Back: (Click Here for Original HardCore Implementation)
The back slot brings support for wearable packs, capes, parachutes, and a number of other potential advantages, but this doesn't come without a price; If a backpack would give the player more inventory, then where does the inventory that the player already has come from? The obvious answer is that the player already starts out with a backpack, so for minecraft to support players wearing backpacks, it will also need to support players NOT wearing backpacks:
Use Restrictions - Packs are the primary item to be placed in the Backslot. Packs specifically refer to items that expand the player's inventory options when placed in the back slot and do not include Capes and Satchels. Packs may only be placed in a quickslot or a slot of the 2x2 crafting grid, and may not be placed in the player's inventory. (since the inventory would be that of another pack the player would need to be wearing already - no packs inside of packs) They may still be placed inside of dispensers and chests. Durability - All packs have durability, and as the player takes damage some of that damage will be applied against the durability of the pack.(Not the case for Capes/Parachutes) Damage taken specifically from behind (shot in the back by an arrow) may have an even higher percentage of the damage applied to the pack. When the durability of a pack drops to 0, the pack will be destroyed, scattering the items the player had placed in the standard inventory slots, and permanently losing any items that the player had in non-standard inventory slots (any slots that are unique to that specific type of pack.
The durability of backpacks is relative to the difficulty. Easy has a finite but extensive durability,(Peaceful has the same amount, but the backpack will never receive any damage) Normal has a less durability than Easy, and Hard has the least durability. Switching to an easier difficulty can allow the backpack to last longer but it will always retain the amount of damage it has already taken, so if the backpack has been damaged extensively on easy difficulty, it may break immediately on switching to a harder difficulty. Equipping - Packs, Capes, and Parachutes can all be equipped from the quickbar by pressing right click while holding them. Right clicking while holding a Parachute will default to equipping to the Backup Chute slot if the player is already wearing a Parachute or Chutepack, and otherwise equip to the Back slot. Right clicking while holding a Chutepack can only equip to the Back slot.
Unequipping a pack from the Back slot will drop all items held in the inventory onto the block the player is standing on, unless it is being switched out with a pack of the same type. Switching a pack out for a pack of a different type will only drop those items that do not have a corresponding slot in the inventory of the new pack. Items in the quickslot are never dropped or lost.
Non-Packs
Capes -
When crafting a Cape, the cloth being crafted with must all be the same color. This will determine the base color of the resulting Cape. Capes can be equipped directly to the Back slot or crafted with a Backpack to make a Capepack. Capes by themselves make no changes to the player's inventory and take no damage when the player is injured.
Players will also be given the option to edit an "emblem" file, similar to the one they use to alter their player appearance. The emblem would overlay on the cape provided one is equipped, and would allow players to make their capes multiple colors. (As suggested by Halfwing:smile.gif: Multiple different emblems could be included on this file, and would be specific to the color cape that the player is wearing. If the player crafts a black cape, then the emblem in the "black cape" section would be overlaid on it. This emblem could be different than the one that would display when the player puts on a White Cape or Red Cape, etc.
There will also be Team Capes which cannot be crafted but can only be created by an admin and given directly (through players or chests, etc) which will point to a set of team cape emblems that are stored server side. Team capes will ignore player specific emblems.
Even when players are wearing a backpack, people still find themselves running short on mobile storage. To address this issue we introduce the Satchels, similar to chests in general function, method of access, and that they are not stackable, the key differences are that the Satchel only has 4 slots of storage, but picking it up does not remove the items from a satchel, allowing them to be carried as a group while only using a single slot.
With the implementation of the Back Slot, Satchels will also be able to be worn on the back in order to access it's inventory. This becomes less practical to do while wearing any of the Packs, but provides a relatively convenient method of storage until for when the player is without. Whatever is placed in the satchel inventory will be retained in it even when the satchel is removed from the back slot.
While this effectively allows a player to potentially quadruple their carry space, this is not without disadvantages;
- The items each satchel contains cannot be accessed unless the satchel is placed on the ground or in the Back Slot, nor is there anyway to distinguish satchels from each other or verify the contents of a satchel without placing in the Back Slot, or placing it on the ground and opening it.
- Once a satchel is placed on the ground, it is susceptible to disappearing (along with any items it had) if the player wanders out of map range. To prevent their disappearance, Satchels must be carried by the player.
- Satchels are also highly susceptible to destruction. Although this makes it easy for the player to pick up the satchel with a single hit, if a Zombie, Spider or Skeleton touches it, it will destroy the satchel and spill its contents, and any explosions (creeper or otherwise) or fire or lava will instantly destroy the satchel along with any items it might have been containing.
- If water touches a satchel, that satchel will be dropped as if broken, but provided it is picked up, its contents will not be lost.
- Satchels cannot be stored in other Satchels or in Chests.
When placed on the ground and accessed as a chest, the satchel gui will look like this:
Parachutes -
The Parachute can be worn directly on the player's Back slot or crafted with a Backpack to make a Chutepack. It can be activated by pressing the jump button when the player has fallen more than 3 blocks but still hasn't landed. It will stay open, slowing the player's fall to safe speeds, until the player releases the jump button. There is a noticeable amount of time between when the player hits the jump button and when the Parachute actually activates and begins slowing the player's fall. This should be whatever time it takes to fall 4 more blocks. When the parachute is activated, the empty Satchel will be left in the Back or Backup Slots.
A Parachute only has a 45-50% chance at deploying successfully, and may instead result in the Parachute breaking into 1-5 cloth and 1-3 string (though never 5 cloth AND 3 string at the same time) that scatters out above the player's head as they continue to fall. To make up for this, wearing the Parachute replaces the 2x2 crafting grid with 2 slots that can only hold two more parachutes for backup (though this is called the backup parachute, it is actually used first) In order to use these backup parachutes, the player must let go of the jump button and press it again before they hit the ground.
When the player lands or if they let go of the jump button while the Parachute is still slowing their fall, it will break and drop a "Tangled Chute" which must be crafting with a satchel to turn it back into a usable Parachute.
Packs
Backpack -
A backpack is the most basic form of mobile storage. It provides the player with 3 rows of 9 columns of inventory slots, bringing the player up to Minecraft's standard inventory amount.
If the Backpack is broken, all items in the inventory will scatter. Items in the quickslot and 2x2 grid will be unaffected. If the Backpack is switched out for a pack that alters the 2x2 grid, then any items in the 2x2 grid will be dropped at the player's feet. If the Backpack is switched out for a pack that alters the standard inventory, then any items in the altered slots will be dropped at the player's feet.
Carrypack -
Equipping the Carrypack will replace the 2x2 crafting grid with 3 rows of 4 columns(12 total) of inventory slots along with the regular backpack inventory for a grand total of 39 slots (plus 9 quickslots) effectively giving the player 8 more inventory slots over the standard Backpack. The extra 12 slots the Carrypack grants will not be accessible when using Chests, Workbenches, Furnaces,Dispensers and any other blocks with their own inventory.
If the Carrypack is broken, then all items in the main inventory will scatter away from the player, and all items in the extra 12 spaces that the Carrypack grants will be lost permanently. If the Carrypack is switched out for a non-Carrypack, then all items in the extra 12 spaces will simply be dropped at the player's feet.
Capepack -
The Capepack can be made by crafting the Cape or Team Cape with a Backpack, but whatever durability the Backpack started with will be carried over to the Capepack. The Capepack functions the same as the Backpack in terms of altering the player's inventory, but will give the appearance of having a Cape equipped.
If the Capepack is broken, the Cape will be left in the player's Back Slot. The Capepack can also be placed in the crafting grid to drop the Cape in the output, leaving the Backpack (with whatever durability damage the Capepack had) in the input side.
Chutepack -
The Chutepack can also be made by crafting the Parachute with a Backpack, but whatever durability the Backpack started with will be carried over to the Chutepack. The Chutepack allows the player the same chance of surviving a fall as if wearing a Parachute, but trades the ability to store backup parachutes for increasing the player's inventory as if wearing the Backpack. When the Parachute is deployed from the Chutepack, it will revert to a regular backpack and the satchel will be dropped into the 2x2 crafting grid of the backpack inventory.
If the Chutepack is broken from damage, the Parachute will be left in the player's Back Slot. The Chutepack can also be placed in the crafting grid to drop the Parachute in the output, leaving the Backpack (with whatever durability damage the Chutepack had) in the input side.
When the Chutepack drops a Tangled Chute or has a failed deployment, the Chutepack will automatically be replaced with a Backpack.
Groovepack -
The Groovepack changes the 2x2 grid from "crafting" to "playing" and up to 4 records, and ONLY records, can be stored in that 2x2 grid. Placing a record in the "output" slot will cause that record to begin playing. When that record is finished it will be switched with a different record from the Playlist and will begin playing it automatically. This will continue indefinitely, looping through the various records in the Playlist. If the player wants to stop the music, they merely need to remove the record that is in the "output" slot.
If the Groovepack is broken, the Jukebox used to craft it will be lost along with the Backpack. Any records that were still in the 2x2 grid or output will also be lost, but the Groovepack can be placed in the crafting grid to drop an undamaged Jukebox in the output, leaving the Backpack (with whatever durability damage the Groovepack had) in the input side.
