More griping, yay. Having the player lose the extra 12 items from the Carrypack when they die is pretty lame. It becomes a game of pick-and-choose, which nobody likes. It'll be even worse for people like me, who have their inventories organized under some kind of video-game item OCD, in which case the pick-and-choose game just ranked in at #2 in worst enemies, right under Creepers.
I could make the assumption that the above is to balance out the fact that it makes the Workpack useless, since you could carry around a Workbench, and give yourself 2 extra inventory spaces. Besides, I can't recall really needing a crafting grid at all when mining. When it comes to the point where I have worn out all my tools, I generally go back home, drop off gathered material and resupply. Not saying it shouldn't be added, since there might be people who would use it, just saying it might not be worth going through the trouble.
If you do add the Smeltpack, perhaps having it set the player on fire when it's destroyed, rather than using more resources? If the container you were holding burning coal and molten iron in broke while you were wearing it, you would have a really bad day. Makes more sense than using up materials faster, given that wood (and therefore charcoal) are infinite resources if handled properly.
On the issue with climbing, if it's gonna be balanced it should require a flat surface. Not that it matters too much, given that if I saw a hole in a wall like that, I'd probably go out of the way to fill it.
Ok, It's obvious I never quite paid enough attention, though after seeing the extra details from your valid argument, I believe this suggestion should at the very least be a mod like the extended 2x2 crafting.
This is a pretty good idea you have, but I want to add my two cents.
One problem I have is that starting out with only your hot bar is a bit of an extreme change. Now, one idea I have is to start with the hot bar, or even a smaller hot bar, and a row or two for an inventory. That way, it would justify giving packs a durability.
With the Backslot/Packs idea, you would also be able to use your 2x2 crafting grid for storage again.
For instance, a cloth pack with cloth straps would give you another row for your inventory and have less durability then a Leather pack with leather straps, and the leather pack would give you two rows. I'm thinking something like this:
[]
= Wool.
(The same holds true for leather.)
This would make the pack.
There are two ways to go about this. One, that's just the recipe and it's been made, or instead being a backpack right now, it act like a smaller chest, one that can't be doubled. Sure, there might not be much point since, in all honesty, chests are easy to make. However, this also works with my above mentioned plan with at least having one or two rows for your inventory, and my idea of having a small quick bar.
Now, this is simply to replace the Chest from being used, since it's pretty much easy to make.
One thing I haven't explicitly stated is the lack of inventory could be further supported by the implementation of satchels. Also, while leather and cloth can be obtained easily, they still can't be obtained as easily as wood for a chest, so this would actually make it hard to get the material for a basic pack. I also like the consistency that the chest has the same number of slots as the player's standard inventory, and all of the packs that include that inventory have a chest as the base component.
Now for the furnace pack. Most people say it would make it too easy, to which I say this: You can carry and deploy a furnace at all times. Sure you have to wait, but it doesn't change the fact that you carry a furnace with you. And once you're done, you can just pick it up. With the furnace pack, you face several disadvantages.
1: You smelt slower, so you use more fuel.
2: It has a durability, so it you take too much damage, it'll break.
3: Fall in to the water, and you loose your progress, and the fire that was lit goes out. Now, for sake of sanity, I don't think your furnace should relight unless: A) You manually have to to turn it on or :cool.gif: It turns back on a few seconds AFTER you leave water.
Which is pretty much exactly the point I've been trying to get across to Steevo15. I think you have a good point about the furnace halting all smelting while you're in the water. The current smelting process would be interrupted (fuel lost) and it would stay halted for as long as you're touching water.
Another idea is, in relations to my post about inventory, is that the Smelting pack doesn't give you any inventory space. In argument of reality, where would you even put your stuff? This would add another disadvantage to having a portable smelting operation. The same can apply to the craft pack, seeing as you always have access to 3X3 grid.
It's just not necessary. As you pointed out above, there really isn't that big of an advantage over just carrying the furnace/workbench with you.
