(Note: A lot of my previous suggestions sucked, and that's because I didn't know what I was doing. I'll use some of my improved suggesting skills to hopefully make up for that)
Lighting up snowy areas can be a pain, with any light you use melting it. It's really inconvenient, and it would be nice if there was a way to actually light those places up without harming the environment. So, I introduce to you, the Magic Ice Crystal!
(Note: Crafting yields 2 Magic Ice Crystals)
Magic Ice Crystals are new light source blocks that will not melt any snow layers they light up. Their appearance resembles a blue crystal with a glowing "core" and can be placed in any orientation, but will break if the block supporting it is removed. Alongside crafting, they would also generate in Ice Spikes Biome, giving an alternate method of obtaining them. This would be useful for lighting up places that are usually hard to light and for another unique block that could be used in a variety of builds.
Thanks for reading my suggestion! Let me know what you think in the comments!
Light sources are definitely something the game could use more of. We don't really have any snow themed ones, so this would be great! I'd also like to see some sort of blue lantern made using this crystal, whether it be a block like the sea lantern or an actual lantern.
Full support. However, I feel as though the Ice Crystals should be blocky (like glowstone and sea lanterns) or have there be a way to make them part of a crafting recipe of a blocky variant so they could be integrated better into builds.
Sorta got the vibe that you wanted them to be triangular due to the crafting recipe.
The general idea (a light source that could be used to iluminate smow/ice areas without needing to carefully manage distances) would be somewhat useful. [Jack-o-lanterns [JoLs] oe equivalent already work well enough if suspended in the fifth block above snow/ice as this attenuates the light level to 11.]
The OP does not mention the nature of the light to be emmitted…
My [limited] understanding of the lighting engine indicates that (without a significant rewrite) there is no way to produce 'non-melting light' (ie light that is of levels >11 that does not melt snow/ice).
Nor would one be able to change the attenuation rate of light from only one source type (eg as would be needed to make snow crystals emmit light that was level 11/11/10/10/9/9/... or similar).
The best implementation of which I am aware that would require little to no rewriting of the lighting engine would be to give the snow crystals a light level of 11 (just low enough to avoid melting) which would then propigate normally as 11/10/9/8/... This would significantly redude the area that could be illuminiated to safe levels by each crystal, but should require no major reworking of the game code.
The placement rules as stated make it impossible to create floating lights with these crystals, but are otherwise equivalent to the placement rules for end rods; suggest removing the limitation. [Assuming a linear propigation dercrease starting form eleven, and a floor two below, this would require lights every other block for mob proofing (L8) and every block for plant growth (L9) so the floating snow crystals would hardly be overpowered.]
(Floating fairy lights in an ice cavern also has a certain appeal…)
More practically this light source would be idea for mushroom farms.
RE the suggestion as suggestion:
Could use more exposition of the technical aspects of the idea, but well presented and nicely identifies a gap in functionality that it addeesses without becoming overpowered.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
The OP does not mention the nature of the light to be emmitted…
My [limited] understanding of the lighting engine indicates that (without a significant rewrite) there is no way to produce 'non-melting light' (ie light that is of levels >11 that does not melt snow/ice).
Nor would one be able to change the attenuation rate of light from only one source type (eg as would be needed to make snow crystals emmit light that was level 11/11/10/10/9/9/... or similar).
The best implementation of which I am aware that would require little to no rewriting of the lighting engine would be to give the snow crystals a light level of 11 (just low enough to avoid melting) which would then propigate normally as 11/10/9/8/... This would significantly redude the area that could be illuminiated to safe levels by each crystal, but should require no major reworking of the game code.
Another possibility is to have them emit sky light (which does not melt snow/ice) instead of block light, which could be done with relatively little change to the lighting engine (so a block could emit either block or sky light); this would also make the light white/bluish instead of yellowish (a light level of 15 might be an issue since the game doesn't reduce the level as it propagates downwards).
