The Meaning of Life, the Universe, and Everything.
Location:
Missouri
Join Date:
11/25/2015
Posts:
53
Location:
Earth
Minecraft:
Vencorr
PSN:
Dragon-Vencorr
Member Details
I have 2 suggestions, both pertaining to chests. They both provide a use and makes things a little easier.
1. Chest Placement
You cannot put double chests side by side.
I made a thread about this a long time ago before this account about how this should work. PE has it, why not PC. It occurred to me that it was only because of different coding, and that the code on PC has a checkerboard placement that it uses to place chests, so they cannot be side by side.
However, I think I have thought of a workaround.
So, only the Chest and Trapped Chest have the checkerboard placement. What if we add another chest? No, not one you can find in the inventory or craft. It is exactly the same as the normal Chest. but has a different ID so it can be placed next to chest.
Here is how this works:
Say you have a chest on one side, and one on the other.
The chest you want to create can be selected by where you are standing, where you place it, or it can be random.
The chest will become a double chest, without having any problems with the other chest because the other chest will instantly (or as close as instantly) becoming the other chest, with all items remaining inside. (I used a trapped chest for example)
Nothing will disappear from the chest replaced. This allows for easier storage and more room. The chest will keep the different ID until it is destroyed. When destroyed, it will give you the original ID chest back.
Why would I want that when I can just make a Trapped Chest and use that?
Because, Trapped Chests use more resources than just 8 planks. Why use a tripwire hook, just to put chests side by side?
2. Locked Chests
I know what you may be thinking. No, this has nothing to do with the April fools update of Beta.
We have a trapped chest, which outputs a redstone signal. But what about one that needs a redstone signal? This can be useful for map making, and good way to keep your things safe.
The Locked Chest needs a redstone signal to be opened. It depends on the redstone signal for the amount of players that open it. Example: If you had a 1 redstone signal (the weakest), only 1 player can open it at a time. If you had 2 (second weakest), then 2 players can. And on, and on. This is useful for Puzzle maps and help make it less of a struggle to deal with huge (or small, depending on your experience) redstone just to get the same effect.
Support? If not, please tell me why and which of the two you do not support.
I have 2 suggestions, both pertaining to chests. They both provide a use and makes things a little easier.
1. Chest Placement
You cannot put double chests side by side.
I made a thread about this a long time ago before this account about how this should work. PE has it, why not PC. It occurred to me that it was only because of different coding, and that the code on PC has a checkerboard placement that it uses to place chests, so they cannot be side by side.
However, I think I have thought of a workaround.
So, only the Chest and Trapped Chest have the checkerboard placement. What if we add another chest? No, not one you can find in the inventory or craft. It is exactly the same as the normal Chest. but has a different ID so it can be placed next to chest.
Here is how this works:
Say you have a chest on one side, and one on the other.
The chest you want to create can be selected by where you are standing, where you place it, or it can be random.
The chest will become a double chest, without having any problems with the other chest because the other chest will instantly (or as close as instantly) becoming the other chest, with all items remaining inside. (I used a trapped chest for example)
Nothing will disappear from the chest replaced. This allows for easier storage and more room. The chest will keep the different ID until it is destroyed. When destroyed, it will give you the original ID chest back.This seems unnessecarily complicated.
Why would I want that when I can just make a Trapped Chest and use that?
Because, Trapped Chests use more resources than just 8 planks. Why use a tripwire hook, just to put chests side by side? Because if you can't afford a tripwire hook, you don't deserve more storage space.
This isn't actually bad at all, I'm just a nitpicky little idiot. *gives a support*
2. Locked Chests
I know what you may be thinking. No, this has nothing to do with the April fools update of Beta. You do not know what I thought. I literally thought "Oh lord, not another locked chest suggestion!"
We have a trapped chest, which outputs a redstone signal. But what about one that needs a redstone signal? This can be useful for map making, and good way to keep your things safe. I can see the mapmaking potential, but not the "keeping things safe" part. When any player with access to Levers can unlock your chest, you know something's wrong with your security. Even someone without Levers can simply break the chest, spilling its contents.
The Locked Chest needs a redstone signal to be opened. It depends on the redstone signal for the amount of players that open it. Example: If you had a 1 redstone signal (the weakest), only 1 player can open it at a time. If you had 2 (second weakest), then 2 players can. I don't see the point of this, but okay. And on, and on. This is useful for Puzzle maps and help make it less of a struggle to deal with huge (or small, depending on your experience) redstone just to get the same effect. I believe there is a way to make chests you need a specific item to open with tags or something. I don't really know the details.
You didn't even provide a crafting recipe, and this seems almost completely pointless. No support.
Support? If not, please tell me why and which of the two you do not support.
The Meaning of Life, the Universe, and Everything.
Location:
Missouri
Join Date:
11/25/2015
Posts:
53
Location:
Earth
Minecraft:
Vencorr
PSN:
Dragon-Vencorr
Member Details
"You didn't even provide a crafting recipe, and this seems almost completely pointless. No support."
Well, I don't exactly know what the crafting recipe should be and whether this should only be accessible from the creative inventory. So I didn't provide a crafting recipe. If I have too, it's just redstone surrounding a chest in the middle.
"You didn't even provide a crafting recipe, and this seems almost completely pointless. No support."