The chest pack would replace the double chest pack. To make this, you need to have six iron and a chest.
[]
[]
Now, you may be wondering why I want iron to be used rather then wool or leather. Well, as I said, chests are easy to make. (Though, when I think about it, you could make them harder by changing the recipe where it calls for an iron in the middle to act as the latch, but I digress.) This would actually invest some serious resources into the making of it. This pack will give the the most inventory, however you won't be able to craft while wearing it. That on it's own, however, wouldn't justify it's existence, so that's why I'm also suggesting the use of iron in it's construction.
No. Get out of this mindset. You wouldn't propose to make a stronger bow by replacing the string with diamonds, it just doesn't make sense. Same thing here, you don't replace leather/cloth straps with iron just to make it more expensive. the disadvantage of the carrypack is that all items in any of those 12 extra spaces of inventory will be lost if the pack breaks. You can store more, but you also have to risk more.
Next, is the parachute. Honestly, I think this can be solved simply. You can only use it once and that's it. You want to make more? Go ahead, but they won't stack. This way, you can justify having them and having them work 100% of the time. This presents a possibility: The parachute being a wild card item. This would also mean getting rid of the chute pack, but for good reason.
Parachutes already don't stack and only have 1 use. However as long as the parachute doesn't outright break, you can still repack(craft it) the tangled parachute back into a usable chute.
Next, onto the other thing that people seem to hate, the gauntlets. I'm surprised nobody thought of this before.
The gauntlets will simply be armor, without the ability to climb.
I just feel that with the shield on top of everything else, adding even MORE straight armor is just sorta pushing too much, and without specifically providing MORE armor, they need another function; climbing.
So, how would you climb then? With climbing claws! Climbing claws will let you climb walls and mountains like ladders. They would also be made something like this.
[]
[]
[]
:Ham:=Leather
= String.
Now, to make up for the ability to climb walls they won't offer any protection. You also can't use weapons or off hands while they're equipped as well. However, they do boost your attack damage when you hit enemies with them, but that uses up their durability more then the climbing. Perhaps to add a bit of realism as well, if you're wearing heavy armor like iron or diamond, you climb at a slower rate.
you don't move slower or climb ladders slower in heavy armor, so no, and if you can't use weapons or off hand items while they're equipped, then there would be no point in having them equipped; they'd be a quickslot item.
I'm also not too keen on the recipe you're proposing.
The final idea is belts. What would belts do? Well, you remember my idea of having a smaller quick bar? Well, that bar should become your belt bar. Belt would be made like normal armor, by making a horizontal line of Leather, Iron, gold or Diamond. While belts will have a durability, they will not contribute to your overall armor, but rather your quick bar. This feature would also be justified by giving you a single inventory row at the start. That, and it would make seance to have a belt act as a quick bar. The belt would likely replace the wild card slot.
In the context of the back slot, I just feel like its too much of the same thing. I want each of the different slots to have unique abilities. How exactly would they work anyway? You start off with 5 quickslots only, and leather gives you 1 extra slot, gold gives you 2, iron 3, and diamond 4? I already feel like the armslot is suffering with only 4 versions of the same item.
Another issue I have with this is that it would ONLY be a handicap to the player. My backpack idea STARTS the player with a handicap, but in returns gives them access to features they wouldn't have otherwise. The only thing the idea for the belts does is gives the player a handicap to start, and lets them barely break even.
Well, those are my thoughts. Just so you know, I came up with them recently, so they may be a bit rough around the edges. Still, I think I thought them through pretty well, so please tell me what you think, Grey.
They aren't badly thought out, but you can see for yourself the issues I have with each of them.
Also, I would like to know what your thought on having classes/rolls in minecraft, and if you would be interested in collaborating with me on it.
As I've said. I feel all minecrafters should be created equal, and only judged by the tools they choose to use. That's pretty much the entire philosophy behind my backpacks. They kind of ARE classes, but they are classes players would WEAR instead of needing to BE.
