I am aware that a very similar thread is technically still active. However, I believe this suggestion to be fundamentally different. If you disagree, please pm me so that I can edit it to further distance it from the original thread, rather than simply locking it. Thank you for your cooperation.
Torch Life-Span
Currently, torches are infinitely long-lasting, and that simply doesn't make sense. However, gameplay always comes first of course. So I have a solution that appeals to realism, while also retaining the same core gameplay.
1: Torches Start Unlit.
This part of the suggestion is meant to further the use of the flint n' steel item (the original idea behind Mojang trying for burning out torches). Upon being crafted, torches in your inventory (they would still just be called "torches", and "lit torches" would be a /give only item for map makers) would appear to be unlit, a texture that is already in the game (pictures to be added soon). When placed, they would be unlit, and give off the same amount of light as a redstone torch, however they would appear to be a burned out torch, with a slightly different color to distinguish from burned out redstone torches (picture to be added soon). In order to light the torch, a player would simply need to right click it with a flint n' steel, transforming it into a lit torch as we all know it.
Benefits:
Makes the flint n' steel item much more useful. Currently it is only essential for going to the nether. Now it would be a need-to-have tool. And it wouldn't be too costly, for just an iron and a flint any player could afford it fairly early on.
It would slow down early gameplay. Now that Minecraft is no longer new and unknown, players have gotten around the treacherous "first night". The perilous journey through the dark without a place to call home. But without torches until you find your first iron, players will be slowed down again and forced to brave the dangers of the dark.
2: Torches Burn Out While Near:
Torches would burn out slowly, returning to their original form of unlit torches. However, this process would only take place while the torches are nearby. The range would be affected by your render distance; if the torches are within half of your render distance, they will slowly count down a 20 minute (24,000 tick) clock. Once the clock reaches its end, the torch burns out. The light level does not slowly lower, it goes from full straight to burned out. However, from 18-20 minutes, the torch's particles spawn far less often, and most are replaced with slow, dark smoke particle (pictures coming soon). Right clicking a torch with a flint n' steel will reset the timer. This can be done at any time. A burned out torch is not completely dark, it still gives off the same level of light as a burned out torch. Breaking a torch sets the timer to 0, and makes it unlit. This avoids having a different stack for each different data value for each torch.
Benefits:
Once again, encourages use of the flint n' steel item.
Burned out torches still provide light (granted, less light, but enough to know where it is), yet won't stop mobs from spawning. This adds an extra degree of danger that a minecraft player must be aware of.
Note: This will be disabled for peaceful mode (just burning out, not needing flint n' steel to light them)
Sorry about not having the pictures available right now, I actually had some prepared. Unfortunately dropbox is being really annoying, so you'll just have to wait
Rollback Post to RevisionRollBack
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Torches Start Unlit - I really just don't see the appeal in this. I don't want to place 20 torches in my caves and then ignite those 20 torches with more senseless clicking. This giving Flint & Steel another use is sadly meaningless, since the core itself doesn't need to be implemented.
Torches Burning Out Near Water - Now this is way more plausible but nothing great. This part has realism without heavily digging into gameplay too much. Therefore, giving Flint & Steel a new use for this is still nothing special, it's part of a better core idea. I could live if this half of the idea was in the game, but I'd probably still not add it anyway.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
IMPORTANT! Note to mods:I am aware that a very similar thread is technically still active. However, I believe this suggestion to be fundamentally different. If you disagree, please pm me so that I can edit it to further distance it from the original thread, rather than simply locking it. Thank you for your cooperation. Torch Life-SpanCurrently, torches are infinitely long-lasting, and that simply doesn't make sense. However, gameplay always comes first of course. So I have a solution that appeals to realism, while also retaining the same core gameplay. 1: Torches Start Unlit.This part of the suggestion is meant to further the use of the flint n' steel item (the original idea behind Mojang trying for burning out torches). Upon being crafted, torches in your inventory (they would still just be called "torches", and "lit torches" would be a /give only item for map makers) would appear to be unlit, a texture that is already in the game (pictures to be added soon). When placed, they would be unlit, and give off the same amount of light as a redstone torch, however they would appear to be a burned out torch, with a slightly different color to distinguish from burned out redstone torches (picture to be added soon). In order to light the torch, a player would simply need to right click it with a flint n' steel, transforming it into a lit torch as we all know it.
