- The ability to dye the water inside of the bucket; Used to pour out and make colorful pools and decoration.
You use the dyes around the bucket to make the color of choosing and grab your new bucket out of the crafting table
and done! Pour the colorful buckets as you please.
So.. Why would any player want this? Well, In my greatest opinion I feel that this can help the mapping community, As well as decoration around your singleplayer world, Besides..What harm could it do!
I don't really know . You should add more informations about this suggestion and maybe answer some of these questions :
1.How is this going to help players ?
2.Why ?
3.Does it have other functionalities that decor ?
4.How to dye water ?
5.Useless or useful ?
6.Expensive or not ?
Maybe by answering these questions you could give more informations about this idea and help players imagine how it is going to be . They will be confused , just like I am .
Hope you're going to edit this thread , and good luck with your suggestion.
I don't really know . You should add more informations about this suggestion and maybe answer some of these questions :
1.How is this going to help players ?
2.Why ?
3.Does it have other functionalities that decor ?
4.How to dye water ?
5.Useless or useful ?
6.Expensive or not ?
Maybe by answering these questions you could give more informations about this idea and help players imagine how it is going to be . They will be confused , just like I am .
Hope you're going to edit this thread , and good luck with your suggestion.
Thank you. I slopped this together for the idea of it for the moment, I am editing it as we speak and Im going to add images very soon.
For something that is technically an aesthetic addition, raw functional gain is secondary bordering moot.
So to answer a lot of those by simple aesthetic demands:
1) It's for creative/mapmaking or decoration
2) It's more proper to ask "why not?" in this case.
5) It's aesthetic, aesthetic items don't require a use.
I would like to know how to craft this though; and I'd also like to know how colored water would interact with other colors.
It seems problematic to code, to be honest (simply because of water collision), let's say you have a bucket of green water and a bucket of black water. If the two waters' currents meet, does it form a dark green? How deep of a dark green? Does it simply have green current near green and black near black? etc.
If it's handled by hardlocking color to color, it'd be easier to manage.
For something that is technically an aesthetic addition, raw functional gain is secondary bordering moot.
So to answer a lot of those by simple aesthetic demands:
1) It's for creative/mapmaking or decoration
2) It's more proper to ask "why not?" in this case.
5) It's aesthetic, aesthetic items don't require a use.
I would like to know how to craft this though; and I'd also like to know how colored water would interact with other colors.
It seems problematic to code, to be honest (simply because of water collision), let's say you have a bucket of green water and a bucket of black water. If the two waters' currents meet, does it form a dark green? How deep of a dark green? Does it simply have green current near green and black near black? etc.
If it's handled by hardlocking color to color, it'd be easier to manage.
Yes, Very true.
The basic way of crafting it (The images under the youtube video.) Is by putting a bucket of water; filled. with adding the dye of choice around it.
I'm still thinking of the pouring mixing, as it could act a bit clunky, yes.
Thank you for editing the post . And totally support your idea .You just have to work a little bit about the water mixing . I can see lots of original maps coming from this suggestion !
Thank you for editing the post . And totally support your idea .You just have to work a little bit about the water mixing . I can see lots of original maps coming from this suggestion !
I'd like to see this added but if this was to be implemented like regular water, at least 480 different blocks have to be implemented. But adding a color tag like the shulker box may be an alternative.
For colour mixing, I am unsure how Minecraft would handle it. The blending of colours seems difficult to program but I think it's possible.
Overall, I like the idea but from a technical standpoint, it seems difficult to implement.
I'd like to see this added but if this was to be implemented like regular water, at least 480 different blocks have to be implemented. But adding a color tag like the shulker box may be an alternative.
For colour mixing, I am unsure how Minecraft would handle it. The blending of colours seems difficult to program but I think it's possible.
Overall, I like the idea but from a technical standpoint, it seems difficult to implement.
It could use the same code as dying leather armor.
Rollback Post to RevisionRollBack
My Github ด้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้дด็็็็็้้้้้็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้
From a map making point of view this would be nicer for creating a "swamp" area as currently you either find a map location with green water or you mess with biome values. The latter is trouble.