Quote from Akira_98 »
More griping, yay. Having the player lose the extra 12 items from the Carrypack when they die is pretty lame. It becomes a game of pick-and-choose, which nobody likes. It'll be even worse for people like me, who have their inventories organized under some kind of video-game item OCD, in which case the pick-and-choose game just ranked in at #2 in worst enemies, right under Creepers.
The reason for this is that lets face it, if a carry pack meant that you got 8 extra slots to store thing (remember, 2x2 grid can now store things again under this idea) then that would just be the pack EVERYONE used. Period.
I could make the assumption that the above is to balance out the fact that it makes the Workpack useless, since you could carry around a Workbench, and give yourself 2 extra inventory spaces. Besides, I can't recall really needing a crafting grid at all when mining. When it comes to the point where I have worn out all my tools, I generally go back home, drop off gathered material and resupply. Not saying it shouldn't be added, since there might be people who would use it, just saying it might not be worth going through the trouble.
Exactly. It's convenience more than anything else, and it's not just to keep the workpack from being useless, but also to still have reasons that players would choose to wear just a standard Backpack, or Capepack.
If you do add the Smeltpack, perhaps having it set the player on fire when it's destroyed, rather than using more resources? If the container you were holding burning coal and molten iron in broke while you were wearing it, you would have a really bad day. Makes more sense than using up materials faster, given that wood (and therefore charcoal) are infinite resources if handled properly.
Like with the workpack, the smeltpack isn't actually all that big of a deal, so the idea that it's going to set you on fire when it breaks just feels excessive. Plus just having you lose the material keeps it tied to a single easy to remember rule; if your pack breaks, your inventory will be dropped, and you lose the stuff in the pack specific inventory slots.
On the issue with climbing, if it's gonna be balanced it should require a flat surface. Not that it matters too much, given that if I saw a hole in a wall like that, I'd probably go out of the way to fill it.
It does need to be generally flat. You can't climb on ceilings, but if there's a block missing from a wall that creates an indentation, that would usually make it EASIER to climb, since you have a better platform to hold onto.
Besides, you need to be able to climb over a single empty block, or else you wouldn't be able to pull yourself up over the edge of a cliff once you climbed to the top of it.
I don't fully agree with your methods, but I do believe they can work. And I know where you're coming from when you say the whole iron for the chest pack thing doesn't make sense (I'd imagine them being chains or some kind of iron braided rope or iron harness.) At the same time though, I do like some of my own ideas.
In relation to the climbing claws, and the chest pack for that matter, I'm using existing materials in the recipe. With this being beta and all, things are bound to change. More enemies, items and that sort of thing. Like I said, it's a very rough draft for those very reasons as well. In that regard, yeah, I guess it makes sense to be able to wield offhand and main hand items like normal.
However, I do agree about the belt. That would be a bit too limiting. Though at the same time I don't think you should be able to use the crafting grid to store items. It was taken out for a pretty good reason I think. At the same time, if you use the crafting pack, you give yourself five more slots in your inventory. I know you've taken this into account yourself, but in that regard, it would make the Carry pack a bit too overpowered.
EDIT!
Seems I misread. THe Carry pack would have less item slots to compensate for the larger crafting grid. At the same time, however, I just thought of something. If you have a full inventory with this system, then you can't use the crafting grid. To that end, to use it, you would have to throw items out in order to use it. This kind of seems as a bigger nuisance then what it needs to be.
Also, I didn't bring up the other packs in my last post, so here it goes.
TnT pack. It's pointless, it's ludicrous, but most of all, it's freaken hilarious. I support.
And the dispenser pack... I don't know. I can see the advantages, but at the same time, people have gotten so use to doing this job on their own. I don't see much point to it, but I don't see much reason to leave it out either. However, the idea of back mounted arrow cannons is amusing.