Benefits:
Makes the flint n' steel item much more useful. Currently it is only essential for going to the nether. Now it would be a need-to-have tool. And it wouldn't be too costly, for just an iron and a flint any player could afford it fairly early on.
It would slow down early gameplay. Now that Minecraft is no longer new and unknown, players have gotten around the treacherous "first night". The perilous journey through the dark without a place to call home. But without torches until you find your first iron, players will be slowed down again and forced to brave the dangers of the dark.
2: Torches Burn Out While Near:Torches would burn out slowly, returning to their original form of unlit torches. However, this process would only take place while the torches are nearby. The range would be affected by your render distance; if the torches are within half of your render distance, they will slowly count down a 20 minute (24,000 tick) clock. Once the clock reaches its end, the torch burns out. The light level does not slowly lower, it goes from full straight to burned out. However, from 18-20 minutes, the torch's particles spawn far less often, and most are replaced with slow, dark smoke particle (pictures coming soon). Right clicking a torch with a flint n' steel will reset the timer. This can be done at any time. A burned out torch is not completely dark, it still gives off the same level of light as a burned out torch. Breaking a torch sets the timer to 0, and makes it unlit. This avoids having a different stack for each different data value for each torch. Benefits:
Once again, encourages use of the flint n' steel item.
Burned out torches still provide light (granted, less light, but enough to know where it is), yet won't stop mobs from spawning. This adds an extra degree of danger that a minecraft player must be aware of.
Note: This will be disabled for peaceful mode (just burning out, not needing flint n' steel to light them) Sorry about not having the pictures available right now, I actually had some prepared. Unfortunately dropbox is being really annoying, so you'll just have to wait .
But how are you supposed to safely mine iron to make flint and steel before you can light up the mineshaft? Lighting up your shelter should be first priority, finding iron shouldn't happen until later in the game after you have a base set up. Not to mention with the weapon cooldown it would make fighting mobs useless with a stone sword. Doesn't sound like a good idea...
"But how are you supposed to safely mine iron to make flint and steel before you can light up the mineshaft? Lighting up your shelter should be first priority, finding iron shouldn't happen until later in the game after you have a base set up."
This guy makes a good point, but that is fixable with the introduction of "Stone strikers".
The "Stone striker" is an item that is weaker than Flint 'n' Steal, craft-able with two stones. One stone will strike the other, creating a spark 1/4th of the time, which may be used to light torches or set fire to things.
"Torches" should provide no light, whereas "Lit Torches" do, and there should be "Dying Torches" that give off little light. A "Dying Torch" is a torch at the state of it about to die.
These mechanics can also apply to Jack-o-lanterns.
I like the idea of torches dying out because it encourages the player to find better, more permanent light sources, while also providing challenge.
But how are you supposed to safely mine iron to make flint and steel before you can light up the mineshaft? Lighting up your shelter should be first priority, finding iron shouldn't happen until later in the game after you have a base set up. Not to mention with the weapon cooldown it would make fighting mobs useless with a stone sword. Doesn't sound like a good idea...
No support, sorry
Well, that's sort of the point. You're forced to venture into dangerous situations before you can just safely hide from the danger. It would make the beginning of any world much more dynamic. Also, it's not like finding your first iron would be any harder, if it's your first time going in a cave the torches make no difference to anything other than being able to see; the mobs would already have been spawned.
Also, I'm not quite sure what you mean by the part about stone swords. It's probably really obvious and I'm just being stupid, but I would appreciate some clarification
Thanks for posting! You definitely brought up some good points.
"But how are you supposed to safely mine iron to make flint and steel before you can light up the mineshaft? Lighting up your shelter should be first priority, finding iron shouldn't happen until later in the game after you have a base set up."
This guy makes a good point, but that is fixable with the introduction of "Stone strikers".