Smeltpack -
The Smeltpack changes the 2x2 grid into a smelting setup, allowing the player to smelt ore that they find on the fly. If the Smeltpack takes any damage or touches water, it will interrupt any ongoing smelting and lose whatever was in the fuel slot. If it involves fire/lava, it can have a chance of outright destroying whatever was in the process of being heated.
If the Smeltpack breaks, then all items in the fuel slot, input slot and output slot will be lost. The Smeltpack cannot be decrafted and will not drop anything if it breaks.
Workpack -
With the Workpack equipped, the 2x2 crafting grid will be replaced with 9 inventory slots much like what happens when the Carrypack is worn, but the player also loses 6 columns off of the left side of their inventory, which are replaced with a full worktable crafting grid. Anything that is placed in the workbench slots or in the extra 9 slots that replace the 2x2 crafting grid will not be accessible when opening Chests, Dispensers, etc.
If the Workpack is broken, any items in the Workbench grid, or the extra 9 inventory slots that replace the 2x2 grid will be lost. The Workpack cannot be decrafted and will not drop anything if broken.
Expelpack -
Wearing the Expelpack will replace the 2x2 crafting grid with a 2x3 dispensing grid. While it is worn, items can be placed in the 2x3 grid and left there. While the dispensing grid has items in it, every step the player takes while walking (not jumping or sneaking, or minecart or boat riding) will cycle through the grids and use the item in that grid on the space that the player had previously occupied, provided that area did not already have a block in it. If arrows/snowballs/eggs or any other form of ammunition are in the 2x3 crafting grid, they will be fired directly behind the player.
Hoes, Shovels, Pickaxes, Axes, and Swords may also be placed in these slots, and will be used on the block behind the player with each step. However the tool being used will still need to be aimed at the block in question long enough to finish breaking it to work, so the lower quality the tool, the longer the player must wait after each step. Additionally, whether the item is used successfully or not will still count as a use against its durability (double durability when trying to use the improper tool on a block)
Any item that is not ammunition or possesses a specific function when right clicked (sticks, flint, coal, feathers, etc) will simply be dropped behind the player.
The item that is used is not random, but starts at the upper left corner and cycles clockwise until there are only empty spaces to the end of the cycle, at which point it starts back at the beginning to restart the cycle.
Quote from USING THE DISPENSING GRID »
With this arrangment of items in the Dispensing grid;
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Item use would alternate between placing a torch and placing a flower every time the player moved a space. So starting from here;
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
would result with this;
[] [] [] [] [] [] [] [] [] [] [] [] [] []
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Item use would would place a torch, then leave 2 empty spaces, then place a flower, then immediately start over again and place a torch, then 2 empty spaces, then a flower, continually starting the cycle over again. So starting from here;
[] [] [] [] [] [] [] [] [] [] [] [] [] []
[] [] [] [] [] [] [] [] [] [] [] [] [] []
would result with this;
[] [] [] [] [] [] [] [] [] [] [] [] [] []
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[] [] would leave 2 empty spaces, then place a torch, then leave 2 empty space, then place a flower, then start over by leaving 2 empty spaces, placing a torch, leaving 2 empty spaces and placing a flower, etc. So starting from here;
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[] [] [] [] [] [] [] [] [] [] [] [] [] []
would result with this;
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[] [] [] [] [] [] [] [] [] []
[>>-i>] [] []
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This setup would fire an arrow behind the player every step the player takes, providing cover fire as they run from an enemy, though the arrows would of course not be retrievable, and the player would not be able to aim easily (though looking down would shoot the arrow higher, but looking up would shoot the arrow into the ground)
The Expelpack cannot be decrafted to retrieve the backpack from the dispenser and nothing will drop if the Expelpack breaks. All items in the dispenser grid will be lost if it breaks.
Creeperpack -
Creepers getting you down? Revenge is a dish best server LOUD! If you die, your pack breaks, or you come into contact with fire or lava, your Creeperpack will explode. You can fill the Bang+ slot with gunpowder for an even bigger explosion.
Why? Why would you do this? You will die if you use this, period. What could you possibly gain from destroying the area around your corpse after you've already died? Curse my foolish pursuit of science! It has led only to sorrow and destruction.
Arms:
Arms/Hands are the last piece of armor needed for a fully armored character.
With this addition comes a revision of how armor functions. While the total amount of armor worn will determine how much damage the player can absorb, as well as how likely, it will be possible for the player to have damage bypass their armor that damage is directly aimed at an unarmored bodypart. So if the player is not wearing a helmet, and is shot in the head, then no damage protection from the armor is applied.
Furthermore, all durability damage is FIRST applied to the piece of armor that is doing the actual protection, and then only among the other pieces of armor if the damage is significantly higher. So getting shot repeatedly in the head will break the helmet first, but could still leave the leggings, boots, and chestplate relatively undamaged. Likewise damage taken from falls is applied to the boots first, and won't chip away at the other armor pieces unless the damage taken from the fall is large enough.
Gauntlets
Gauntlets provide 2 armor points, giving the player a theoretical maximum of 12 armor points, but only 10 points are ever counted at a time. This allows the player to take damage and still have a time where they are fully protected, or to skip wearing a helmet or boots. Wearing Gauntlets also ensures that the protection offered by any other piece of armor is extended to the sides, which would otherwise have a thin area that would be treated as unarmored even while wearing chestplate.
Climbing Gloves
= Hand Pick, [@]=String
[]
[@] [] [@]
[]
Climbing gloves allow you to climb non-ladder blocks. The durability is dependent on the material of the hand picks used, but is still going to be low enough to be prohibitive to use as a standard.
To do this, merely switch to a quickslot with no items, and then hold right click down. The player will now be locked onto the surface of the wall. Climbing walls does not work the way ladders do. Forward and backward will control climbing up and down, while left and right control sideways motion, and if no movement key is pressed, the player will merely hold onto the wall. While climbing, the player cannot let go of right click, nor switch to any non-empty quickslot, nor jump or crouch. Any of those actions will cause the player to let go of the wall and fall. Players do not need a sheer wall for climbing, but can have gaps similar to the way ladders can be placed one block apart.
Each block the player climbs will reduce the durability of the Gauntlets. Some blocks are easier or hard to climb, and may incur double durability, or no loss of durability, and some blocks are simply impossible to climb:
x0 Durability - Mossy Cobblestone, Brick, Bookshelf, Ladder, Fence x1 Durability - Cobblestone, Dirt, Clay, Wood, Sandstone, Cloth, Coal( / / gauntlets), Iron( gauntlets), Gold( / gauntlets), LapusLazuli( / gauntlets), Workbench, Chest, Jukebox, Dispenser, Noteblock, Logs, x2 Durability - Stone, Ice, Snow, Coal( gauntlets), Gold( gauntlets), Iron( gauntlets), Diamond( gauntlets), Netherack Impossible - Sand, Gravel, Obsidian, Bedrock, Glass, Gold( gauntlets), Iron( / gauntlets), Diamond( / / gauntlets) LapusLazuli( / gauntlets), Glowstone, Special - Air(durability of block below it), Furnace(regular durability, will damage player if actively smelting), TNT(no durability, will activate if climbed over), Leaves(will break if attempting to climb), Cactus(Impossible, attempting will damage player), Soul Sand(No durability, player's speed will be reduced)
Karate Gloves
= Hatchet, [@]=String
[]
[@] [] [@]
[]
Allows the player to chop wood by hand. (mostly for nostalgia purposes)
Blade Gloves
= Dagger, [@]=String
[]
[@] [] [@]
[]
Allows the player to do extra damage to mobs. wood/gold = 1HP, stone = 1.5HP, iron = 2HP, Diamond = 2.5HP
Farming Gloves
= Trowel, [@]=String
[]
[@] [] [@]
[]
Allows the player to mine snow by hand and right clicking on grass will allow soil to be tilled by hand.
Offhand:
The Bow(or crossbow, if implemented) counts as 2 hand item and will disable shields and other offhand items while being used. Other items, such as Swords, Axes, Blocks, etc are considered to at least be possible to use 1 handed and will not disable the shield.
Full Shields
The shield is equipped to the Offhand Slot as to function like armor, but operates slightly different than other armor; rather than absorbing a percentage of the damage to the player based on damage the armor has taken, (resulting in the player still possibly taking damage when hit) shields operate on an all-or-nothing basis until completely destroyed. If the shield is selected from the quickbar, using it as an item will automatically switch it to the Offhand Slot, allowing players to have a backup shield ready for when a badly damaged shield is about to break.
In order to guard with the shield, it must first be Equipped and then the sneak button must be held. During this, all damage from the front is applied completely to the shield first. This prevents damage to other equipped armor and health, but results in the shield getting damaged much faster than regular armor. Damage from all directions other than the front will bypass the shield entirely, even if equipped and active. The shield loses 1 point of durability for each .5 damage blocked.
While sneaking/guarding with the shield, the player will still move slower and not fall off blocks, but they will not be able to move as far out to the edge of a block while holding a shield. This ensures that if the player lets go of the sneak button in order to use left or right click, they wont fall off the block. Also, using left or right click will not use the currently held quickslot item, but the will strike with the shield, which will only knock other mobs back and drain a single point of durability from the shield. This can be particularly useful for reflecting back the attacks of ghasts, which would otherwise only be blocked while guarding with the shield and not reflected, however this does incur double durability. Blocks may also be broken with the shield, but they will also count as an improper use and incur double durability.