Seems I misread. THe Carry pack would have less item slots to compensate for the larger crafting grid. At the same time, however, I just thought of something. If you have a full inventory with this system, then you can't use the crafting grid. To that end, to use it, you would have to throw items out in order to use it. This kind of seems as a bigger nuisance then what it needs to be.
you could just stick to using a workbench when you're wearing a carrypack.
Also, I just finished updating the opening post with inclusion of Satchels, as well as updating the recipe for Parachutes to include a satchel and an extra backup chute slot, and updating the chutepack to not have the backup slots.
i have a suggestion for your extra space how about face items like scuba mask and other things
I expected those to be worm as helmets, after all you can wear a backpack and armor at the same time, but you can't fit an iron helmet over a scuba mask.
which reminds me: I think that the inventory screen should be formatted so that the back slot is next to the chestplate slot and gloves slot is next to the pants slot, or something. Just to make them seem like armor: it makes sense to us now why they're in the corner, but future minecraft players will wonder "why do I need to put my gloves all the way over there?" Just my idea.
which reminds me: I think that the inventory screen should be formatted so that the back slot is next to the chestplate slot and gloves slot is next to the pants slot, or something. Just to make them seem like armor: it makes sense to us now why they're in the corner, but future minecraft players will wonder "why do I need to put my gloves all the way over there?" Just my idea.
They don't fit there.
Quote from Zygrograxgra »
well?
"Well?" right back at you. It's going to take a lot more than just "it does... something!" to convince me to use your "not really an idea but more of a vague concept of what could be an idea"
details, man! what ARE these random effects? Is there any control over them? what ELSE would go there that would make it worth putting this "randomizer thing" specifically in the wildcard slot and not just another thing the player can put in their offhand of arm slot?
okay then, it has a maybe
a chance to spawn lots of baddies around you
make it rain resources
change time instantly
heal you
hurt you
all nearby mobs die instantly
nearby dirt turns to clay
nearby clay turns to dirt
Notch spawns behind you and runs away
takes away a minor item in your inventory
explodes violently
makes the sound of any mob
makes the world look like the nether for a minute
etc.
basically, it makes random stuff happen to you
and every time it does so, except with stuff like it taking stuff, it makes an odd sound
Rollback Post to RevisionRollBack
Paranoid: Moderate. Schizoid: Moderate. Schizotypal: High. Antisocial: Low. Borderline: Low. Histrionic: Moderate. Narcissistic: Moderate. Avoidant: Moderate. Dependent: Moderate. Obsessive-Compulsive: High. Does this make me nuts?
which reminds me: I think that the inventory screen should be formatted so that the back slot is next to the chestplate slot and gloves slot is next to the pants slot, or something. Just to make them seem like armor: it makes sense to us now why they're in the corner, but future minecraft players will wonder "why do I need to put my gloves all the way over there?" Just my idea.
They don't fit there.
I meant move the view box over 1 box to give them room.
I meant move the view box over 1 box to give them room.
Look for yourself; in order to get enough room the view box would be overlapping the crafting grid. That's what I meant when I said it wouldn't fit.
I suppose you could WIDEN the inventory GUI to make room, but then you'd have gaps all around the inventory and crafting grid that people would be expecting even more inventory slots(possibly even more quickslots) to be fit in, and that's just not what this is about. I'm trying to fit these things into what already exists in minecraft, and since they already do fit quite well, I don't think that should be changed. I brought back the slot "empty" icons to help deal with the confusion you feel would be present.
Quote from Zygrograxgra »
okay then, it has a maybe
a chance to spawn lots of baddies around you
make it rain resources
change time instantly
heal you
hurt you
all nearby mobs die instantly
nearby dirt turns to clay
nearby clay turns to dirt
Notch spawns behind you and runs away
takes away a minor item in your inventory
explodes violently
makes the sound of any mob
makes the world look like the nether for a minute
etc.
basically, it makes random stuff happen to you
and every time it does so, except with stuff like it taking stuff, it makes an odd sound
most of those sound completely overpowered. Also, if it's a random effect, why not just have it as an item used from the quickslot that activates/deactivates when you right click while holding it?