The "Stone striker" is an item that is weaker than Flint 'n' Steal, craft-able with two stones. One stone will strike the other, creating a spark 1/4th of the time, which may be used to light torches or set fire to things.
"Torches" should provide no light, whereas "Lit Torches" do, and there should be "Dying Torches" that give off little light. A "Dying Torch" is a torch at the state of it about to die.
These mechanics can also apply to Jack-o-lanterns.
I like the idea of torches dying out because it encourages the player to find better, more permanent light sources, while also providing challenge.
The stone strikers are definitely an interesting idea. I'll consider adding that to the suggestion, thanks!
The reason I don't want torches to burn out to having zero light is because that would make them annoying to find, and basically undo any work you've done exploring a cave system. As for the middle ground of light as they die out, I didn't add that in because then even if you were constantly resetting their timers, some would always be a little dimmer, which would to me be super annoying, and would cause people to need to place even more torches than usual (which would be too difficult, even from my perspective )
Thanks for your input, I'll definitely have to think about the stone strikers. Might make a poll.
This is a solution to a problem that doesn't exist.
Well, there are a few problems that I can see this solving. Let's look at this one:
The beginning of a world has become too easy for anyone other than an extremely new player. You can simply hide in a hole and mine coal for torches or even smelt some charcoal, without ever actually going into the night. This way, you would be forced to be a little more risky in the beginning of your world, and take some more chances. Even so, an experienced player can surely find iron by the first night, and so even with this in the beginning of the game would be very possible to get through without any major difficulties.
However I agree that it's not something that impacts later gameplay incredibly, and I appreciate you pointing it out.
Btw another good thing about it is that flint n' steel isn't literally useless anymore.
Rollback Post to RevisionRollBack
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
The biggest problem I saw illustrated is mentioned by Cerroz and Broccoli_Monkey. It's simply tedious. I can imagine a player making a large castle; and all of the sudden he's blown up in his own home by a creeper because one of the several hundred torches went out.
I'd support this idea more if there was the introduction of "Glowstone Torches" which behave just like torches except never go out. With "Glowstone Torches" we could have the aesthetics of normal torches without the worry of our castles getting mobbed, like Yoshi said.
Well, that's sort of the point. You're forced to venture into dangerous situations before you can just safely hide from the danger. It would make the beginning of any world much more dynamic. Also, it's not like finding your first iron would be any harder, if it's your first time going in a cave the torches make no difference to anything other than being able to see; the mobs would already have been spawned.
We've had pre-lit torches since 2009, so it would be a horrible move to add that now. Making something dynamic isn't a good argument by itself. Furnaces would be more dynamic if we had to construct them instead of instantly craft them, but that doesn't mean it's a good idea.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
This is generally one of the most hated suggestions on the forums; can you just imagine lighting up this many torches with flint and steels, which have 65 uses each:
Only about 5,243 flint and steels... and forget about trying to relight them. 20 minutes is absolutely NOTHING; I spend an average of 3.5 hours per play session and that is often not even enough to fully explore a single large cave system (which is within your render distance at all times unless it is very low; even a "big" cave system or mineshaft is rarely more than 100 blocks or 6-7 chunks across).
Also, the save format would have to be changed or torches turned into tile entities in order to count down 24,000 ticks; why? Because there are only 4 bits (16 states) of data per block, and otherwise if you only tried handling this in memory there is only one block object for each non-tile entity block (in other words, tile entities have a separate instance of each block created in memory, which is why too many cause performance issues).
Right away, I see a major problem: Your goal is realism and yet you suggest unlit torches to still give off light? Beyond that, you expect people to have Flint & Steel before lighting their first torch? Are you implying people should have a Stone pick and be lucky enough to stumble across iron before being able to even explore a cave? Forcing players to have a bad time on the first night just because they know too much about the game isn't a good idea. Besides, this would probably hardly affect experienced players, they are much more likely to get iron on the first day. All this would really do is punish newcomers and deter them from an already intimidating game.
