. Player B is what... SOL on his inventory that he collected on Day 2 before World B was flipped into creative mode while Player A gets to keep his since it was safely deposited in World A? Also, the last "record" the game has of the player's actions in World A is leaving via the portal... what does it do about respawning them in World A?.
Also, what potential error is created if World B is still in survival and the players opt to just start up World A without returning to World A via a portal?