Sorry, but no, I just don't think the type of thing you're talking about is really suited to being an equipped item.
So far the best suggestions for the wildcard slot have been using it as a generic equipment slot for things that just don't really fall into any of the other categories, like belts, sunglasses, necklaces, bracelets, rings, essentially turning it into an "accessory" slot. I'm not entirely certain what these things would do, but most likely give small aesthetic effects.
However, Zygrograxgra, I have been considering a slightly different take on your idea. Basically it would be a slot that you could put any type of block or item and each one would have a relevant effect, but mostly aesthetic affects rather than anything that would provide any drastic advantage or disadvantage to the game.
Sand - Sand blocks wont fall while a sand block is in the Wildcard Slot
Gravel - Always returns Flint when mined with a shovel
Bucket of Lava - Lava wont leave behind residue
Sapling - Leaf blocks will wither immediately on breaking their supports
Log Block - Saplings planted will grow into the type of tree the log block is from, even if not originally from that type of tree
Bucket of Water - Water will be more translucent and easier to see in
Dirt - Dirt that doesn't have grass growing on it will fall like sand when mined with a shovel
Smooth Stone - Smooth stone will be mined as smooth stone instead of cobblestone
Obsidian - Obsidian can be mined/broken faster
Diamond Block - Diamond Ore casts light like redstone ore does
Gold Block - Gold Ore casts light like redstone ore does
Iron Block - Iron Ore casts light like redstone ore does
Brown Mushroom - Pigs will spawn more often in areas that they can spawn
Red Mushroom - Zombie Pigmen will spawn more often in areas that they can spawn
String - Spiders will spawn more often in areas that they can spawn
Gunpowder - Creepers will spawn more often in areas that they can spawn
Soul Sand - Both players and other Mobs move slower
Watch - Both players and other Mobs move faster
Glowstone Dust - Ghasts are more likely to spawn in areas that they can spawn
Glowstone Block - ambient light level is 3 brighter than it would be naturally
Netherrack - Non-Netherrack blocks are more likely to burn endlessly.
Bones - Skeletons are more likely to spawn in areas that they can spawn
etc.
okay then, it has a maybe
a chance to spawn lots of baddies around you
make it rain resources
change time instantly
heal you
hurt you
all nearby mobs die instantly
nearby dirt turns to clay
nearby clay turns to dirt
Notch spawns behind you and runs away
takes away a minor item in your inventory
explodes violently
makes the sound of any mob
makes the world look like the nether for a minute
etc.
basically, it makes random stuff happen to you
and every time it does so, except with stuff like it taking stuff, it makes an odd sound
most of those sound completely overpowered. Also, if it's a random effect, why not just have it as an item used from the quickslot that activates/deactivates when you right click while holding it?
Sorry, but no, I just don't think the type of thing you're talking about is really suited to being an equipped item.
So far the best suggestions for the wildcard slot have been using it as a generic equipment slot for things that just don't really fall into any of the other categories, like belts, sunglasses, necklaces, bracelets, rings, essentially turning it into an "accessory" slot. I'm not entirely certain what these things would do, but most likely give small aesthetic effects.
However, Zygrograxgra, I have been considering a slightly different take on your idea. Basically it would be a slot that you could put any type of block or item and each one would have a relevant effect, but mostly aesthetic affects rather than anything that would provide any drastic advantage or disadvantage to the game.