The code of armour just determines its colour. It's just a decimal number converted to hex.
I perceive it to be slightly similar to coloured light.
I think this is one of those same concept, but little more to it moments. That said Minecraft already deploys "colored" water for biomes. This would be the similar code to use.
It could use the same code as dying leather armor.
And then all water blocks would need to be tile entities or the save format would need to be rewritten.
Why? Because each block has only 16 data values, which are already used up to represent the level of a water block; there are actually two different block IDs used for both water and lava because the game also needs to know whether the liquid is "flowing" or "stationary" (not related to visual appearance; flowing fluids will spread out if they can and become stationary if unable to; this is done for performance so the game doesn't constantly try to update every fluid block):
The only way to store more data is to either add an NBT tag, which is only possible for items (placing the item form of a block will strip away any NBT data), use tile entities, or rewrite the save format so more than 4 bits of metadata can be stored per block (for 16 colors of water you'd need an additional 4 bits, or 8 total; a byte would not make much difference to the memory or save size, especially since the latter is compressed and most blocks would have no additional data stored). The save format should be rewritten anyway, such as using shorts (16 bits) to store block IDs instead of clobbering together a byte and 4 bits (which must be converted to/from bytes when written or read), which may even make the game more efficient (when millions of blocks are being handled at any one time the operations to combine/split data becomes significant).
Alternatively, 16 new colors could be added (one for each dye color, similar to stained glass) but you'd still need to add 32 new blocks for something that is little more than aesthetic for the reasons mentioned above (stained glass only required one ID since no additional data is required).
Also, biome colors are not the same at all; the game simply uses the temperature and rainfall and/or a hardcoded value (e.g. roofed forest and swamps) to apply a color mask to the color of water, leaves, grass, and the sky - the actual textures/blocks are completely unaffected.
Also, biome colors are not the same at all; the game simply uses the temperature and rainfall and/or a hardcoded value (e.g. roofed forest and swamps) to apply a color mask to the color of water, leaves, grass, and the sky - the actual textures/blocks are completely unaffected.
Yes, you are correct on this point. I was suggesting using something similar in concept.
In truth I think your idea of changing the format is better, but Mojang has it in their heads that worlds are played for years and must therefore guarantee that it will still be playable in every version even if it solves a lot of problems. As a result what you have purposed has been shot down many times.
Yes, you are correct on this point. I was suggesting using something similar in concept.
In truth I think your idea of changing the format is better, but Mojang has it in their heads that worlds are played for years and must therefore guarantee that it will still be playable in every version even if it solves a lot of problems. As a result what you have purposed has been shot down many times.
It actually wouldn't be that difficult to convert older worlds; in fact, that is just what happened in 1.2 when they changed the save format to allow for higher worlds and saving biome data (instead of depending on the current version's biome generation, which meant that a snow biome could become a desert (in terms of biome color and precipitation) and vice-versa). The conversion code was even left in the game for many versions, up to at least 1.6.4 (it is not very complicated, 10-20 KB of source code over a few files as the main change was to split up 16x16x128 chunks into 16x16x16 chunk sections and add a biome array):
2016-08-08 15:57:16 [SERVER] [INFO] Starting integrated minecraft server version 1.6.4
2016-08-08 15:57:16 [SERVER] [INFO] Generating keypair
2016-08-08 15:57:17 [SERVER] [INFO] Converting map!
2016-08-08 15:57:17 [SERVER] [INFO] Scanning folders...