The shield will show up in the bottom left hand view of the players screen, obscuring a small portion of the screen when not active, and a larger portion of the screen while active.
(If you don't like the shield having a cross, you can just treat it as a sword. It's open to interpretation)
Full Wood -
Durability; 32 (fire x1, fire if active x2, arrow x1)
This is also the only armor that can be created from wood.
Wooden Shields take damage if the player is on fire while they are Equipped, even though it will not act to absorb any of the damage the player takes.
Wooden Shields will automatically add arrows to the player's inventory if successfully blocked, though full damage of the arrow is given to the shield. Full Gold -
Durability; 32 (fire x0, fire if active x0, arrow x2/3)
Gold Shields do not absorb fire damage taken by the player while Equipped, but neither is that fire damage counted against the number of uses the shield has.
Gold Shields do not add arrows to the inventory if blocked, but it will cut the damage applied by the arrows to the shield by 1/3. Full Iron -
Durability; 64 (fire x0, fire if active x1, arrow x1/3)
Iron Shields do no not absorb fire damage taken by the player while Equipped, but can take damage from fire if actively guarding while the player is still on fire.
Iron Shields do not add arrows to the inventory if blocked, but it will cut the damage applied by the arrows to the shield by 2/3. Full Diamond -
Durability; 256 (fire x 0, fire if active x0, arrow x0)
Diamond Shields do not absorb fire damage taken by the player while Equipped, but neither is that fire damage counted against the number of uses the shield has.
Diamond Shields do not add arrows to the inventory if blocked, but cut all damage applied by the arrow to the shield.
Small Shields
(If you don't like the shield having a cross, you can just treat it as a sword. It's open to interpretation)
Small Shields are used and function in roughly the same manner as Full Shields, but have roughly half the number of uses as their full counterpart. ( / = 16, = 32, = 128) Even when actively guarding will only prevent full damage if the attack was taken to a small area surrounding the exact center of the screen. Any damage outside of this area comes from the front it will only be reduced by 1/2 before being applied to armor and HP. Damage from any other direction will still be fully applied to armor and HP.
In the case of arrows, Small shields will only catch or absorb their damage if caught in the center of the screen. Small Shields obscure roughly the same amount of the screen while the player is not actively guarding, but much less of the screen is obscured while guarding with a Small Shield than with a Full Shield (due to the reduced area of protection the small shield offers)
Swords
The Sword may be placed in the shield slot but takes double durability for standard use, and triple durability for using against non-mobs. When holding the Sword in the offhand, sneak will not slow the player down (though it will still prevent falling the same way guarding with a shield does) but will switch between left and right click controlling the main or offhand.
With this the Sword also gains the ability to use right click to temporarily defend as if using a small shield (the "shield" effect only lasts for the middle of the swinging sequence) and if successfully blocked will count damage against the durability of the sword.(1 durability per .5 HP) Using 2 swords allows main and offhand swords to be alternated between for a nearly continuous shielding effect. The offhand sword also has the advantage that whenever it is used to damage a mob, that mob will only be invulnerable to the offhand sword, and not whatever item is in the main hand.
Hand Tools
As seen in Extended 2x2 Grid Crafting. If implemented, Daggers, Hand Picks, Trowels, and Hatchets can be used off hand at regular durability. Like with swords, holding the sneak button with Hand Tools will not slow the player down,(though it will still prevent falling off of ledges) but will merely switch between left & right click controlling the main hand or the offhand item. The Hand Tools also share the same advantage that the invulnerability that follows the damage they deal does not apply to main hand items.
(Note: The Dagger retains the ability to be thrown from the offhand, (and will be picked back up into the offhand if the offhand is empty and the main hand is not) and has the same ability to use Rope that is in the Ammunition Slot when it is thrown that it has when thrown from a quickslot)
Maps
With the addition of Ink/dyes, it becomes possible to make quills:
And with the addition of quills, it becomes possible to have writable books, but those are actually useful, and as such should cost much more to make than just 3 pieces of paper:
With this also brings the ability to make Journals that will keep track of the date, and possibly other statistics, like how many creepers/mobs you injured/killed each day, how many deaths, how many blocks mined, days survived, days since last death, and longest number of days alive, etc.
It also becomes possible to make Atlases:
In order to update an Atlas, it must be placed in the Offhand Slot and the player must have an Ink Quill somewhere in their inventory. With these conditions met, the Atlas will update with the 3x3 area around the player on each step the player takes. If the Atlas is not blank, then it will only continue updating if a part of the Atlas that has been marked is still visible when the Atlas gui is pulled up. If the player does not wish to update the Atlas with the area they are walking on, they merely need to remove the Atlas from their Offhand Slot
(The mockup shown here only uses a 17x19 gird, but if the gui were to fill more of the screen it would be possible to have a larger map area as well)
The player's position will always be centered on the Atlas by default, and can be scrolled using WASD. Pressing the Spacebar at any time while viewing the Atlas GUI will cycle between reorienting onto the spawn point (if it has been marked on the Atlas) or back on the player's current position.
In order to read any Book, Atlas, or Journal, it must be placed in a quickslot and then right clicked. In this screen, notes/annotations may be added if the player has an Ink Quill in their inventory.
With books now having a use, Bookshelves must be made through a different recipe:
This bookcase will appear empty, but will actually function as a storage unit that has the same number of slots as a double chest, but can only store Books, Inks/Dyes, the materials needed to craft them, records, signs, and paintings.
Once an Item is placed in the Inventory of a Bookcase, its side textures will match that of the current Bookshelves. When its inventory is completely empty its side textures will revert back to an empty appearance.
The old book recipe still has a use; creating fake books, and bookshelves, which can allow players to hide their functional Bookcases and also may eventually work with levers and buttons and doors to create secret switches and secret doors.
Any item that can be used as ammunition can be placed in the Ammunition Slot through the inventory screen to set that as the default ammunition to fire, provided that ammunition is applicable to the ranged weapon the player is using. Any item that is specifically ammunition will have the feature that right clicking while holding it will switch it out with whatever is currently in the ammunition slot.
If the Ammunition Slot runs empty, and the player still has more stacks of the same type as what just ran out, it will automatically refill using that stack of items. Ammunition that is in any of the Pack Specific inventory slots will not be searched for doing this. If there are no matching stacks of items, and the ranged weapon is attempted to be fired, it will search through the inventory for any other items appropriate for use with that ranged weapon.
The Ammunition Slot supports Slings, Bows, Igniter Bows, Crossbows, Daggers, Rope, and the Fishing Rod. Specific details are posted in Andrew John's Rangecraft thread.
Wildcard:
(Inspired by Yoshi9048)
The Wildcard Slot, or Saving Grace Slot, is a benefit to any player that ever dies. Instead of having to lose every single item in your inventory on death, any single item stored in the Wildcard slot will be kept with the player when they respawn.(items cannot be stacked in this slot) This item can be changed at any time, however any item that the player wants to protect can only be done WHILE that item is in the player's wildcard slot, so when a player mines using his cherished Diamond Pickaxe, it will not be protected until after he goes back into his inventory and puts that diamond pickaxe back in the Wildcard slot. Satchels may be placed in this slot only if they are empty.
What else can I say? I love everything in this. It opens up so many more possiblities when it comes to items and character customization.
I also love it because it provides a surprisingly elegant solution when it comes to the addition of shields and other items that have to be "equipped".
As for the wildcard slot, perhaps it could be used for items that are specific to water? My hope is that Notch will eventually add more underwater content to Minecraft like coral, undersea plants, and more ocean mobs. With that he would hopefully add new types of equipment you could craft in order to better explore and exploit the ocean, such as a snorkel, a diving helmet, or an aqualung. Just a thought.
This is certainly some "outside-o'-the-box" thinkin', there, GreyAcumen. These look kind of fun, but I'm not sure I dig the "I've just surgically embedded a cube into my back" look.
Anyway, that Wildcard slot could remain as just that: A Wildcard slot. It would mainly be for random doodads and accessories that don't fit into any of the other categories, like a pair of glasses that tints everything pink.
Rollback Post to RevisionRollBack
Quote from Travesty »
Quote from Paddy352 »
Are you always so pessimistic?
Yes, yes I am. A pessimist is always either right, or pleasantly surprised.
Quote from ChargerIIC »
Egads..this is World of Warcraft meets Battlefield 1942 in a dark alley with way too much to drink and no discarded mattress nearby.
I... didn't really like anything that was suggested here...
The only things I did like were those already suggested in the 2x2 thread.
I don't really want to go into WHY because I've had a long day.
But I also don't really WANT to have to go into why I don't like them.
A "Back slot" as a purely accessory based slot, sure, but not like this.