Sand - Sand blocks wont fall while a sand block is in the Wildcard Slot
Gravel - Always returns Flint when mined with a shovel
Bucket of Lava - Lava wont leave behind residue
Sapling - Leaf blocks will wither immediately on breaking their supports
Log Block - Saplings planted will grow into the type of tree the log block is from, even if not originally from that type of tree
Bucket of Water - Water will be more translucent and easier to see in
Dirt - Dirt that doesn't have grass growing on it will fall like sand when mined with a shovel
Smooth Stone - Smooth stone will be mined as smooth stone instead of cobblestone
Obsidian - Obsidian can be mined/broken faster
Diamond Block - Diamond Ore casts light like redstone ore does
Gold Block - Gold Ore casts light like redstone ore does
Iron Block - Iron Ore casts light like redstone ore does
Brown Mushroom - Pigs will spawn more often in areas that they can spawn
Red Mushroom - Zombie Pigmen will spawn more often in areas that they can spawn
String - Spiders will spawn more often in areas that they can spawn
Gunpowder - Creepers will spawn more often in areas that they can spawn
Soul Sand - Both players and other Mobs move slower
Watch - Both players and other Mobs move faster
Glowstone Dust - Ghasts are more likely to spawn in areas that they can spawn
Glowstone Block - ambient light level is 3 brighter than it would be naturally
Netherrack - Non-Netherrack blocks are more likely to burn endlessly.
Bones - Skeletons are more likely to spawn in areas that they can spawn
etc.
in terms of gameplay it's a rather good concept, but I don't think you should be able to manipulate reality just by holding a mushroom in a certain way. It would also cause problems in multiplayer, since you're manipulating everyone else's reality, as well. Also, a couple of the effects are overpowered (holding a piece of gravel lets you mass produce hundreds of arrows with very little effort.)
Yes, this is very well thought out :biggrin.gif: Adds more depth and complexity to the game, while NOT making anything insane. This is perfect for miners, or explorers, or whatever you want to me. It would b great for online play aswell
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
Venit, quessit, induravit.
I could make the assumption that the above is to balance out the fact that it makes the Workpack useless, since you could carry around a Workbench, and give yourself 2 extra inventory spaces. Besides, I can't recall really needing a crafting grid at all when mining. When it comes to the point where I have worn out all my tools, I generally go back home, drop off gathered material and resupply. Not saying it shouldn't be added, since there might be people who would use it, just saying it might not be worth going through the trouble.
If you do add the Smeltpack, perhaps having it set the player on fire when it's destroyed, rather than using more resources? If the container you were holding burning coal and molten iron in broke while you were wearing it, you would have a really bad day. Makes more sense than using up materials faster, given that wood (and therefore charcoal) are infinite resources if handled properly.
On the issue with climbing, if it's gonna be balanced it should require a flat surface. Not that it matters too much, given that if I saw a hole in a wall like that, I'd probably go out of the way to fill it.
Nothing to see here, move along.
One thing I haven't explicitly stated is the lack of inventory could be further supported by the implementation of satchels. Also, while leather and cloth can be obtained easily, they still can't be obtained as easily as wood for a chest, so this would actually make it hard to get the material for a basic pack. I also like the consistency that the chest has the same number of slots as the player's standard inventory, and all of the packs that include that inventory have a chest as the base component.
Which is pretty much exactly the point I've been trying to get across to Steevo15. I think you have a good point about the furnace halting all smelting while you're in the water. The current smelting process would be interrupted (fuel lost) and it would stay halted for as long as you're touching water.
It's just not necessary. As you pointed out above, there really isn't that big of an advantage over just carrying the furnace/workbench with you.
No. Get out of this mindset. You wouldn't propose to make a stronger bow by replacing the string with diamonds, it just doesn't make sense. Same thing here, you don't replace leather/cloth straps with iron just to make it more expensive. the disadvantage of the carrypack is that all items in any of those 12 extra spaces of inventory will be lost if the pack breaks. You can store more, but you also have to risk more.
Parachutes already don't stack and only have 1 use. However as long as the parachute doesn't outright break, you can still repack(craft it) the tangled parachute back into a usable chute.
I just feel that with the shield on top of everything else, adding even MORE straight armor is just sorta pushing too much, and without specifically providing MORE armor, they need another function; climbing.
you don't move slower or climb ladders slower in heavy armor, so no, and if you can't use weapons or off hand items while they're equipped, then there would be no point in having them equipped; they'd be a quickslot item.
I'm also not too keen on the recipe you're proposing.