2016-08-08 15:57:17 [SERVER] [INFO] Total conversion count is 0
2016-08-08 15:57:17 [SERVER] [INFO] Preparing start region for level 0
2016-08-08 15:57:18 [SERVER] [INFO] Preparing spawn area: 21%
2016-08-08 15:57:19 [SERVER] [INFO] Preparing spawn area: 40%
2016-08-08 15:57:20 [SERVER] [INFO] Preparing spawn area: 56%
2016-08-08 15:57:21 [SERVER] [INFO] Preparing spawn area: 73%
2016-08-08 15:57:22 [SERVER] [INFO] Preparing spawn area: 91%
2016-08-08 15:57:23 [SERVER] [INFO] TheMasterCaver[/127.0.0.1:0] logged in with entity id 139 at (-97.5, 64.0, 239.5)
2016-08-08 15:57:23 [SERVER] [INFO] TheMasterCaver joined the game
(note the "converting map", even though there is no need to convert anything when a new world is created; the game even creates a "level.dat_mcr" backup of level.dat; this seems to be absent from the latest versions but you can always convert the world in an older version first, and they changed the format to Anvil over 4 years ago, which is enough time that few players would still have any old maps that were not converted yet)
In a similar manner when you load a world created before 1.8 in 1.8 or later it converts numerical item IDs, as well as NBT data for things like mob spawners and chests, entity IDs, and more to newer formats - the only issue is if you try to go the other way, which will corrupt the world, more than it would if they just added new blocks or items, but that has always been an issue when downgrading, which is simply not supported by Mojang (and rarely is for other games or software). Note that the conversion to Anvil also changed the extensions used for region files so it was possible to downgrade by simply renaming the backup level.dat file created (level.dat_mcr) to level.dat; the conversion process is also done all at once instead of as chunks are loaded by the player.
Another major change to the save format occurred in Beta 1.3, when instead of saving each chunk in a separate file (very bad for file I/O performance) they saved them in groups of 32x32 chunks within region files; it is possible to convert worlds as old as InfDev to current versions (before then they uses yet another format which AFAIK doesn't have a converter unless you use a 3rd-party tool, if one exists, perhaps MCEdit can do it, but I'm mainly looking at conversion within the game itself so playing older worlds is a simple matter of loading them in a newer version).
Once again TheMasterCaver you are correct, it can and should be done. However Mojang will still most likely not do it even if it should be done. That is my point. Unless they are given an extremely compelling reason, like with the ID conversion, they will refuse.
On unrelated note: I think you have forgotten the change in ocean height which was a nightmare.
I don't really know . You should add more informations about this suggestion and maybe answer some of these questions :
1.How is this going to help players ?
2.Why ?
3.Does it have other functionalities that decor ?
4.How to dye water ?
5.Useless or useful ?
6.Expensive or not ?
Maybe by answering these questions you could give more informations about this idea and help players imagine how it is going to be . They will be confused , just like I am .
Hope you're going to edit this thread , and good luck with your suggestion.
Thank you all very much! I have been away for a day and Haven't been able to read the replies..But thank you all for saying suggestions and your opinions, I'm still open to change a few things!
One thing I've always wanted to do in minecraft is dye water... This is a really strange feature I've just always wanted.
This could be a simple way of making colored streams in minecraft.
There's this whole feature on MCPE where you can color cauldron water, And this is quite similar but with buckets and dye.
Cauldron water, MCPE:
Credit to Harry dunkers, The creator of the video.
Link to the crafting recipe (Images):
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcS6VeNJIXQLfM9CccYdZ43NsWJ9fDbpf8gLF11gVl6wtg6E_qL1
https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTeugt8v_5ISi9rFm_IBfj0SpdTWl0jAi9mDW8fc1wXqc0EpEn1OA
https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcRxVKiotzxM07vk1dWvpNrhyickZXm_2-yooOPWjpjn0sW5VIcuwA
- The ability to dye the water inside of the bucket; Used to pour out and make colorful pools and decoration.
You use the dyes around the bucket to make the color of choosing and grab your new bucket out of the crafting table
and done! Pour the colorful buckets as you please.
So.. Why would any player want this? Well, In my greatest opinion I feel that this can help the mapping community, As well as decoration around your singleplayer world, Besides..What harm could it do!
Mixing Colors -
Basic chart link:
https://www.google.com/search?q=simple color mix chart&rlz=1CAHPZV_enUS713US713&espv=2&biw=1242&bih=574&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjSn53OpvvQAhXB0FQKHc7DBmAQ_AUIBigB&safe=active&ssui=on#imgrc=BcPaXsjNKsg8mM:
----------------
To mix, you would use the following dye colors and craft the colored buckets.