I must admit I'm not really a fan of anything listed here either. The backpacks just seem....overpowered or useless, depending on the backpack. The parachutes I'm not a fan of just because I believe that if you wall off a high that can kill you, that's your punishment for falling. Gauntlets...I don't really see a point. Shields...Okay, I admit I do like those, so +1 for those. Being able to write in books is a very nice idea, but lately I've been wondering; why? Sure, you can write endless novels to stock your libraries with, and you could make an encyclopedia of information, but what is the point? Any stories you write will never be read by anyone else, and if you know something well enough to write a book about it, why do you need the book? If the book is just for jotting down things, why not just use a sheet of paper in real life? I DO, however, like the journal, because it reminds me a lot of save diaries in the Harvest Moon games, and it would be nice to have access to that information. As for the atlas....Well, if you find a way to compress a 3D world onto a 2D map, then good on you, but I don't think it would be very practical because a lot of people (Well, the ones who I personally know) all have bases underground, at varying elevations, so a 2D map would be useless for them. I like the new bookcase which requires you to stock it with books, however I have 1 issue with them. Since when do you store sugar cane, string, leather, signs, compasses, watches, records, and dyes on your bookshelves. Call me strange, but my bookshelves in my house are used for storing books, and only books.
All in all, I would say a 4/10 for the entire thread. I personally preferred your 2By2 thread a lot more.
Wow I dont know what to say but epic I would have never thought of using a chest for a backpack
Once I thought about doing it that way, I couldn't imagine doing it any other way.
Quote from DiamondDragon »
You're right. About everything. Remind me why Notch hasn't hired you yet?
I'm going to assume because mojang is in sweden or something, and I'm american. I wonder if they'd be willing to act as a reference when I go job hunting....
Quote from riseoflegends »
As for the wildcard slot, perhaps it could be used for items that are specific to water? My hope is that Notch will eventually add more underwater content to Minecraft like coral, undersea plants, and more ocean mobs. With that he would hopefully add new types of equipment you could craft in order to better explore and exploit the ocean, such as a snorkel, a diving helmet, or an aqualung. Just a thought.
Nah, flippers would go on feet, helmet/snorkel would go in helmet slot, Oxygen tanks would be backpack. The hose for deep diving would go into ammunition slot, etc. None of it needs the Wildcard slot.
Quote from YourMajesty »
This is certainly some "outside-o'-the-box" thinkin', there, GreyAcumen. These look kind of fun, but I'm not sure I dig the "I've just surgically embedded a cube into my back" look.
I think it would look better if you could actually see the straps of the Pack you're wearing. I figured it would be a texture overly, like the saddle.
Anyway, that Wildcard slot could remain as just that: A Wildcard slot. It would mainly be for random doodads and accessories that don't fit into any of the other categories, like a pair of glasses that tints everything pink.
i suppose, but I'd figure glasses go in the helmet slot or something. I was really hoping for some concrete ideas for what the Wildcard slot would handle, that would actually make more sense to have its own slot and not use one of the other slots.
Quote from sabata2 »
I... didn't really like anything that was suggested here...
You don't have to like all my ideas, Sabata. I think I've got them pretty well balanced as is.
Quote from Hubertus »
I must admit I'm not really a fan of anything listed here either. The backpacks just seem....overpowered or useless, depending on the backpack.
If you weigh the advantages against the disadvantages, i think most of them are actually pretty well balanced.
The parachutes I'm not a fan of just because I believe that if you wall off a high that can kill you, that's your punishment for falling.
and if you just want to get down somewhere faster without dumping a crapload of sand?
Gauntlets...I don't really see a point.
Fair enough. I planned to build more on that as the thread developed.
Shields...Okay, I admit I do like those, so +1 for those. Being able to write in books is a very nice idea, but lately I've been wondering; why? Sure, you can write endless novels to stock your libraries with, and you could make an encyclopedia of information, but what is the point? Any stories you write will never be read by anyone else, and if you know something well enough to write a book about it, why do you need the book?
Not everyone ONLY plays single player, and it would also bring support for things like Recipe guides, or to send each other messages when single player and mulitplayer get merged together more seamlessly.
If the book is just for jotting down things, why not just use a sheet of paper in real life?
Why waste paper when you can jot it down in-game? It also provides a deeper level of immersion in the experience.
I DO, however, like the journal, because it reminds me a lot of save diaries in the Harvest Moon games, and it would be nice to have access to that information. As for the atlas....Well, if you find a way to compress a 3D world onto a 2D map, then good on you, but I don't think it would be very practical because a lot of people (Well, the ones who I personally know) all have bases underground, at varying elevations, so a 2D map would be useless for them.
Um. I DID find a way to deal with that. Go check the diagrams for the map again. Did you notice the marks between some of the blocks? those were level indicators. The map marks the route the player actually TAKES. If they need to, they can even have multiple maps, with one acting as aboveground and the other for underground(possibly with multiple "floors"
I like the new bookcase which requires you to stock it with books, however I have 1 issue with them. Since when do you store sugar cane, string, leather, signs, compasses, watches, records, and dyes on your bookshelves. Call me strange, but my bookshelves in my house are used for storing books, and only books.
If you want to store only books in your bookshelves, that's entirely up to you, but pertaining to the bookshelves in your house, I'm pretty sure you purchase your books and don't build them from scratch and write them yourself from ink you personally harvested from squid in a bowl you carved, using a feather you plunked, etc. If I did all that I'd want to keep all my various components right along with the books I was making with them.
Alright. Time to write up my own suggestions for your suggestion.
Packs.
Honestly, I thought this would be very stupid, but after reading through it I like it a LOT. HOWEVER, some things to note. Notch has removed the ability to store items in the crafting grid. I don't think the packs should let you, EXCEPT as a special bonus for the Workbench Pack.
When unequiping a pack, it should automatically dump all items on the ground. including the unique slot items. Same for when they are broken. There is really no reason to get rid of them.
On the subject of damage, I think it should changed based off of difficulty:
Easy: Only loses durability from attacks from behind.
Normal: Only loses durability from attacks from behind or to the side.
Hard: Loses durability whenever attacked.
Capes could be made a lot better. Scrap the player emblem idea. Just make a new png file in your texture packs, or to upload online, called capes.png. This will be a grid that lets you make a custom image for every color of cape. Your black cape could have a skull on it, while the white cape has a cross. This will be uploaded to the server along with you char.png.
Arms.
Really not a fan of this. Just seems to broken, and odd. Moving right along.
Offhand.
Shields? Yes awesome. No argument there. Maps? Great idea, hope its added. Dual wielding weapons and tools? OH BOY HERE WE GO. No. Just no. Full stop. This bugs the ever living crap out of me every time I see it in a game. ANY game. Dual wielding is the stupidest idea ever. Guns, swords, picks, doesn't matter. Its just not something you will ever seen done in real life. Swords are nearly IMPOSSIBLE to block with in your off hand. And even harder to fight with. Historically, no culture has EVER trained in dual wielding, despite what action movies and video games would have you believe. The human body just isn't built to do that. The only thing that is even remotely possible to do it with is a knife, and thats actually more limiting. You have more menuverability with an open hand ready then with two holding knives, and you wouldn't even do much damage to someone with it. But this is a huge pet peeve of mine, and I'll just stop it right there. But I really hope dual wielding tools isn't added. Plus, that doesn't even make sense. Can you honestly imagine someone with two hand axes chopping down a tree with them?
An idea for books. A new shapeless recipe that involves one quill, one empty book, and one written book. This will make a book that is a copy of the written book, and will return the original book to you (kinda like the cake recipe)
Ammunition.
A neat idea. I've always been in support of a ammo slot, and more ammo types.
Wildcard.
Belts. Totally. These would act as a kind of 'misc armor/pack' slot. You could make an iron belt, or something, and it would provide a small bonus to your armor, or you can make a utility belt, which would add a secondary gui to the side of your normal bag with some more slots. You can add a ammo pouch, which would allow for a second type of ammo that will automatically fill in your ammo slot when your done, etc. Basically, keep it as a wild card. Various minor bonuses.
COUNTER REPLY TO THE POST THAT NINJA'D ME:
Any stories you write will never be read by anyone else, and if you know something well enough to write a book about it, why do you need the book?
Your forgetting about us multiplayer players again. Sticking books would be a GREAT alternative to THOUSANDS of signs everywhere. Just stick a bookcase in the spawn room with lots of copies of the same book, to remind players of some of the custom stuff on the server, who is in charge of what, what some of the local sites are (I AM SICK OF GIVING TOURS DAMNIT) or even just a helpful list of recipes, so players don't have to alt-tab to minecraftwiki.
Since when do you store sugar cane, string, leather, signs, compasses, watches, records, and dyes on your bookshelves. Call me strange, but my bookshelves in my house are used for storing books, and only books.
I assumed they are meant to function as both bookshelves and kitchen cabinets. Think of any fantasy setting with wizards. They always have a book case. That book case always has spell components, crystal balls, etc. on it.
...
GOD DAMNIT NINJA'D AGAIN. Screw it, I'm just gonna post.
Nice ideas but... about furnaces and 3x3 crafting grids on your back - i don't like those, that's a bit too much portability :biggrin.gif: I just like coming back to my base and crafting all i need and smelting all i need.
And particularly i liked empty bookslelfs and maps, journals, and writeable books (was thinking about maps by myself before this thread)
I don't like the combination of x and x on your back. You should only have ONE thing on your back. Not a super magical crafting flying chicken creeper dumbledore cat parachute.
I like this idea.
Rollback Post to RevisionRollBack
Viva La Revolución
If I helped you, why not click the + Reputation thing on the bottom right of my post!
I do not see why anyone on the face of the earth in their right minds would want the creeper pack.