In the context of the back slot, I just feel like its too much of the same thing. I want each of the different slots to have unique abilities. How exactly would they work anyway? You start off with 5 quickslots only, and leather gives you 1 extra slot, gold gives you 2, iron 3, and diamond 4? I already feel like the armslot is suffering with only 4 versions of the same item.
Another issue I have with this is that it would ONLY be a handicap to the player. My backpack idea STARTS the player with a handicap, but in returns gives them access to features they wouldn't have otherwise. The only thing the idea for the belts does is gives the player a handicap to start, and lets them barely break even.
They aren't badly thought out, but you can see for yourself the issues I have with each of them.
As I've said. I feel all minecrafters should be created equal, and only judged by the tools they choose to use. That's pretty much the entire philosophy behind my backpacks. They kind of ARE classes, but they are classes players would WEAR instead of needing to BE.
The reason for this is that lets face it, if a carry pack meant that you got 8 extra slots to store thing (remember, 2x2 grid can now store things again under this idea) then that would just be the pack EVERYONE used. Period.
Exactly. It's convenience more than anything else, and it's not just to keep the workpack from being useless, but also to still have reasons that players would choose to wear just a standard Backpack, or Capepack.
Like with the workpack, the smeltpack isn't actually all that big of a deal, so the idea that it's going to set you on fire when it breaks just feels excessive. Plus just having you lose the material keeps it tied to a single easy to remember rule; if your pack breaks, your inventory will be dropped, and you lose the stuff in the pack specific inventory slots.
It does need to be generally flat. You can't climb on ceilings, but if there's a block missing from a wall that creates an indentation, that would usually make it EASIER to climb, since you have a better platform to hold onto.
Besides, you need to be able to climb over a single empty block, or else you wouldn't be able to pull yourself up over the edge of a cliff once you climbed to the top of it.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
In relation to the climbing claws, and the chest pack for that matter, I'm using existing materials in the recipe. With this being beta and all, things are bound to change. More enemies, items and that sort of thing. Like I said, it's a very rough draft for those very reasons as well. In that regard, yeah, I guess it makes sense to be able to wield offhand and main hand items like normal.
However, I do agree about the belt. That would be a bit too limiting. Though at the same time I don't think you should be able to use the crafting grid to store items. It was taken out for a pretty good reason I think. At the same time, if you use the crafting pack, you give yourself five more slots in your inventory. I know you've taken this into account yourself, but in that regard, it would make the Carry pack a bit too overpowered.
EDIT!
Seems I misread. THe Carry pack would have less item slots to compensate for the larger crafting grid. At the same time, however, I just thought of something. If you have a full inventory with this system, then you can't use the crafting grid. To that end, to use it, you would have to throw items out in order to use it. This kind of seems as a bigger nuisance then what it needs to be.
Also, I didn't bring up the other packs in my last post, so here it goes.
TnT pack. It's pointless, it's ludicrous, but most of all, it's freaken hilarious. I support.
And the dispenser pack... I don't know. I can see the advantages, but at the same time, people have gotten so use to doing this job on their own. I don't see much point to it, but I don't see much reason to leave it out either. However, the idea of back mounted arrow cannons is amusing.
you could just stick to using a workbench when you're wearing a carrypack.
Also, I just finished updating the opening post with inclusion of Satchels, as well as updating the recipe for Parachutes to include a satchel and an extra backup chute slot, and updating the chutepack to not have the backup slots.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I expected those to be worm as helmets, after all you can wear a backpack and armor at the same time, but you can't fit an iron helmet over a scuba mask.
which reminds me: I think that the inventory screen should be formatted so that the back slot is next to the chestplate slot and gloves slot is next to the pants slot, or something. Just to make them seem like armor: it makes sense to us now why they're in the corner, but future minecraft players will wonder "why do I need to put my gloves all the way over there?" Just my idea.
well?
They don't fit there.