Either that, or snow/ice can check if an ice crystal is within range/other light sources are not within range if the light level is high enough to melt them (such a check wouldn't be that expensive if coded properly, I do something similar with my cave maps, which only map areas with a light level of 6 or more with a direct path to a torch within 8 blocks taxicab, and take about 16 ms for a full update (16 partial updates, 1 per tick) of a 32 block radius in the Nether, which requires scanning over 400,000 blocks in just the columns when searching down (plus the blocks within up to 8 blocks taxicab for each air block with a light level of 6+ over a mappable block), while you'll never have anywhere near that many snow/ice blocks within the ticking radius, and the check only needs to be done if the light level is high enough to melt them).
This is also the same method that leaves use to check for whether they can decay, and a radius of 3-4 blocks is enough since there are only 4 light levels that melt snow/ice (12-15; for snow the radius only needs to be 3 since this is based on the light level inside the block, while ice uses the level adjacent to it (it actually checks for a light level of 9 or more inside the block), and the radius can be based on the light level (e.g. if the level is 14 inside a snow block or 12 inside an ice block it only needs to check its immediate neighbors since 15 is the maximum level).
Another possibility is to have them emit sky light (which does not melt snow/ice) instead of block light, which could be done with relatively little change to the lighting engine (so a block could emit either block or sky light); this would also make the light white/bluish instead of yellowish (a light level of 15 might be an issue since the game doesn't reduce the level as it propagates downwards).
An interesting idea…
Would it not, however, make completely subterranean villages possible? [That strikes me as something unlikely to be acceptable to MS/Mj.]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
An interesting idea…
Would it not, however, make completely subterranean villages possible? [That strikes me as something unlikely to be acceptable to MS/Mj.]
No, since when villages check to see if a block can see the sky they are actually checking for whether the highest block which blocks light is at or below the level of the door, not the sky light level, by reading a height map which stores the highest block which blocks light, which is why only fully transparent blocks can be placed above a door (the main purpose of the height map is so the game doesn't have to check up to the height limit when recalculating sky light but it is used by many other things. Notably, this is why you can/could (as of 1.6.4) make villages in the Nether as long as only naturally generated terrain was above it since the game does not initialize the height map in dimensions without sky light on chunk initialization, but it does update it when the player places a block or features like ores are placed):
/**
* Returns whether or not a block above this one is blocking sight to the sky
* (done via checking against the heightmap)
*/
public boolean canBlockSeeTheSky(int posX, int posY, int posZ)
{
return posY >= this.heightMap[posZ << 4 | posX];
}
(Note: A lot of my previous suggestions sucked, and that's because I didn't know what I was doing. I'll use some of my improved suggesting skills to hopefully make up for that)
Lighting up snowy areas can be a pain, with any light you use melting it. It's really inconvenient, and it would be nice if there was a way to actually light those places up without harming the environment. So, I introduce to you, the Magic Ice Crystal!
(Note: Crafting yields 2 Magic Ice Crystals)
Magic Ice Crystals are new light source blocks that will not melt any snow layers they light up. Their appearance resembles a blue crystal with a glowing "core" and can be placed in any orientation, but will break if the block supporting it is removed. Alongside crafting, they would also generate in Ice Spikes Biome, giving an alternate method of obtaining them. This would be useful for lighting up places that are usually hard to light and for another unique block that could be used in a variety of builds.
Thanks for reading my suggestion! Let me know what you think in the comments!
What is it? It's magic...
Light sources are definitely something the game could use more of. We don't really have any snow themed ones, so this would be great! I'd also like to see some sort of blue lantern made using this crystal, whether it be a block like the sea lantern or an actual lantern.
Full Support.
Check out my suggestions! Here is one of them:
Full Support. They should be called Ice lanterns though.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Full support. However, I feel as though the Ice Crystals should be blocky (like glowstone and sea lanterns) or have there be a way to make them part of a crafting recipe of a blocky variant so they could be integrated better into builds.
Sorta got the vibe that you wanted them to be triangular due to the crafting recipe.