I mean, you basically squander your chance to go and get your items back (explosion would destroy them) and the enemy would probably despawn anyways.
Also the majority of these ideas are extremely OP, although a few could do.
I do not see why anyone on the face of the earth in their right minds would want the creeper pack.
I mean, you basically squander your chance to go and get your items back (explosion would destroy them) and the enemy would probably despawn anyways.
Also the majority of these ideas are extremely OP, although a few could do.
Not everyone plays to just build all day every day. Me and a few of my friends have a server where we will all hop on, join a team, build a castle, and then try to destroy the other teams castle. That pack would be AWESOME for us.
It would also be awesome for griefers, but not any worse then a flint and tinder, or bucket of lava is, and any server that bans those items could just as easily ban this one.
Hmm all the slots are great ideas, I don't think you need that many backpacks though, a dispenser backpack?
The rest is all great though, not sure what I think of the arm slots though, Love the arrows and shields. Making it so you can only shoot arrows in that slot will force reloading and make it more balanced.
Can't wait to see what you come up with for the misc. slot.
yes great ideas, all of them! 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 (this may go on for a wile.)999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999 's for you! i aprove!
This suggestion is just as epic as the expanded 2x2 grid one! I like it, but it raises the point of, if implemented, what of the people who want MC to stay (relatively) the same in that respect? Custom option? Difficulty-dependency?
For those people who feel that the backpacks are overpowered, please take a moment to thoroughly consider the use restrictions and durability. Packs may NOT be carried in the inventory, so if the player wants to switch between multiple different packs, they will need to cut into their quickslots for each one (sure, you can place them in the 2x2 crafting grid, but most of the specialty packs replace the 2x2 grid, so that won't be an option.
Quote from GreyAcumen »
Use Restrictions - Packs are the primary item to be placed in the Backslot. Packs specifically refer to items that expand the player's inventory options when placed in the back slot and do not include Capes and Parachutes. Packs may only be placed in a quickslot or a slot of the 2x2 crafting grid, and may not be placed in the player's inventory. (since the inventory would be that of another pack the player would need to be wearing already - no packs inside of packs) They may still be placed inside of dispensers and chests. Durability - All packs have durability, and as the player takes damage some of that damage will be applied against the durability of the pack.(Not the case for Capes/Parachutes) Damage taken specifically from behind (shot in the back by an arrow) may have an even higher percentage of the damage applied to the pack. When the durability of a pack drops to 0, the pack will be destroyed, scattering the items the player had placed in the standard inventory slots, and permanently losing any items that the player had in non-standard inventory slots (any slots that are unique to that specific type of pack.
The durability of backpacks is relative to the difficulty. Easy has a finite but extensive durability,(Peaceful has the same amount, but the backpack will never receive any damage) Normal has a less durability than Easy, and Hard has the least durability. Switching to an easier difficulty can allow the backpack to last longer but it will always retain the amount of damage it has already taken, so if the backpack has been damaged extensively on easy difficulty, it may break immediately on switching to a harder difficulty. Equipping - Packs, Capes, and Parachutes can all be equipped from the quickbar by pressing right click while holding them. Right clicking while holding a Parachute will default to equipping to the Backup Chute slot if the player is already wearing a Parachute or Chutepack, and otherwise equip to the Back slot. Right clicking while holding a Chutepack can only equip to the Back slot.
Unequipping a pack from the Back slot will drop all items held in the inventory onto the block the player is standing on, unless it is being switched out with a pack of the same type. Switching a pack out for a pack of a different type will only drop those items that do not have a corresponding slot in the inventory of the new pack. Items in the quickslot are never dropped or lost.
5 NEW INVENTORY SPACES
(2x2 crafting grid moved lower to make room)
TABLE OF CONTENTS
Back
Hard Core Implementation
ArmsNon-Packs
Capes
PacksSatchels
Parachutes
Backpack
Groovepack
Smeltpack
Workpack
Expelpack
Creeperpack
Gauntlets
OffhandClimbing Gloves
Karate Gloves
Blade Gloves
Farming Gloves
Full Shields
AmmunitionWood
Small ShieldsGold
Iron
Diamond
Sword
Hand Tools
Maps
Ink Quill
Books
Journal
Atlas
Bookcases
False Books
Bookshelves
Andrew John's Rangecraft
WildcardBack:
(Click Here for Original HardCore Implementation)
The back slot brings support for wearable packs, capes, parachutes, and a number of other potential advantages, but this doesn't come without a price; If a backpack would give the player more inventory, then where does the inventory that the player already has come from? The obvious answer is that the player already starts out with a backpack, so for minecraft to support players wearing backpacks, it will also need to support players NOT wearing backpacks:
Use Restrictions - Packs are the primary item to be placed in the Backslot. Packs specifically refer to items that expand the player's inventory options when placed in the back slot and do not include Capes and Satchels. Packs may only be placed in a quickslot or a slot of the 2x2 crafting grid, and may not be placed in the player's inventory. (since the inventory would be that of another pack the player would need to be wearing already - no packs inside of packs) They may still be placed inside of dispensers and chests.
Durability - All packs have durability, and as the player takes damage some of that damage will be applied against the durability of the pack.(Not the case for Capes/Parachutes) Damage taken specifically from behind (shot in the back by an arrow) may have an even higher percentage of the damage applied to the pack. When the durability of a pack drops to 0, the pack will be destroyed, scattering the items the player had placed in the standard inventory slots, and permanently losing any items that the player had in non-standard inventory slots (any slots that are unique to that specific type of pack.
The durability of backpacks is relative to the difficulty. Easy has a finite but extensive durability,(Peaceful has the same amount, but the backpack will never receive any damage) Normal has a less durability than Easy, and Hard has the least durability. Switching to an easier difficulty can allow the backpack to last longer but it will always retain the amount of damage it has already taken, so if the backpack has been damaged extensively on easy difficulty, it may break immediately on switching to a harder difficulty.
Equipping - Packs, Capes, and Parachutes can all be equipped from the quickbar by pressing right click while holding them. Right clicking while holding a Parachute will default to equipping to the Backup Chute slot if the player is already wearing a Parachute or Chutepack, and otherwise equip to the Back slot. Right clicking while holding a Chutepack can only equip to the Back slot.
Unequipping a pack from the Back slot will drop all items held in the inventory onto the block the player is standing on, unless it is being switched out with a pack of the same type. Switching a pack out for a pack of a different type will only drop those items that do not have a corresponding slot in the inventory of the new pack. Items in the quickslot are never dropped or lost.
Non-Packs
Capes -
When crafting a Cape, the cloth being crafted with must all be the same color. This will determine the base color of the resulting Cape. Capes can be equipped directly to the Back slot or crafted with a Backpack to make a Capepack. Capes by themselves make no changes to the player's inventory and take no damage when the player is injured.
Players will also be given the option to edit an "emblem" file, similar to the one they use to alter their player appearance. The emblem would overlay on the cape provided one is equipped, and would allow players to make their capes multiple colors. (As suggested by Halfwing:smile.gif: Multiple different emblems could be included on this file, and would be specific to the color cape that the player is wearing. If the player crafts a black cape, then the emblem in the "black cape" section would be overlaid on it. This emblem could be different than the one that would display when the player puts on a White Cape or Red Cape, etc.
There will also be Team Capes which cannot be crafted but can only be created by an admin and given directly (through players or chests, etc) which will point to a set of team cape emblems that are stored server side. Team capes will ignore player specific emblems.
(inspired by Glyph255)
Satchels -
Even when players are wearing a backpack, people still find themselves running short on mobile storage. To address this issue we introduce the Satchels, similar to chests in general function, method of access, and that they are not stackable, the key differences are that the Satchel only has 4 slots of storage, but picking it up does not remove the items from a satchel, allowing them to be carried as a group while only using a single slot.
With the implementation of the Back Slot, Satchels will also be able to be worn on the back in order to access it's inventory. This becomes less practical to do while wearing any of the Packs, but provides a relatively convenient method of storage until for when the player is without. Whatever is placed in the satchel inventory will be retained in it even when the satchel is removed from the back slot.
While this effectively allows a player to potentially quadruple their carry space, this is not without disadvantages;
- The items each satchel contains cannot be accessed unless the satchel is placed on the ground or in the Back Slot, nor is there anyway to distinguish satchels from each other or verify the contents of a satchel without placing in the Back Slot, or placing it on the ground and opening it.
When placed on the ground and accessed as a chest, the satchel gui will look like this:- Once a satchel is placed on the ground, it is susceptible to disappearing (along with any items it had) if the player wanders out of map range. To prevent their disappearance, Satchels must be carried by the player.
- Satchels are also highly susceptible to destruction. Although this makes it easy for the player to pick up the satchel with a single hit, if a Zombie, Spider or Skeleton touches it, it will destroy the satchel and spill its contents, and any explosions (creeper or otherwise) or fire or lava will instantly destroy the satchel along with any items it might have been containing.
- If water touches a satchel, that satchel will be dropped as if broken, but provided it is picked up, its contents will not be lost.
- Satchels cannot be stored in other Satchels or in Chests.