Once you have at least two buckets that can mix, EG: Yellow Dye Bucket & Red Dye bucket. (Forms orange)
You can make a hole, 3x3 for instance and pour both in to form orange.
Edgy lad
I don't really know . You should add more informations about this suggestion and maybe answer some of these questions :
1.How is this going to help players ?
2.Why ?
3.Does it have other functionalities that decor ?
4.How to dye water ?
5.Useless or useful ?
6.Expensive or not ?
Maybe by answering these questions you could give more informations about this idea and help players imagine how it is going to be . They will be confused , just like I am .
Hope you're going to edit this thread , and good luck with your suggestion.
Unbeliavable ...
Thank you. I slopped this together for the idea of it for the moment, I am editing it as we speak and Im going to add images very soon.
Edgy lad
For something that is technically an aesthetic addition, raw functional gain is secondary bordering moot.
So to answer a lot of those by simple aesthetic demands:
1) It's for creative/mapmaking or decoration
2) It's more proper to ask "why not?" in this case.
5) It's aesthetic, aesthetic items don't require a use.
I would like to know how to craft this though; and I'd also like to know how colored water would interact with other colors.
It seems problematic to code, to be honest (simply because of water collision), let's say you have a bucket of green water and a bucket of black water. If the two waters' currents meet, does it form a dark green? How deep of a dark green? Does it simply have green current near green and black near black? etc.
If it's handled by hardlocking color to color, it'd be easier to manage.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
Yes, Very true.
The basic way of crafting it (The images under the youtube video.) Is by putting a bucket of water; filled. with adding the dye of choice around it.
I'm still thinking of the pouring mixing, as it could act a bit clunky, yes.
Edgy lad
Thank you for editing the post . And totally support your idea .You just have to work a little bit about the water mixing . I can see lots of original maps coming from this suggestion !
Unbeliavable ...
Thank you very much for your ideas!
Edgy lad
I'd like to see this added but if this was to be implemented like regular water, at least 480 different blocks have to be implemented. But adding a color tag like the shulker box may be an alternative.
For colour mixing, I am unsure how Minecraft would handle it. The blending of colours seems difficult to program but I think it's possible.
Overall, I like the idea but from a technical standpoint, it seems difficult to implement.
It could use the same code as dying leather armor.
My Github ด้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้дด็็็็็้้้้้็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้
The code of armour just determines its colour. It's just a decimal number converted to hex.
I perceive it to be slightly similar to coloured light.
I support this idea.
From a map making point of view this would be nicer for creating a "swamp" area as currently you either find a map location with green water or you mess with biome values. The latter is trouble.
I think this is one of those same concept, but little more to it moments. That said Minecraft already deploys "colored" water for biomes. This would be the similar code to use.
Full support!
And then all water blocks would need to be tile entities or the save format would need to be rewritten.
Why? Because each block has only 16 data values, which are already used up to represent the level of a water block; there are actually two different block IDs used for both water and lava because the game also needs to know whether the liquid is "flowing" or "stationary" (not related to visual appearance; flowing fluids will spread out if they can and become stationary if unable to; this is done for performance so the game doesn't constantly try to update every fluid block):
http://minecraft.gamepedia.com/Water#Data_values
The only way to store more data is to either add an NBT tag, which is only possible for items (placing the item form of a block will strip away any NBT data), use tile entities, or rewrite the save format so more than 4 bits of metadata can be stored per block (for 16 colors of water you'd need an additional 4 bits, or 8 total; a byte would not make much difference to the memory or save size, especially since the latter is compressed and most blocks would have no additional data stored). The save format should be rewritten anyway, such as using shorts (16 bits) to store block IDs instead of clobbering together a byte and 4 bits (which must be converted to/from bytes when written or read), which may even make the game more efficient (when millions of blocks are being handled at any one time the operations to combine/split data becomes significant).
Alternatively, 16 new colors could be added (one for each dye color, similar to stained glass) but you'd still need to add 32 new blocks for something that is little more than aesthetic for the reasons mentioned above (stained glass only required one ID since no additional data is required).
