It would be very convenient to be able to put a birch slab on top of an oak slab to make a block that has two different textures, like for example a cobblestone slab directly on top of an oak slab. you could make different designs and other things with that, none come to mind right now but i have ran into that scenario multiple times.
I agree with you entirely- I have often run into the same scenario myself. The largest problem I see with this is the coding- in order to make this work the game would have to be arranged in half blocks, not full blocks like it is now.
I have a suggestion to help fix this problem. Instead of stacking slabs, the game could create full size blocks out of the combined slabs. There would be texture for every possible combination. These "combine slab" blocks would be only accessible by combing the slabs, not in creative mode. I hope this makes sense.
I have a suggestion to help fix this problem. Instead of stacking slabs, the game could create full size blocks out of the combined slabs. There would be texture for every possible combination. These "combine slab" blocks would be only accessible by combing the slabs, not in creative mode. I hope this makes sense.
Support
The biggest issue is that there would need to be an ID for every combination—that causes even more problems when you consider every look of slab is available under each ID, essentially meaning they'd have to make one for a wooden slab with the appearance of a stone slab, with a stone slab that appears to be red sandstone stacked on top.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
The biggest issue is that there would need to be an ID for every combination—that causes even more problems when you consider every look of slab is available under each ID, essentially meaning they'd have to make one for a wooden slab with the appearance of a stone slab, with a stone slab that appears to be red sandstone stacked on top.
Yes, it would take a lot of ids and effort to pull this off. The upside is it would allow a lot more creativity with slabs in builds.
Considering how Mojang is now re-doing all their textures just to make the game look nicer (quite a feat), I don't think this isn't viable technically speaking.
I think the better way would be just a Block Entity for mixed half slabs. It would need minimal data associated with it, essentially just the ID of the top half and bottom half. Chests use way more data than these would.
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This would require an unspeakable amount of block ID's for every possible combination of slab mixing.
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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 would requires an unspeakable amount of block ID's for every possible combination of slab mixing.
Multiple quotes doesn't really work on mobile but:
Quote from Badprenup >>
I think the better way would be just a Block Entity for mixed half slabs. It would need minimal data associated with it, essentially just the ID of the top half and bottom half. Chests use way more data than these would.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I agree with Badprenup in that this doesn't have to be done with a boatload of block IDs. I don't know why everyone assumes there is no other possible way of pulling this off.
Another way to conserve block IDs is to only combine like types, for instance wood with wood, etc. There are only 15 combinations of 2 types of wood slab, the reverse combo can simply be a flipped orientation. It might be tedious to implement, but the final result would run just fine.
Another solution is to just use a lot of block IDs. Möjang did announce that they're going to a new block ID system which will give them all the room they need to make lots of block IDs for different combinations of items.
Probably what Badprenup said is the best way to do it, but there's a bunch of ways.
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I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
I would love if we had all this stuff. But that's a ton of combinations. Not just for the mixing of slabs, but also another round of them for the top and bottom being swapped. Though if Mojang could do it how Badprenup described it, it'd work better but that's still a lot of combinations...
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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.
I would love if we had all this stuff. But that's a ton of combinations. Not just for the mixing of slabs, but also another round of them for the top and bottom being swapped. Though if Mojang could do it how Badprenup described it, it'd work better but that's still a lot of combinations...
I think you could just do single combinations, and have the look depend on how it's placed, rather than creating separate blocks. Although I suppose that might make people want it to also go vertical, which would be weird... But still I feel that's rather possible, and a much more convenient way of doing things in practice, too (imagine having different inventory slots for wood on top and wood on bottom, or even what the name's of those blocks would be).
I'd also add in that breaking these blocks yields the slabs used to create it, like bookshelves giving books.
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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
I would love if we had all this stuff. But that's a ton of combinations. Not just for the mixing of slabs, but also another round of them for the top and bottom being swapped. Though if Mojang could do it how Badprenup described it, it'd work better but that's still a lot of combinations...
That is the beauty of a Block Entity, it removes all the complexity to it. It doesn't matter if you have 10 possible combinations or 10 million, it takes the same amount of effort and space, and all within a single Block ID. Think of it like a chest. A chest is a single Block ID (ignoring trapped chests). It has data for storing items within it. There are billions of possible ways you can fill that chest, and billions of billions if you include every possible number of items in a stack.
But it makes no difference to the chest. All the chest sees is
Slot 1: <Item> <Amount>
Slot 2: <Item> <Amount>
Etc.
A double slab entity would work the same way, just
Slot 1: <any slab>
Slot 2: <any slab>
Everything else is handled in the main code for the block itself. Drops when broken, tool to use, and appearance are all inherited from the data within a double slab block (excluding a bit of extra code to make the tool used to break the block match against which side you are breaking, I would imagine). In fact, with a couple of extra bits of data it could allow for vertical slabs. You could even remove all the existing Slab IDs and just use this block for it, but that would make commands to give single slabs more complicated than needed imo.