As for torches burning out only while you're close, torches burning out in general is a terrible idea. What if you're outside your base and don't even notice a torch burning out? You later come back to your house only to find that a Creeper has taken up residence inside. Now you have to either wait for said creeper to despawn or fight it and hope it doesn't blow up inside your house. I get that you want Flint & Steel to be more useful, but it isn't the most useless item in the game. It's used for Nether Portals and can be a fairly useful tool in combat, particularly PvP if used properly. It can also be used as a light source in the Nether. There are much less useful items.
Beyond all that, Minecraft is not at all about realism. It's a world of blocks with zombies, skeletons, exploding monsters, caveman squidwards, blocked off lava and water, portals to hell, the list goes on. Without a doubt, you've probably seen all the genuine disinterest people have for torches burning out, there's a reason for that. Notch specifically decided not to include the feature in the Halloween update because running around systematically checking all of your torches does nothing but punish players for expanding into larger homes or playing carefully. Minecraft is a family-friendly survival/sandbox game, not a glorified chore simulator. If you want that, play Animal Crossing.
Rollback Post to RevisionRollBack
This is a test, this is only a test.
boooooooooooooooooooooooooooooooooooooo...
Imagine a moment you have to lit all the torches in the cave.
You might encounter mods when trying to lit those torches again.
My verdict: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO SUPOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORT!
Exactly. Imagine trying to keep all those lit, having to build stairs up to them and having to relight them often. That would be extremely annoying, and not everything in Minecraft has to be realistic.
Instead of continuing with the no-support train; perhaps we can help the suggestion in a more proactive direction.
Perhaps have the flint and steel be usable on torches; but instead of reigniting a torch; instead it extends the light radius out 5 spaces; making the torch staggeringly more effective and useful than current. Have the effects of an empowered torch last 1 ingame week (140 minutes); and afterward, the torch goes back to it's common form.
Therefore, you still create a use for the flint and steel; and create a reason to light torches; the spin is that it's a positive encouragement as opposed to a negative punishment.
Instead of continuing with the no-support train; perhaps we can help the suggestion in a more proactive direction.
Perhaps have the flint and steel be usable on torches; but instead of reigniting a torch; instead it extends the light radius out 5 spaces; making the torch staggeringly more effective and useful than current. Have the effects of an empowered torch last 1 ingame week (140 minutes); and afterward, the torch goes back to it's common form.
Therefore, you still create a use for the flint and steel; and create a reason to light torches; the spin is that it's a positive encouragement as opposed to a negative punishment.
That would be great, except for the fact that torches are extremely cheap to make, so why would you bother going through the effort of lighting one to make it brighter when you can just place another torch?
Rollback Post to RevisionRollBack
This is a test, this is only a test.
boooooooooooooooooooooooooooooooooooooo...
That would be great, except for the fact that torches are extremely cheap to make, so why would you bother going through the effort of lighting one to make it brighter when you can just place another torch?
Good point, to which I respond situational lighting. Especially when you want to create an atmosphere without littering the walls with torches everywhere. As you would guess, this places the emphasis more on the creative side; but I can imagine adventure maps or certain situations where you'd want to extend light while conserving torches.
Good point, to which I respond situational lighting. Especially when you want to create an atmosphere without littering the walls with torches everywhere.
I suppose people may be able to find some use for it. Though I imagine if you were to try and keep your house mob proof you would have it filled with torches anyway, and if you're anything like me you usually have more torches than needed in your house just to keep things symmetrical.
Rollback Post to RevisionRollBack
This is a test, this is only a test.
boooooooooooooooooooooooooooooooooooooo...
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
Torches Start Unlit - I really just don't see the appeal in this. I don't want to place 20 torches in my caves and then ignite those 20 torches with more senseless clicking. This giving Flint & Steel another use is sadly meaningless, since the core itself doesn't need to be implemented.
Torches Burning Out Near Water - Now this is way more plausible but nothing great. This part has realism without heavily digging into gameplay too much. Therefore, giving Flint & Steel a new use for this is still nothing special, it's part of a better core idea. I could live if this half of the idea was in the game, but I'd probably still not add it anyway.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
No support
Since there will be bad things that will happen if the torch becomes useless for several hours, as a common disadvantage for many users.
