This is incredibly old. But I don't mind necroing this, because it's popular (Or was).
I liked it until you got to offhand. It's just wrong for Steve to be ambidextrous, because so little people are. And shields... I've never wanted shields.
Considering the way Minecraft starts, I think the basic backpack should be automatically equipped when you make a new world/join a server for the first time.
It would be very fair, because Steve already has a standard sized inventory when you start the game.
Not only that, but it gives newbies a chance to learn from their mistakes; e.g. You died, so you lost your pack. You should have made some backups in case this ever happened.
For the same reason as I have for beginning a world with a backpack, the STANDARD PACK SHOULD NOT HAVE A DURABILITY BAR, as having you lose basic privileges because of mobs is just stupid; I've always been able to keep my inventory size in the middle of a fight and I don't think it should change because inventory size is suddenly based on an item. However, all other backpacks SHOULD have limited durability and, when broken, revert to a normal pack (and in the case of packs that hold items, drop bonus items at your feet).
If this were the case then all existing worlds (made before the update) would have to have basic backpacks automatically equipped on them.
In the case of special packs (creeperpack, groovepack, etc) there should be a controller (Recipe= A pickaxe of iron for sticks and redstone for material) item to activate them.
With this item, right clicking would open up an arrow key interface, where the arrow keys/WASD keys do certain things.
Groovepack: W=Play/Pause, A=Previous track, S=Exit, D=Next track.
Creeperpack: W=Light the fuse!, A=Toggle Warning Siren, S=Exit, D=Light the fuse! and Exit.
Expelpack: W=Toggle Placement Mode, A=Rotate Placement Direction Left (so you can place things on the side of blocks), S=Exit, D=Rotate Placement Direction Right.
Hopefully this idea would open up ideas for other special back items (Jetpack, anyone?)
The new armour system brought in by gloves is fantastic, but I think some sort of other climbing gear (like ice-picks) would be better for climbing without ladders.
Shields and hand tools are cool, but having full sized swords in the offhand isn't my cup of tea. Daggers is enough for combat tools in the offhand.
Books 'n' such= Pure brilliance. Fake bookshelves should only be 'buttonable' when redstone is actually connected to them, though.
Ammo is all well and good, maybe it could combo with the expelpack?
Wildcard is.... Strange. I don't really see the use (except for: Keeping a satchel full of backpacks in case you die).
All your ideas are great, but I think the standard inventory size should always be available (unless you die).
Now I'm not saying this is too long, didn't read; it is very detailed and that is always a good thing for solid ideas. The main issue is you have way too much content, most of which is very infeasible to implement. You had me up until the backpack variations, then you completely lost my support. What you have done is now when you go to garner support, people will be divided on what they want added and what they could care less about. This is way too much content to gain a clear support.
This is a defiant case of Keep It Simple Stupid (not implying your stupid or you made a stupid post). You have good ideas, but now the chances of any of them getting added are next to none because you put them all down at once. Take a idea like the Allocator Block; it has a lot of detail on a single addition to the game, how it works, functions, coded, what it adds to the game, detracts, balances. But the goal is clear and when you vote up support for such a topic, you know that that person supports the main topic, perhaps with a few modifications or additions, but on the whole they are behind your concept., With your idea, we have to run our pointer down a multiple choice list and pick a category we fit in, it's more like a questionnaire then a voting ballot.
I strongly encourage you to choose one aspect of your idea you like the most and/or has the highest chance of succeeding and make a post solely about that. Feed and nurture it to garner support and attention, and you will have much better results.
As for this post, any points or features I was even slightly inclined to like were swept away by a host of other semi-formed and unbalanced ideas. I can't support this post.
I confess I didn't realize that it had been drudged up, I should have checked. However, popularity has nothing to do with how well an idea is composed or presented.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/30/2011
Posts:
103
Member Details
Hey, if you are still trying to develop this mod, we are currently working on a mod, and were going to add something almost exactly like this. If you are interested in this becoming a reality, pm on SKYPE!