"Well?" right back at you. It's going to take a lot more than just "it does... something!" to convince me to use your "not really an idea but more of a vague concept of what could be an idea"
details, man! what ARE these random effects? Is there any control over them? what ELSE would go there that would make it worth putting this "randomizer thing" specifically in the wildcard slot and not just another thing the player can put in their offhand of arm slot?
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
a chance to spawn lots of baddies around you
make it rain resources
change time instantly
heal you
hurt you
all nearby mobs die instantly
nearby dirt turns to clay
nearby clay turns to dirt
Notch spawns behind you and runs away
takes away a minor item in your inventory
explodes violently
makes the sound of any mob
makes the world look like the nether for a minute
etc.
basically, it makes random stuff happen to you
and every time it does so, except with stuff like it taking stuff, it makes an odd sound
I meant move the view box over 1 box to give them room.
Look for yourself; in order to get enough room the view box would be overlapping the crafting grid. That's what I meant when I said it wouldn't fit.
I suppose you could WIDEN the inventory GUI to make room, but then you'd have gaps all around the inventory and crafting grid that people would be expecting even more inventory slots(possibly even more quickslots) to be fit in, and that's just not what this is about. I'm trying to fit these things into what already exists in minecraft, and since they already do fit quite well, I don't think that should be changed. I brought back the slot "empty" icons to help deal with the confusion you feel would be present.
most of those sound completely overpowered. Also, if it's a random effect, why not just have it as an item used from the quickslot that activates/deactivates when you right click while holding it?
Sorry, but no, I just don't think the type of thing you're talking about is really suited to being an equipped item.
So far the best suggestions for the wildcard slot have been using it as a generic equipment slot for things that just don't really fall into any of the other categories, like belts, sunglasses, necklaces, bracelets, rings, essentially turning it into an "accessory" slot. I'm not entirely certain what these things would do, but most likely give small aesthetic effects.
However, Zygrograxgra, I have been considering a slightly different take on your idea. Basically it would be a slot that you could put any type of block or item and each one would have a relevant effect, but mostly aesthetic affects rather than anything that would provide any drastic advantage or disadvantage to the game.
Sand - Sand blocks wont fall while a sand block is in the Wildcard Slot
Gravel - Always returns Flint when mined with a shovel
Bucket of Lava - Lava wont leave behind residue
Sapling - Leaf blocks will wither immediately on breaking their supports
Log Block - Saplings planted will grow into the type of tree the log block is from, even if not originally from that type of tree
Bucket of Water - Water will be more translucent and easier to see in
Dirt - Dirt that doesn't have grass growing on it will fall like sand when mined with a shovel
Smooth Stone - Smooth stone will be mined as smooth stone instead of cobblestone
Obsidian - Obsidian can be mined/broken faster
Diamond Block - Diamond Ore casts light like redstone ore does
Gold Block - Gold Ore casts light like redstone ore does
Iron Block - Iron Ore casts light like redstone ore does
Brown Mushroom - Pigs will spawn more often in areas that they can spawn
Red Mushroom - Zombie Pigmen will spawn more often in areas that they can spawn
String - Spiders will spawn more often in areas that they can spawn
Gunpowder - Creepers will spawn more often in areas that they can spawn
Soul Sand - Both players and other Mobs move slower
Watch - Both players and other Mobs move faster
Glowstone Dust - Ghasts are more likely to spawn in areas that they can spawn
Glowstone Block - ambient light level is 3 brighter than it would be naturally
Netherrack - Non-Netherrack blocks are more likely to burn endlessly.
Bones - Skeletons are more likely to spawn in areas that they can spawn
etc.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
"I'm a genius and this should be vanilla!"
in terms of gameplay it's a rather good concept, but I don't think you should be able to manipulate reality just by holding a mushroom in a certain way. It would also cause problems in multiplayer, since you're manipulating everyone else's reality, as well. Also, a couple of the effects are overpowered (holding a piece of gravel lets you mass produce hundreds of arrows with very little effort.)
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2