Well, I don't exactly know what the crafting recipe should be and whether this should only be accessible from the creative inventory. So I didn't provide a crafting recipe. If I have too, it's just redstone surrounding a chest in the middle.
Always, always, ALWAYS provide ALL of the information before posting a suggestion. And I still find it to be pointless.
Feel Free to PM me to talk about anything. Read the guidelines below if you want me to respond though.
1. I' not debating anything. This is a forum, a place for relaxing and having fun.
2. Don't PM me support questions.
3. Don't ask me to join your Faction/League/Clan.
4. If you need someone to write a lore for an RPG or help with some story ideas, don't hesistate to ask me! Although please note I can and will refuse to help with the storyline at any time.
5. Even if you have no other reason to PM other than just to say hi and chat, that's fine! I don't use PM just for straight serious stuff, I'm more than happy to chat.
These ideas aren't very useful, but there already is a locked chest in mc! When you place a chest (or any container) with /setblock, you can specify a "lock" tag, which can make the chest only openable with an utem with the same name as the tag.
That being said, perhaps some of these command-only features could be revisited to allow them to no longer be command-only. I mean, is there really any good reason to have lockable chests that can only be placed via, well, cheating? This one in particular might be quite easy, all you'd really need is to shift-rclick on a normal regular/trapped chest with the key item to activate the lockable feature (doing the same to remove it and revert the chest back to normal) and then right-click with said key item in hand to open the chest.
I have 2 suggestions, both pertaining to chests. They both provide a use and makes things a little easier.
1. Chest Placement
You cannot put double chests side by side.
I made a thread about this a long time ago before this account about how this should work. PE has it, why not PC. It occurred to me that it was only because of different coding, and that the code on PC has a checkerboard placement that it uses to place chests, so they cannot be side by side.
However, I think I have thought of a workaround.
So, only the Chest and Trapped Chest have the checkerboard placement. What if we add another chest? No, not one you can find in the inventory or craft. It is exactly the same as the normal Chest. but has a different ID so it can be placed next to chest.
Here is how this works:
Say you have a chest on one side, and one on the other.
The chest you want to create can be selected by where you are standing, where you place it, or it can be random.
The chest will become a double chest, without having any problems with the other chest because the other chest will instantly (or as close as instantly) becoming the other chest, with all items remaining inside. (I used a trapped chest for example)
Nothing will disappear from the chest replaced. This allows for easier storage and more room. The chest will keep the different ID until it is destroyed. When destroyed, it will give you the original ID chest back.
Why would I want that when I can just make a Trapped Chest and use that?
Because, Trapped Chests use more resources than just 8 planks. Why use a tripwire hook, just to put chests side by side?
2. Locked Chests
I know what you may be thinking. No, this has nothing to do with the April fools update of Beta.
We have a trapped chest, which outputs a redstone signal. But what about one that needs a redstone signal? This can be useful for map making, and good way to keep your things safe.
The Locked Chest needs a redstone signal to be opened. It depends on the redstone signal for the amount of players that open it. Example: If you had a 1 redstone signal (the weakest), only 1 player can open it at a time. If you had 2 (second weakest), then 2 players can. And on, and on. This is useful for Puzzle maps and help make it less of a struggle to deal with huge (or small, depending on your experience) redstone just to get the same effect.
Support? If not, please tell me why and which of the two you do not support.
Not sure where to put your blocks? Same.
Responses in bold. (inside the spoilers.)
Partial support.
"You didn't even provide a crafting recipe, and this seems almost completely pointless. No support."
Well, I don't exactly know what the crafting recipe should be and whether this should only be accessible from the creative inventory. So I didn't provide a crafting recipe. If I have too, it's just redstone surrounding a chest in the middle.
Not sure where to put your blocks? Same.
Being that this solved a problem that is just as easily solved using the two existing types of chest, I see no reason to support it.
Support my suggestions. Make the game better!
Always, always, ALWAYS provide ALL of the information before posting a suggestion. And I still find it to be pointless.
Tripwire hooks are relatively inexpensive, so I see no reason not to use trapped chests there.
And the locked chests are completely pointless. The add no security whatsoever.
I going to say no support.
“If more of us valued food and cheer and song above hoarded gold, it would be a merrier world.- J.R.R. Tolkien.
Free Minecraft Gift Codes Aren't Really Free.
Feel Free to PM me to talk about anything. Read the guidelines below if you want me to respond though.
1. I' not debating anything. This is a forum, a place for relaxing and having fun.
2. Don't PM me support questions.
3. Don't ask me to join your Faction/League/Clan.
4. If you need someone to write a lore for an RPG or help with some story ideas, don't hesistate to ask me! Although please note I can and will refuse to help with the storyline at any time.
5. Even if you have no other reason to PM other than just to say hi and chat, that's fine! I don't use PM just for straight serious stuff, I'm more than happy to chat.
That being said, perhaps some of these command-only features could be revisited to allow them to no longer be command-only. I mean, is there really any good reason to have lockable chests that can only be placed via, well, cheating? This one in particular might be quite easy, all you'd really need is to shift-rclick on a normal regular/trapped chest with the key item to activate the lockable feature (doing the same to remove it and revert the chest back to normal) and then right-click with said key item in hand to open the chest.