The first slot should also be able to hold a quiver, allowing you to hold more arrows.
I liked it until you got to offhand. It's just wrong for Steve to be ambidextrous, because so little people are. And shields... I've never wanted shields.
back to the drawing board.
Considering the way Minecraft starts, I think the basic backpack should be automatically equipped when you make a new world/join a server for the first time.
It would be very fair, because Steve already has a standard sized inventory when you start the game.
Not only that, but it gives newbies a chance to learn from their mistakes; e.g. You died, so you lost your pack. You should have made some backups in case this ever happened.
For the same reason as I have for beginning a world with a backpack, the STANDARD PACK SHOULD NOT HAVE A DURABILITY BAR, as having you lose basic privileges because of mobs is just stupid; I've always been able to keep my inventory size in the middle of a fight and I don't think it should change because inventory size is suddenly based on an item. However, all other backpacks SHOULD have limited durability and, when broken, revert to a normal pack (and in the case of packs that hold items, drop bonus items at your feet).
If this were the case then all existing worlds (made before the update) would have to have basic backpacks automatically equipped on them.
In the case of special packs (creeperpack, groovepack, etc) there should be a controller (Recipe= A pickaxe of iron for sticks and redstone for material) item to activate them.
With this item, right clicking would open up an arrow key interface, where the arrow keys/WASD keys do certain things.
Groovepack: W=Play/Pause, A=Previous track, S=Exit, D=Next track.
Creeperpack: W=Light the fuse!, A=Toggle Warning Siren, S=Exit, D=Light the fuse! and Exit.
Expelpack: W=Toggle Placement Mode, A=Rotate Placement Direction Left (so you can place things on the side of blocks), S=Exit, D=Rotate Placement Direction Right.
Hopefully this idea would open up ideas for other special back items (Jetpack, anyone?)
The new armour system brought in by gloves is fantastic, but I think some sort of other climbing gear (like ice-picks) would be better for climbing without ladders.
Shields and hand tools are cool, but having full sized swords in the offhand isn't my cup of tea. Daggers is enough for combat tools in the offhand.
Books 'n' such= Pure brilliance. Fake bookshelves should only be 'buttonable' when redstone is actually connected to them, though.
Ammo is all well and good, maybe it could combo with the expelpack?
Wildcard is.... Strange. I don't really see the use (except for: Keeping a satchel full of backpacks in case you die).
All your ideas are great, but I think the standard inventory size should always be available (unless you die).
Made my Day
http://www.minecraftforum.net/topic/1435180-ctm-isle-of-the-sky/ by radioactivecowz
I dont want the current crafting grid & iventory slot messed up.
This is a defiant case of Keep It Simple Stupid (not implying your stupid or you made a stupid post). You have good ideas, but now the chances of any of them getting added are next to none because you put them all down at once. Take a idea like the Allocator Block; it has a lot of detail on a single addition to the game, how it works, functions, coded, what it adds to the game, detracts, balances. But the goal is clear and when you vote up support for such a topic, you know that that person supports the main topic, perhaps with a few modifications or additions, but on the whole they are behind your concept., With your idea, we have to run our pointer down a multiple choice list and pick a category we fit in, it's more like a questionnaire then a voting ballot.
I strongly encourage you to choose one aspect of your idea you like the most and/or has the highest chance of succeeding and make a post solely about that. Feed and nurture it to garner support and attention, and you will have much better results.
As for this post, any points or features I was even slightly inclined to like were swept away by a host of other semi-formed and unbalanced ideas. I can't support this post.
I prefer creativity to stupidity; the former is tolerable, the latter is unforgivable.
This idea.... Is just.... So... detailed and.....
AS AWESOME AS RAINBOWDASH! WHICH IS OVER 9000!!!!!!
Skype: [email protected]