I could be mistaken on this since I only have a slight knowledge of programming and how Block Entities can function, but to my knowledge it is fairly straightforward.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
This would require an unspeakable amount of block ID's for every possible combination of slab mixing.
why do you always like to bring technical issues to suggestions?
i really want to discuss this with you, i have noticed that you often have this kind of criticism on suggestions, and i find it absurd.
we as players don't want new features that break the game in any way, however, i think that this issue returns to the game developers, whether a specific feature can be implemented in the game without breaking it or not.
i can assume that you are a person with knowledge on programming/coding , and thats why you notice such faults in suggestions, however, i believe that we should only criticize how the suggestion affects the game, and not how hard would it be to implement or what issues will it cause, because as i said, it will not be implemented in the first place if it was impossible to implement without causing issues to the game.
the problem you mentioned may have countless solutions, but it takes a good developer to find them, and if you actually know about coding, you should know that the same result could be achieved through different methods, some of them more efficient than others, and it depends on the skill of the developer to do that, a feature that may cause a hell of lag, could be implemented through a different method without causing lag.
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I agree with everyone else that this would require a ton of IDs/coding for each and every possible combination. Since there a total of 14 different kinds of slabs and 14 different combinations for each slab, there would have to be about 196 different IDs and textures added to the game.
why do you always like to bring technical issues to suggestions?
i really want to discuss this with you, i have noticed that you often have this kind of criticism on suggestions, and i find it absurd.
we as players don't want new features that break the game in any way, however, i think that this issue returns to the game developers, whether a specific feature can be implemented in the game without breaking it or not.
You don't need to be a game dev to know some of this stuff. You don't need to be part of Mojang to know that adding ultra-realistic physics that exists within 500 blocks of a player's view will cause performance horror. Sometimes going "Let Mojang worry about it!" is a cheap cop-out.
i can assume that you are a person with knowledge on programming/coding , and thats why you notice such faults in suggestions, however, i believe that we should only criticize how the suggestion affects the game, and not how hard would it be to implement or what issues will it cause, because as i said, it will not be implemented in the first place if it was impossible to implement without causing issues to the game.
I do have this knowledge. I've done a bit of stuff for Minecraft but I admit I don't know every single about the game. The suggestion is fine, but still, that's a TON of block ID's for all possible slab combinations. Assuming it would be implemented that way.
the problem you mentioned may have countless solutions, but it takes a good developer to find them, and if you actually know about coding, you should know that the same result could be achieved through different methods, some of them more efficient than others, and it depends on the skill of the developer to do that, a feature that may cause a hell of lag, could be implemented through a different method without causing lag.
There are some things that will lag the game no matter how you add it. Adding mirrors that re-render the entire world but the FPS never drops down even by 1 on a Windows 98 PC is probably never gonna be on the table. No matter how skilled a programmer you are.
what do you think of what im saying?
I uh... I don't know.
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.
One solution could be similar to how paintings work where instead of it changing the block itself it became more decorative and would be purely visual rather then implementing a whole new kind of block or adding tons of ids
It would be very convenient to be able to put a birch slab on top of an oak slab to make a block that has two different textures, like for example a cobblestone slab directly on top of an oak slab. you could make different designs and other things with that, none come to mind right now but i have ran into that scenario multiple times.
I agree with you entirely- I have often run into the same scenario myself. The largest problem I see with this is the coding- in order to make this work the game would have to be arranged in half blocks, not full blocks like it is now.
I have a suggestion to help fix this problem. Instead of stacking slabs, the game could create full size blocks out of the combined slabs. There would be texture for every possible combination. These "combine slab" blocks would be only accessible by combing the slabs, not in creative mode. I hope this makes sense.
Support
The biggest issue is that there would need to be an ID for every combination—that causes even more problems when you consider every look of slab is available under each ID, essentially meaning they'd have to make one for a wooden slab with the appearance of a stone slab, with a stone slab that appears to be red sandstone stacked on top.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Yes, it would take a lot of ids and effort to pull this off. The upside is it would allow a lot more creativity with slabs in builds.
Considering how Mojang is now re-doing all their textures just to make the game look nicer (quite a feat), I don't think this isn't viable technically speaking.
I'm pretty sure this would be helpful for some builds I'm doing
Support
"Jettison some weight, or I'll never make it back home to Cybertron!"- Astrotrain, The Transformers: The Movie
http://2425048-the-aether-and-new-nether-new-and-improved/
I think the better way would be just a Block Entity for mixed half slabs. It would need minimal data associated with it, essentially just the ID of the top half and bottom half. Chests use way more data than these would.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I support and I can see multiple ways to do it. I also want to be able to prop slabs up vertical.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).This would require an unspeakable amount of block ID's for every possible combination of slab mixing.