Parachutes -
The Parachute can be worn directly on the player's Back slot or crafted with a Backpack to make a Chutepack. It can be activated by pressing the jump button when the player has fallen more than 3 blocks but still hasn't landed. It will stay open, slowing the player's fall to safe speeds, until the player releases the jump button. There is a noticeable amount of time between when the player hits the jump button and when the Parachute actually activates and begins slowing the player's fall. This should be whatever time it takes to fall 4 more blocks. When the parachute is activated, the empty Satchel will be left in the Back or Backup Slots.
A Parachute only has a 45-50% chance at deploying successfully, and may instead result in the Parachute breaking into 1-5 cloth and 1-3 string (though never 5 cloth AND 3 string at the same time) that scatters out above the player's head as they continue to fall. To make up for this, wearing the Parachute replaces the 2x2 crafting grid with 2 slots that can only hold two more parachutes for backup (though this is called the backup parachute, it is actually used first) In order to use these backup parachutes, the player must let go of the jump button and press it again before they hit the ground.
When the player lands or if they let go of the jump button while the Parachute is still slowing their fall, it will break and drop a "Tangled Chute" which must be crafting with a satchel to turn it back into a usable Parachute.
Packs
Backpack -
A backpack is the most basic form of mobile storage. It provides the player with 3 rows of 9 columns of inventory slots, bringing the player up to Minecraft's standard inventory amount.
If the Backpack is broken, all items in the inventory will scatter. Items in the quickslot and 2x2 grid will be unaffected. If the Backpack is switched out for a pack that alters the 2x2 grid, then any items in the 2x2 grid will be dropped at the player's feet. If the Backpack is switched out for a pack that alters the standard inventory, then any items in the altered slots will be dropped at the player's feet.
Carrypack -
Equipping the Carrypack will replace the 2x2 crafting grid with 3 rows of 4 columns(12 total) of inventory slots along with the regular backpack inventory for a grand total of 39 slots (plus 9 quickslots) effectively giving the player 8 more inventory slots over the standard Backpack. The extra 12 slots the Carrypack grants will not be accessible when using Chests, Workbenches, Furnaces,Dispensers and any other blocks with their own inventory.
If the Carrypack is broken, then all items in the main inventory will scatter away from the player, and all items in the extra 12 spaces that the Carrypack grants will be lost permanently. If the Carrypack is switched out for a non-Carrypack, then all items in the extra 12 spaces will simply be dropped at the player's feet.
Capepack -
The Capepack can be made by crafting the Cape or Team Cape with a Backpack, but whatever durability the Backpack started with will be carried over to the Capepack. The Capepack functions the same as the Backpack in terms of altering the player's inventory, but will give the appearance of having a Cape equipped.
If the Capepack is broken, the Cape will be left in the player's Back Slot. The Capepack can also be placed in the crafting grid to drop the Cape in the output, leaving the Backpack (with whatever durability damage the Capepack had) in the input side.
Chutepack -
The Chutepack can also be made by crafting the Parachute with a Backpack, but whatever durability the Backpack started with will be carried over to the Chutepack. The Chutepack allows the player the same chance of surviving a fall as if wearing a Parachute, but trades the ability to store backup parachutes for increasing the player's inventory as if wearing the Backpack. When the Parachute is deployed from the Chutepack, it will revert to a regular backpack and the satchel will be dropped into the 2x2 crafting grid of the backpack inventory.
If the Chutepack is broken from damage, the Parachute will be left in the player's Back Slot. The Chutepack can also be placed in the crafting grid to drop the Parachute in the output, leaving the Backpack (with whatever durability damage the Chutepack had) in the input side.
When the Chutepack drops a Tangled Chute or has a failed deployment, the Chutepack will automatically be replaced with a Backpack.
Groovepack -
The Groovepack changes the 2x2 grid from "crafting" to "playing" and up to 4 records, and ONLY records, can be stored in that 2x2 grid. Placing a record in the "output" slot will cause that record to begin playing. When that record is finished it will be switched with a different record from the Playlist and will begin playing it automatically. This will continue indefinitely, looping through the various records in the Playlist. If the player wants to stop the music, they merely need to remove the record that is in the "output" slot.
If the Groovepack is broken, the Jukebox used to craft it will be lost along with the Backpack. Any records that were still in the 2x2 grid or output will also be lost, but the Groovepack can be placed in the crafting grid to drop an undamaged Jukebox in the output, leaving the Backpack (with whatever durability damage the Groovepack had) in the input side.
Smeltpack -
The Smeltpack changes the 2x2 grid into a smelting setup, allowing the player to smelt ore that they find on the fly. If the Smeltpack takes any damage or touches water, it will interrupt any ongoing smelting and lose whatever was in the fuel slot. If it involves fire/lava, it can have a chance of outright destroying whatever was in the process of being heated.
If the Smeltpack breaks, then all items in the fuel slot, input slot and output slot will be lost. The Smeltpack cannot be decrafted and will not drop anything if it breaks.
Workpack -
With the Workpack equipped, the 2x2 crafting grid will be replaced with 9 inventory slots much like what happens when the Carrypack is worn, but the player also loses 6 columns off of the left side of their inventory, which are replaced with a full worktable crafting grid. Anything that is placed in the workbench slots or in the extra 9 slots that replace the 2x2 crafting grid will not be accessible when opening Chests, Dispensers, etc.
If the Workpack is broken, any items in the Workbench grid, or the extra 9 inventory slots that replace the 2x2 grid will be lost. The Workpack cannot be decrafted and will not drop anything if broken.
Expelpack -
Wearing the Expelpack will replace the 2x2 crafting grid with a 2x3 dispensing grid. While it is worn, items can be placed in the 2x3 grid and left there. While the dispensing grid has items in it, every step the player takes while walking (not jumping or sneaking, or minecart or boat riding) will cycle through the grids and use the item in that grid on the space that the player had previously occupied, provided that area did not already have a block in it. If arrows/snowballs/eggs or any other form of ammunition are in the 2x3 crafting grid, they will be fired directly behind the player.
Hoes, Shovels, Pickaxes, Axes, and Swords may also be placed in these slots, and will be used on the block behind the player with each step. However the tool being used will still need to be aimed at the block in question long enough to finish breaking it to work, so the lower quality the tool, the longer the player must wait after each step. Additionally, whether the item is used successfully or not will still count as a use against its durability (double durability when trying to use the improper tool on a block)
Any item that is not ammunition or possesses a specific function when right clicked (sticks, flint, coal, feathers, etc) will simply be dropped behind the player.
The item that is used is not random, but starts at the upper left corner and cycles clockwise until there are only empty spaces to the end of the cycle, at which point it starts back at the beginning to restart the cycle.
The Expelpack cannot be decrafted to retrieve the backpack from the dispenser and nothing will drop if the Expelpack breaks. All items in the dispenser grid will be lost if it breaks.
Creeperpack -
Creepers getting you down? Revenge is a dish best server LOUD! If you die, your pack breaks, or you come into contact with fire or lava, your Creeperpack will explode. You can fill the Bang+ slot with gunpowder for an even bigger explosion.
Why? Why would you do this? You will die if you use this, period. What could you possibly gain from destroying the area around your corpse after you've already died? Curse my foolish pursuit of science! It has led only to sorrow and destruction.
Arms:
Arms/Hands are the last piece of armor needed for a fully armored character.
With this addition comes a revision of how armor functions. While the total amount of armor worn will determine how much damage the player can absorb, as well as how likely, it will be possible for the player to have damage bypass their armor that damage is directly aimed at an unarmored bodypart. So if the player is not wearing a helmet, and is shot in the head, then no damage protection from the armor is applied.
Furthermore, all durability damage is FIRST applied to the piece of armor that is doing the actual protection, and then only among the other pieces of armor if the damage is significantly higher. So getting shot repeatedly in the head will break the helmet first, but could still leave the leggings, boots, and chestplate relatively undamaged. Likewise damage taken from falls is applied to the boots first, and won't chip away at the other armor pieces unless the damage taken from the fall is large enough.
Gauntlets
Gauntlets provide 2 armor points, giving the player a theoretical maximum of 12 armor points, but only 10 points are ever counted at a time. This allows the player to take damage and still have a time where they are fully protected, or to skip wearing a helmet or boots. Wearing Gauntlets also ensures that the protection offered by any other piece of armor is extended to the sides, which would otherwise have a thin area that would be treated as unarmored even while wearing chestplate.
Climbing Gloves
= Hand Pick, [@]=String
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Climbing gloves allow you to climb non-ladder blocks. The durability is dependent on the material of the hand picks used, but is still going to be low enough to be prohibitive to use as a standard.
To do this, merely switch to a quickslot with no items, and then hold right click down. The player will now be locked onto the surface of the wall. Climbing walls does not work the way ladders do. Forward and backward will control climbing up and down, while left and right control sideways motion, and if no movement key is pressed, the player will merely hold onto the wall. While climbing, the player cannot let go of right click, nor switch to any non-empty quickslot, nor jump or crouch. Any of those actions will cause the player to let go of the wall and fall. Players do not need a sheer wall for climbing, but can have gaps similar to the way ladders can be placed one block apart.