The general idea (a light source that could be used to iluminate smow/ice areas without needing to carefully manage distances) would be somewhat useful. [Jack-o-lanterns [JoLs] oe equivalent already work well enough if suspended in the fifth block above snow/ice as this attenuates the light level to 11.]
The OP does not mention the nature of the light to be emmitted…
My [limited] understanding of the lighting engine indicates that (without a significant rewrite) there is no way to produce 'non-melting light' (ie light that is of levels >11 that does not melt snow/ice).
Nor would one be able to change the attenuation rate of light from only one source type (eg as would be needed to make snow crystals emmit light that was level 11/11/10/10/9/9/... or similar).
The best implementation of which I am aware that would require little to no rewriting of the lighting engine would be to give the snow crystals a light level of 11 (just low enough to avoid melting) which would then propigate normally as 11/10/9/8/... This would significantly redude the area that could be illuminiated to safe levels by each crystal, but should require no major reworking of the game code.
The placement rules as stated make it impossible to create floating lights with these crystals, but are otherwise equivalent to the placement rules for end rods; suggest removing the limitation. [Assuming a linear propigation dercrease starting form eleven, and a floor two below, this would require lights every other block for mob proofing (L8) and every block for plant growth (L9) so the floating snow crystals would hardly be overpowered.]
(Floating fairy lights in an ice cavern also has a certain appeal…)
More practically this light source would be idea for mushroom farms.
RE the suggestion as suggestion:
Could use more exposition of the technical aspects of the idea, but well presented and nicely identifies a gap in functionality that it addeesses without becoming overpowered.
Another possibility is to have them emit sky light (which does not melt snow/ice) instead of block light, which could be done with relatively little change to the lighting engine (so a block could emit either block or sky light); this would also make the light white/bluish instead of yellowish (a light level of 15 might be an issue since the game doesn't reduce the level as it propagates downwards).
Either that, or snow/ice can check if an ice crystal is within range/other light sources are not within range if the light level is high enough to melt them (such a check wouldn't be that expensive if coded properly, I do something similar with my cave maps, which only map areas with a light level of 6 or more with a direct path to a torch within 8 blocks taxicab, and take about 16 ms for a full update (16 partial updates, 1 per tick) of a 32 block radius in the Nether, which requires scanning over 400,000 blocks in just the columns when searching down (plus the blocks within up to 8 blocks taxicab for each air block with a light level of 6+ over a mappable block), while you'll never have anywhere near that many snow/ice blocks within the ticking radius, and the check only needs to be done if the light level is high enough to melt them).
This is also the same method that leaves use to check for whether they can decay, and a radius of 3-4 blocks is enough since there are only 4 light levels that melt snow/ice (12-15; for snow the radius only needs to be 3 since this is based on the light level inside the block, while ice uses the level adjacent to it (it actually checks for a light level of 9 or more inside the block), and the radius can be based on the light level (e.g. if the level is 14 inside a snow block or 12 inside an ice block it only needs to check its immediate neighbors since 15 is the maximum level).
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?
Definitely support this
Nope.wav
An interesting idea…
Would it not, however, make completely subterranean villages possible? [That strikes me as something unlikely to be acceptable to MS/Mj.]
No, since when villages check to see if a block can see the sky they are actually checking for whether the highest block which blocks light is at or below the level of the door, not the sky light level, by reading a height map which stores the highest block which blocks light, which is why only fully transparent blocks can be placed above a door (the main purpose of the height map is so the game doesn't have to check up to the height limit when recalculating sky light but it is used by many other things. Notably, this is why you can/could (as of 1.6.4) make villages in the Nether as long as only naturally generated terrain was above it since the game does not initialize the height map in dimensions without sky light on chunk initialization, but it does update it when the player places a block or features like ores are placed):
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?
Full Support. Although recipe should be easier, since you need silk touch for ice.
Hey guys I'm James, I used to be a noob but now I'm not, I finally figured out how to use TextCraft so here's a banner for one of my suggestions.