But how are you supposed to safely mine iron to make flint and steel before you can light up the mineshaft? Lighting up your shelter should be first priority, finding iron shouldn't happen until later in the game after you have a base set up. Not to mention with the weapon cooldown it would make fighting mobs useless with a stone sword. Doesn't sound like a good idea...
No support, sorry
The game's been out far too long to make a change like this now.
I somewhat support the idea.
"But how are you supposed to safely mine iron to make flint and steel before you can light up the mineshaft? Lighting up your shelter should be first priority, finding iron shouldn't happen until later in the game after you have a base set up."
This guy makes a good point, but that is fixable with the introduction of "Stone strikers".
The "Stone striker" is an item that is weaker than Flint 'n' Steal, craft-able with two stones. One stone will strike the other, creating a spark 1/4th of the time, which may be used to light torches or set fire to things.
"Torches" should provide no light, whereas "Lit Torches" do, and there should be "Dying Torches" that give off little light. A "Dying Torch" is a torch at the state of it about to die.
These mechanics can also apply to Jack-o-lanterns.
I like the idea of torches dying out because it encourages the player to find better, more permanent light sources, while also providing challenge.
BA
Well, that's sort of the point. You're forced to venture into dangerous situations before you can just safely hide from the danger. It would make the beginning of any world much more dynamic. Also, it's not like finding your first iron would be any harder, if it's your first time going in a cave the torches make no difference to anything other than being able to see; the mobs would already have been spawned.
Also, I'm not quite sure what you mean by the part about stone swords. It's probably really obvious and I'm just being stupid, but I would appreciate some clarification
Thanks for posting! You definitely brought up some good points.
Well, many would say the same thing about the combat system. Compared to that, this is nothing.
Although I have to admit, I personally hate the new combat system, soo...
The stone strikers are definitely an interesting idea. I'll consider adding that to the suggestion, thanks!
The reason I don't want torches to burn out to having zero light is because that would make them annoying to find, and basically undo any work you've done exploring a cave system. As for the middle ground of light as they die out, I didn't add that in because then even if you were constantly resetting their timers, some would always be a little dimmer, which would to me be super annoying, and would cause people to need to place even more torches than usual (which would be too difficult, even from my perspective )
Thanks for your input, I'll definitely have to think about the stone strikers. Might make a poll.
Well, there are a few problems that I can see this solving. Let's look at this one:
The beginning of a world has become too easy for anyone other than an extremely new player. You can simply hide in a hole and mine coal for torches or even smelt some charcoal, without ever actually going into the night. This way, you would be forced to be a little more risky in the beginning of your world, and take some more chances. Even so, an experienced player can surely find iron by the first night, and so even with this in the beginning of the game would be very possible to get through without any major difficulties.
However I agree that it's not something that impacts later gameplay incredibly, and I appreciate you pointing it out.
Btw another good thing about it is that flint n' steel isn't literally useless anymore.
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
The biggest problem I saw illustrated is mentioned by Cerroz and Broccoli_Monkey. It's simply tedious. I can imagine a player making a large castle; and all of the sudden he's blown up in his own home by a creeper because one of the several hundred torches went out.
No thank you.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
I'd support this idea more if there was the introduction of "Glowstone Torches" which behave just like torches except never go out. With "Glowstone Torches" we could have the aesthetics of normal torches without the worry of our castles getting mobbed, like Yoshi said.
BA
We've had pre-lit torches since 2009, so it would be a horrible move to add that now. Making something dynamic isn't a good argument by itself. Furnaces would be more dynamic if we had to construct them instead of instantly craft them, but that doesn't mean it's a good idea.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
This is generally one of the most hated suggestions on the forums; can you just imagine lighting up this many torches with flint and steels, which have 65 uses each:
Only about 5,243 flint and steels... and forget about trying to relight them. 20 minutes is absolutely NOTHING; I spend an average of 3.5 hours per play session and that is often not even enough to fully explore a single large cave system (which is within your render distance at all times unless it is very low; even a "big" cave system or mineshaft is rarely more than 100 blocks or 6-7 chunks across).