Each block the player climbs will reduce the durability of the Gauntlets. Some blocks are easier or hard to climb, and may incur double durability, or no loss of durability, and some blocks are simply impossible to climb:
x0 Durability - Mossy Cobblestone, Brick, Bookshelf, Ladder, Fence
x1 Durability - Cobblestone, Dirt, Clay, Wood, Sandstone, Cloth, Coal( / / gauntlets), Iron( gauntlets), Gold( / gauntlets), LapusLazuli( / gauntlets), Workbench, Chest, Jukebox, Dispenser, Noteblock, Logs,
x2 Durability - Stone, Ice, Snow, Coal( gauntlets), Gold( gauntlets), Iron( gauntlets), Diamond( gauntlets), Netherack
Impossible - Sand, Gravel, Obsidian, Bedrock, Glass, Gold( gauntlets), Iron( / gauntlets), Diamond( / / gauntlets) LapusLazuli( / gauntlets), Glowstone,
Special - Air(durability of block below it), Furnace(regular durability, will damage player if actively smelting), TNT(no durability, will activate if climbed over), Leaves(will break if attempting to climb), Cactus(Impossible, attempting will damage player), Soul Sand(No durability, player's speed will be reduced)
Karate Gloves
= Hatchet, [@]=String
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Allows the player to chop wood by hand. (mostly for nostalgia purposes)
Blade Gloves
= Dagger, [@]=String
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Allows the player to do extra damage to mobs. wood/gold = 1HP, stone = 1.5HP, iron = 2HP, Diamond = 2.5HP
Farming Gloves
= Trowel, [@]=String
[]
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Allows the player to mine snow by hand and right clicking on grass will allow soil to be tilled by hand.
Offhand:
The Bow(or crossbow, if implemented) counts as 2 hand item and will disable shields and other offhand items while being used. Other items, such as Swords, Axes, Blocks, etc are considered to at least be possible to use 1 handed and will not disable the shield.
Full Shields
The shield is equipped to the Offhand Slot as to function like armor, but operates slightly different than other armor; rather than absorbing a percentage of the damage to the player based on damage the armor has taken, (resulting in the player still possibly taking damage when hit) shields operate on an all-or-nothing basis until completely destroyed. If the shield is selected from the quickbar, using it as an item will automatically switch it to the Offhand Slot, allowing players to have a backup shield ready for when a badly damaged shield is about to break.
In order to guard with the shield, it must first be Equipped and then the sneak button must be held. During this, all damage from the front is applied completely to the shield first. This prevents damage to other equipped armor and health, but results in the shield getting damaged much faster than regular armor. Damage from all directions other than the front will bypass the shield entirely, even if equipped and active. The shield loses 1 point of durability for each .5 damage blocked.
While sneaking/guarding with the shield, the player will still move slower and not fall off blocks, but they will not be able to move as far out to the edge of a block while holding a shield. This ensures that if the player lets go of the sneak button in order to use left or right click, they wont fall off the block. Also, using left or right click will not use the currently held quickslot item, but the will strike with the shield, which will only knock other mobs back and drain a single point of durability from the shield. This can be particularly useful for reflecting back the attacks of ghasts, which would otherwise only be blocked while guarding with the shield and not reflected, however this does incur double durability. Blocks may also be broken with the shield, but they will also count as an improper use and incur double durability.
The shield will show up in the bottom left hand view of the players screen, obscuring a small portion of the screen when not active, and a larger portion of the screen while active.
(If you don't like the shield having a cross, you can just treat it as a sword. It's open to interpretation)
Full Wood -
Durability; 32 (fire x1, fire if active x2, arrow x1)
This is also the only armor that can be created from wood.
Wooden Shields take damage if the player is on fire while they are Equipped, even though it will not act to absorb any of the damage the player takes.
Wooden Shields will automatically add arrows to the player's inventory if successfully blocked, though full damage of the arrow is given to the shield.
Full Gold -
Durability; 32 (fire x0, fire if active x0, arrow x2/3)
Gold Shields do not absorb fire damage taken by the player while Equipped, but neither is that fire damage counted against the number of uses the shield has.
Gold Shields do not add arrows to the inventory if blocked, but it will cut the damage applied by the arrows to the shield by 1/3.
Full Iron -
Durability; 64 (fire x0, fire if active x1, arrow x1/3)
Iron Shields do no not absorb fire damage taken by the player while Equipped, but can take damage from fire if actively guarding while the player is still on fire.
Iron Shields do not add arrows to the inventory if blocked, but it will cut the damage applied by the arrows to the shield by 2/3.
Full Diamond -
Durability; 256 (fire x 0, fire if active x0, arrow x0)
Diamond Shields do not absorb fire damage taken by the player while Equipped, but neither is that fire damage counted against the number of uses the shield has.
Diamond Shields do not add arrows to the inventory if blocked, but cut all damage applied by the arrow to the shield.
Small Shields
(If you don't like the shield having a cross, you can just treat it as a sword. It's open to interpretation)
Small Shields are used and function in roughly the same manner as Full Shields, but have roughly half the number of uses as their full counterpart. ( / = 16, = 32, = 128) Even when actively guarding will only prevent full damage if the attack was taken to a small area surrounding the exact center of the screen. Any damage outside of this area comes from the front it will only be reduced by 1/2 before being applied to armor and HP. Damage from any other direction will still be fully applied to armor and HP.
In the case of arrows, Small shields will only catch or absorb their damage if caught in the center of the screen. Small Shields obscure roughly the same amount of the screen while the player is not actively guarding, but much less of the screen is obscured while guarding with a Small Shield than with a Full Shield (due to the reduced area of protection the small shield offers)
Swords
The Sword may be placed in the shield slot but takes double durability for standard use, and triple durability for using against non-mobs. When holding the Sword in the offhand, sneak will not slow the player down (though it will still prevent falling the same way guarding with a shield does) but will switch between left and right click controlling the main or offhand.
With this the Sword also gains the ability to use right click to temporarily defend as if using a small shield (the "shield" effect only lasts for the middle of the swinging sequence) and if successfully blocked will count damage against the durability of the sword.(1 durability per .5 HP) Using 2 swords allows main and offhand swords to be alternated between for a nearly continuous shielding effect. The offhand sword also has the advantage that whenever it is used to damage a mob, that mob will only be invulnerable to the offhand sword, and not whatever item is in the main hand.
Hand Tools
As seen in Extended 2x2 Grid Crafting. If implemented, Daggers, Hand Picks, Trowels, and Hatchets can be used off hand at regular durability. Like with swords, holding the sneak button with Hand Tools will not slow the player down,(though it will still prevent falling off of ledges) but will merely switch between left & right click controlling the main hand or the offhand item. The Hand Tools also share the same advantage that the invulnerability that follows the damage they deal does not apply to main hand items.
(Note: The Dagger retains the ability to be thrown from the offhand, (and will be picked back up into the offhand if the offhand is empty and the main hand is not) and has the same ability to use Rope that is in the Ammunition Slot when it is thrown that it has when thrown from a quickslot)
Maps
With the addition of Ink/dyes, it becomes possible to make quills:
And with the addition of quills, it becomes possible to have writable books, but those are actually useful, and as such should cost much more to make than just 3 pieces of paper:
With this also brings the ability to make Journals that will keep track of the date, and possibly other statistics, like how many creepers/mobs you injured/killed each day, how many deaths, how many blocks mined, days survived, days since last death, and longest number of days alive, etc.
It also becomes possible to make Atlases:
In order to update an Atlas, it must be placed in the Offhand Slot and the player must have an Ink Quill somewhere in their inventory. With these conditions met, the Atlas will update with the 3x3 area around the player on each step the player takes. If the Atlas is not blank, then it will only continue updating if a part of the Atlas that has been marked is still visible when the Atlas gui is pulled up. If the player does not wish to update the Atlas with the area they are walking on, they merely need to remove the Atlas from their Offhand Slot
(The mockup shown here only uses a 17x19 gird, but if the gui were to fill more of the screen it would be possible to have a larger map area as well)
The player's position will always be centered on the Atlas by default, and can be scrolled using WASD. Pressing the Spacebar at any time while viewing the Atlas GUI will cycle between reorienting onto the spawn point (if it has been marked on the Atlas) or back on the player's current position.
In order to read any Book, Atlas, or Journal, it must be placed in a quickslot and then right clicked. In this screen, notes/annotations may be added if the player has an Ink Quill in their inventory.
With books now having a use, Bookshelves must be made through a different recipe:
This bookcase will appear empty, but will actually function as a storage unit that has the same number of slots as a double chest, but can only store Books, Inks/Dyes, the materials needed to craft them, records, signs, and paintings.
Once an Item is placed in the Inventory of a Bookcase, its side textures will match that of the current Bookshelves. When its inventory is completely empty its side textures will revert back to an empty appearance.
The old book recipe still has a use; creating fake books, and bookshelves, which can allow players to hide their functional Bookcases and also may eventually work with levers and buttons and doors to create secret switches and secret doors.
Ammunition:
Any item that can be used as ammunition can be placed in the Ammunition Slot through the inventory screen to set that as the default ammunition to fire, provided that ammunition is applicable to the ranged weapon the player is using. Any item that is specifically ammunition will have the feature that right clicking while holding it will switch it out with whatever is currently in the ammunition slot.
If the Ammunition Slot runs empty, and the player still has more stacks of the same type as what just ran out, it will automatically refill using that stack of items. Ammunition that is in any of the Pack Specific inventory slots will not be searched for doing this. If there are no matching stacks of items, and the ranged weapon is attempted to be fired, it will search through the inventory for any other items appropriate for use with that ranged weapon.