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
Multiple quotes doesn't really work on mobile but:
Quote from Badprenup >>
I think the better way would be just a Block Entity for mixed half slabs. It would need minimal data associated with it, essentially just the ID of the top half and bottom half. Chests use way more data than these would.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I agree with Badprenup in that this doesn't have to be done with a boatload of block IDs. I don't know why everyone assumes there is no other possible way of pulling this off.
Check out my suggestions! Here is one of them:
Another way to conserve block IDs is to only combine like types, for instance wood with wood, etc. There are only 15 combinations of 2 types of wood slab, the reverse combo can simply be a flipped orientation. It might be tedious to implement, but the final result would run just fine.
Another solution is to just use a lot of block IDs. Möjang did announce that they're going to a new block ID system which will give them all the room they need to make lots of block IDs for different combinations of items.
Probably what Badprenup said is the best way to do it, but there's a bunch of ways.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).I would love if we had all this stuff. But that's a ton of combinations. Not just for the mixing of slabs, but also another round of them for the top and bottom being swapped. Though if Mojang could do it how Badprenup described it, it'd work better but that's still a lot of combinations...
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
I think you could just do single combinations, and have the look depend on how it's placed, rather than creating separate blocks. Although I suppose that might make people want it to also go vertical, which would be weird... But still I feel that's rather possible, and a much more convenient way of doing things in practice, too (imagine having different inventory slots for wood on top and wood on bottom, or even what the name's of those blocks would be).
I'd also add in that breaking these blocks yields the slabs used to create it, like bookshelves giving books.
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
That is the beauty of a Block Entity, it removes all the complexity to it. It doesn't matter if you have 10 possible combinations or 10 million, it takes the same amount of effort and space, and all within a single Block ID. Think of it like a chest. A chest is a single Block ID (ignoring trapped chests). It has data for storing items within it. There are billions of possible ways you can fill that chest, and billions of billions if you include every possible number of items in a stack.
But it makes no difference to the chest. All the chest sees is
Slot 1: <Item> <Amount>
Slot 2: <Item> <Amount>
Etc.
A double slab entity would work the same way, just
Slot 1: <any slab>
Slot 2: <any slab>
Everything else is handled in the main code for the block itself. Drops when broken, tool to use, and appearance are all inherited from the data within a double slab block (excluding a bit of extra code to make the tool used to break the block match against which side you are breaking, I would imagine). In fact, with a couple of extra bits of data it could allow for vertical slabs. You could even remove all the existing Slab IDs and just use this block for it, but that would make commands to give single slabs more complicated than needed imo.
I could be mistaken on this since I only have a slight knowledge of programming and how Block Entities can function, but to my knowledge it is fairly straightforward.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I definitely support this! You have no idea how many times during building where I wish I could do that.
why do you always like to bring technical issues to suggestions?
i really want to discuss this with you, i have noticed that you often have this kind of criticism on suggestions, and i find it absurd.
we as players don't want new features that break the game in any way, however, i think that this issue returns to the game developers, whether a specific feature can be implemented in the game without breaking it or not.
i can assume that you are a person with knowledge on programming/coding , and thats why you notice such faults in suggestions, however, i believe that we should only criticize how the suggestion affects the game, and not how hard would it be to implement or what issues will it cause, because as i said, it will not be implemented in the first place if it was impossible to implement without causing issues to the game.
the problem you mentioned may have countless solutions, but it takes a good developer to find them, and if you actually know about coding, you should know that the same result could be achieved through different methods, some of them more efficient than others, and it depends on the skill of the developer to do that, a feature that may cause a hell of lag, could be implemented through a different method without causing lag.
what do you think of what im saying?
I agree with everyone else that this would require a ton of IDs/coding for each and every possible combination. Since there a total of 14 different kinds of slabs and 14 different combinations for each slab, there would have to be about 196 different IDs and textures added to the game.
You don't need to be a game dev to know some of this stuff. You don't need to be part of Mojang to know that adding ultra-realistic physics that exists within 500 blocks of a player's view will cause performance horror. Sometimes going "Let Mojang worry about it!" is a cheap cop-out.
I do have this knowledge. I've done a bit of stuff for Minecraft but I admit I don't know every single about the game. The suggestion is fine, but still, that's a TON of block ID's for all possible slab combinations. Assuming it would be implemented that way.
There are some things that will lag the game no matter how you add it. Adding mirrors that re-render the entire world but the FPS never drops down even by 1 on a Windows 98 PC is probably never gonna be on the table. No matter how skilled a programmer you are.
I uh... I don't know.
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
They could use something like BC pipes, you can cover different faces with different textures and it works wonderfully for me
One solution could be similar to how paintings work where instead of it changing the block itself it became more decorative and would be purely visual rather then implementing a whole new kind of block or adding tons of ids