Also, the save format would have to be changed or torches turned into tile entities in order to count down 24,000 ticks; why? Because there are only 4 bits (16 states) of data per block, and otherwise if you only tried handling this in memory there is only one block object for each non-tile entity block (in other words, tile entities have a separate instance of each block created in memory, which is why too many cause performance issues).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Right away, I see a major problem: Your goal is realism and yet you suggest unlit torches to still give off light? Beyond that, you expect people to have Flint & Steel before lighting their first torch? Are you implying people should have a Stone pick and be lucky enough to stumble across iron before being able to even explore a cave? Forcing players to have a bad time on the first night just because they know too much about the game isn't a good idea. Besides, this would probably hardly affect experienced players, they are much more likely to get iron on the first day. All this would really do is punish newcomers and deter them from an already intimidating game.
As for torches burning out only while you're close, torches burning out in general is a terrible idea. What if you're outside your base and don't even notice a torch burning out? You later come back to your house only to find that a Creeper has taken up residence inside. Now you have to either wait for said creeper to despawn or fight it and hope it doesn't blow up inside your house. I get that you want Flint & Steel to be more useful, but it isn't the most useless item in the game. It's used for Nether Portals and can be a fairly useful tool in combat, particularly PvP if used properly. It can also be used as a light source in the Nether. There are much less useful items.
Beyond all that, Minecraft is not at all about realism. It's a world of blocks with zombies, skeletons, exploding monsters, caveman squidwards, blocked off lava and water, portals to hell, the list goes on. Without a doubt, you've probably seen all the genuine disinterest people have for torches burning out, there's a reason for that. Notch specifically decided not to include the feature in the Halloween update because running around systematically checking all of your torches does nothing but punish players for expanding into larger homes or playing carefully. Minecraft is a family-friendly survival/sandbox game, not a glorified chore simulator. If you want that, play Animal Crossing.
This is a test, this is only a test.
boooooooooooooooooooooooooooooooooooooo...
There's a mod "Realistic Torches". You find it at: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2517826-realistic-torches-v1-5-5-1-9-4-1-9-1-8-9-1-7-10
Give it to try if you want.
Now, take a look at the picture below.
Imagine a moment you have to lit all the torches in the cave.
You might encounter mods when trying to lit those torches again.
My verdict: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO SUPOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORT!
My videos: https://www.youtube.com/user/robingravel
My cartoons: http://www.dailymotion.com/robin-gravel
Flash Animation (if your computer supports flash):
http://robingravel.byethost15.com/eflash.htm
Few flash movies have easter egg/extras
Exactly. Imagine trying to keep all those lit, having to build stairs up to them and having to relight them often. That would be extremely annoying, and not everything in Minecraft has to be realistic.
Instead of continuing with the no-support train; perhaps we can help the suggestion in a more proactive direction.
Perhaps have the flint and steel be usable on torches; but instead of reigniting a torch; instead it extends the light radius out 5 spaces; making the torch staggeringly more effective and useful than current. Have the effects of an empowered torch last 1 ingame week (140 minutes); and afterward, the torch goes back to it's common form.
Therefore, you still create a use for the flint and steel; and create a reason to light torches; the spin is that it's a positive encouragement as opposed to a negative punishment.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
That would be great, except for the fact that torches are extremely cheap to make, so why would you bother going through the effort of lighting one to make it brighter when you can just place another torch?
This is a test, this is only a test.
boooooooooooooooooooooooooooooooooooooo...
Good point, to which I respond situational lighting. Especially when you want to create an atmosphere without littering the walls with torches everywhere. As you would guess, this places the emphasis more on the creative side; but I can imagine adventure maps or certain situations where you'd want to extend light while conserving torches.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
I suppose people may be able to find some use for it. Though I imagine if you were to try and keep your house mob proof you would have it filled with torches anyway, and if you're anything like me you usually have more torches than needed in your house just to keep things symmetrical.
This is a test, this is only a test.
boooooooooooooooooooooooooooooooooooooo...