The Ammunition Slot supports Slings, Bows, Igniter Bows, Crossbows, Daggers, Rope, and the Fishing Rod. Specific details are posted in Andrew John's Rangecraft thread.
Wildcard:
(Inspired by Yoshi9048)
The Wildcard Slot, or Saving Grace Slot, is a benefit to any player that ever dies. Instead of having to lose every single item in your inventory on death, any single item stored in the Wildcard slot will be kept with the player when they respawn.(items cannot be stacked in this slot) This item can be changed at any time, however any item that the player wants to protect can only be done WHILE that item is in the player's wildcard slot, so when a player mines using his cherished Diamond Pickaxe, it will not be protected until after he goes back into his inventory and puts that diamond pickaxe back in the Wildcard slot. Satchels may be placed in this slot only if they are empty.
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What else can I say? I love everything in this. It opens up so many more possiblities when it comes to items and character customization.
I also love it because it provides a surprisingly elegant solution when it comes to the addition of shields and other items that have to be "equipped".
As for the wildcard slot, perhaps it could be used for items that are specific to water? My hope is that Notch will eventually add more underwater content to Minecraft like coral, undersea plants, and more ocean mobs. With that he would hopefully add new types of equipment you could craft in order to better explore and exploit the ocean, such as a snorkel, a diving helmet, or an aqualung. Just a thought.
Otherwise, +1
Anyway, that Wildcard slot could remain as just that: A Wildcard slot. It would mainly be for random doodads and accessories that don't fit into any of the other categories, like a pair of glasses that tints everything pink.
The only things I did like were those already suggested in the 2x2 thread.
I don't really want to go into WHY because I've had a long day.
But I also don't really WANT to have to go into why I don't like them.
A "Back slot" as a purely accessory based slot, sure, but not like this.
He's on vacation.
I must admit I'm not really a fan of anything listed here either. The backpacks just seem....overpowered or useless, depending on the backpack. The parachutes I'm not a fan of just because I believe that if you wall off a high that can kill you, that's your punishment for falling. Gauntlets...I don't really see a point. Shields...Okay, I admit I do like those, so +1 for those. Being able to write in books is a very nice idea, but lately I've been wondering; why? Sure, you can write endless novels to stock your libraries with, and you could make an encyclopedia of information, but what is the point? Any stories you write will never be read by anyone else, and if you know something well enough to write a book about it, why do you need the book? If the book is just for jotting down things, why not just use a sheet of paper in real life? I DO, however, like the journal, because it reminds me a lot of save diaries in the Harvest Moon games, and it would be nice to have access to that information. As for the atlas....Well, if you find a way to compress a 3D world onto a 2D map, then good on you, but I don't think it would be very practical because a lot of people (Well, the ones who I personally know) all have bases underground, at varying elevations, so a 2D map would be useless for them. I like the new bookcase which requires you to stock it with books, however I have 1 issue with them. Since when do you store sugar cane, string, leather, signs, compasses, watches, records, and dyes on your bookshelves. Call me strange, but my bookshelves in my house are used for storing books, and only books.
All in all, I would say a 4/10 for the entire thread. I personally preferred your 2By2 thread a lot more.
Once I thought about doing it that way, I couldn't imagine doing it any other way.
I'm going to assume because mojang is in sweden or something, and I'm american. I wonder if they'd be willing to act as a reference when I go job hunting....
Nah, flippers would go on feet, helmet/snorkel would go in helmet slot, Oxygen tanks would be backpack. The hose for deep diving would go into ammunition slot, etc. None of it needs the Wildcard slot.
I think it would look better if you could actually see the straps of the Pack you're wearing. I figured it would be a texture overly, like the saddle.
i suppose, but I'd figure glasses go in the helmet slot or something. I was really hoping for some concrete ideas for what the Wildcard slot would handle, that would actually make more sense to have its own slot and not use one of the other slots.
You don't have to like all my ideas, Sabata. I think I've got them pretty well balanced as is.
If you weigh the advantages against the disadvantages, i think most of them are actually pretty well balanced.
and if you just want to get down somewhere faster without dumping a crapload of sand?
Fair enough. I planned to build more on that as the thread developed.
Not everyone ONLY plays single player, and it would also bring support for things like Recipe guides, or to send each other messages when single player and mulitplayer get merged together more seamlessly.
Why waste paper when you can jot it down in-game? It also provides a deeper level of immersion in the experience.
Um. I DID find a way to deal with that. Go check the diagrams for the map again. Did you notice the marks between some of the blocks? those were level indicators. The map marks the route the player actually TAKES. If they need to, they can even have multiple maps, with one acting as aboveground and the other for underground(possibly with multiple "floors"
If you want to store only books in your bookshelves, that's entirely up to you, but pertaining to the bookshelves in your house, I'm pretty sure you purchase your books and don't build them from scratch and write them yourself from ink you personally harvested from squid in a bowl you carved, using a feather you plunked, etc. If I did all that I'd want to keep all my various components right along with the books I was making with them.
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Packs.
Honestly, I thought this would be very stupid, but after reading through it I like it a LOT. HOWEVER, some things to note. Notch has removed the ability to store items in the crafting grid. I don't think the packs should let you, EXCEPT as a special bonus for the Workbench Pack.
When unequiping a pack, it should automatically dump all items on the ground. including the unique slot items. Same for when they are broken. There is really no reason to get rid of them.
On the subject of damage, I think it should changed based off of difficulty:
Easy: Only loses durability from attacks from behind.
Normal: Only loses durability from attacks from behind or to the side.
Hard: Loses durability whenever attacked.
Capes could be made a lot better. Scrap the player emblem idea. Just make a new png file in your texture packs, or to upload online, called capes.png. This will be a grid that lets you make a custom image for every color of cape. Your black cape could have a skull on it, while the white cape has a cross. This will be uploaded to the server along with you char.png.
Arms.
Really not a fan of this. Just seems to broken, and odd. Moving right along.
Offhand.
Shields? Yes awesome. No argument there. Maps? Great idea, hope its added. Dual wielding weapons and tools? OH BOY HERE WE GO. No. Just no. Full stop. This bugs the ever living crap out of me every time I see it in a game. ANY game. Dual wielding is the stupidest idea ever. Guns, swords, picks, doesn't matter. Its just not something you will ever seen done in real life. Swords are nearly IMPOSSIBLE to block with in your off hand. And even harder to fight with. Historically, no culture has EVER trained in dual wielding, despite what action movies and video games would have you believe. The human body just isn't built to do that. The only thing that is even remotely possible to do it with is a knife, and thats actually more limiting. You have more menuverability with an open hand ready then with two holding knives, and you wouldn't even do much damage to someone with it. But this is a huge pet peeve of mine, and I'll just stop it right there. But I really hope dual wielding tools isn't added. Plus, that doesn't even make sense. Can you honestly imagine someone with two hand axes chopping down a tree with them?
An idea for books. A new shapeless recipe that involves one quill, one empty book, and one written book. This will make a book that is a copy of the written book, and will return the original book to you (kinda like the cake recipe)
Ammunition.
A neat idea. I've always been in support of a ammo slot, and more ammo types.
Wildcard.
Belts. Totally. These would act as a kind of 'misc armor/pack' slot. You could make an iron belt, or something, and it would provide a small bonus to your armor, or you can make a utility belt, which would add a secondary gui to the side of your normal bag with some more slots. You can add a ammo pouch, which would allow for a second type of ammo that will automatically fill in your ammo slot when your done, etc. Basically, keep it as a wild card. Various minor bonuses.
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Your forgetting about us multiplayer players again. Sticking books would be a GREAT alternative to THOUSANDS of signs everywhere. Just stick a bookcase in the spawn room with lots of copies of the same book, to remind players of some of the custom stuff on the server, who is in charge of what, what some of the local sites are (I AM SICK OF GIVING TOURS DAMNIT) or even just a helpful list of recipes, so players don't have to alt-tab to minecraftwiki.
I assumed they are meant to function as both bookshelves and kitchen cabinets. Think of any fantasy setting with wizards. They always have a book case. That book case always has spell components, crystal balls, etc. on it.
...
GOD DAMNIT NINJA'D AGAIN. Screw it, I'm just gonna post.
And particularly i liked empty bookslelfs and maps, journals, and writeable books (was thinking about maps by myself before this thread)
I like this idea.
I mean, you basically squander your chance to go and get your items back (explosion would destroy them) and the enemy would probably despawn anyways.
Also the majority of these ideas are extremely OP, although a few could do.
Not everyone plays to just build all day every day. Me and a few of my friends have a server where we will all hop on, join a team, build a castle, and then try to destroy the other teams castle. That pack would be AWESOME for us.
It would also be awesome for griefers, but not any worse then a flint and tinder, or bucket of lava is, and any server that bans those items could just as easily ban this one.
The rest is all great though, not sure what I think of the arm slots though, Love the arrows and shields. Making it so you can only shoot arrows in that slot will force reloading and make it more balanced.
Can't wait to see what you come up with for the misc. slot.
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This suggestion is just as epic as the expanded 2x2 grid one! I like it, but it raises the point of, if implemented, what of the people who want MC to stay (relatively) the same in that respect? Custom option? Difficulty-dependency?
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