Also, biome colors are not the same at all; the game simply uses the temperature and rainfall and/or a hardcoded value (e.g. roofed forest and swamps) to apply a color mask to the color of water, leaves, grass, and the sky - the actual textures/blocks are completely unaffected.
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?
Yes, you are correct on this point. I was suggesting using something similar in concept.
In truth I think your idea of changing the format is better, but Mojang has it in their heads that worlds are played for years and must therefore guarantee that it will still be playable in every version even if it solves a lot of problems. As a result what you have purposed has been shot down many times.
It actually wouldn't be that difficult to convert older worlds; in fact, that is just what happened in 1.2 when they changed the save format to allow for higher worlds and saving biome data (instead of depending on the current version's biome generation, which meant that a snow biome could become a desert (in terms of biome color and precipitation) and vice-versa). The conversion code was even left in the game for many versions, up to at least 1.6.4 (it is not very complicated, 10-20 KB of source code over a few files as the main change was to split up 16x16x128 chunks into 16x16x16 chunk sections and add a biome array):
2016-08-08 15:57:16 [SERVER] [INFO] Generating keypair
2016-08-08 15:57:17 [SERVER] [INFO] Converting map!
2016-08-08 15:57:17 [SERVER] [INFO] Scanning folders...
2016-08-08 15:57:17 [SERVER] [INFO] Total conversion count is 0
2016-08-08 15:57:17 [SERVER] [INFO] Preparing start region for level 0
2016-08-08 15:57:18 [SERVER] [INFO] Preparing spawn area: 21%
2016-08-08 15:57:19 [SERVER] [INFO] Preparing spawn area: 40%
2016-08-08 15:57:20 [SERVER] [INFO] Preparing spawn area: 56%
2016-08-08 15:57:21 [SERVER] [INFO] Preparing spawn area: 73%
2016-08-08 15:57:22 [SERVER] [INFO] Preparing spawn area: 91%
2016-08-08 15:57:23 [SERVER] [INFO] TheMasterCaver[/127.0.0.1:0] logged in with entity id 139 at (-97.5, 64.0, 239.5)
2016-08-08 15:57:23 [SERVER] [INFO] TheMasterCaver joined the game
In a similar manner when you load a world created before 1.8 in 1.8 or later it converts numerical item IDs, as well as NBT data for things like mob spawners and chests, entity IDs, and more to newer formats - the only issue is if you try to go the other way, which will corrupt the world, more than it would if they just added new blocks or items, but that has always been an issue when downgrading, which is simply not supported by Mojang (and rarely is for other games or software). Note that the conversion to Anvil also changed the extensions used for region files so it was possible to downgrade by simply renaming the backup level.dat file created (level.dat_mcr) to level.dat; the conversion process is also done all at once instead of as chunks are loaded by the player.
Another major change to the save format occurred in Beta 1.3, when instead of saving each chunk in a separate file (very bad for file I/O performance) they saved them in groups of 32x32 chunks within region files; it is possible to convert worlds as old as InfDev to current versions (before then they uses yet another format which AFAIK doesn't have a converter unless you use a 3rd-party tool, if one exists, perhaps MCEdit can do it, but I'm mainly looking at conversion within the game itself so playing older worlds is a simple matter of loading them in a newer version).
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?
idk, wouldnt it make the gam lag and be biger? u need to ad a lot of new blocks and also mayb minecrfat will end up beening harder to run!!!(?? @
i cannt support right now but maybe when issues are worked out, is interet me tho lol ~kawewii~
Once again TheMasterCaver you are correct, it can and should be done. However Mojang will still most likely not do it even if it should be done. That is my point. Unless they are given an extremely compelling reason, like with the ID conversion, they will refuse.
On unrelated note: I think you have forgotten the change in ocean height which was a nightmare.
Does everything have to be useful?
Thank you all very much! I have been away for a day and Haven't been able to read the replies..But thank you all for saying suggestions and your opinions, I'm still open to change a few things!
Edgy lad
This sounds cool, Mojang definitely should add it! I FULLY SUPPORT THIS IDEA!