Abstract
This suggestion is a proposal to allow the upper and lower part of the door to exist in the world without its other counter-part. This change will allow creation of fence doors, window shutters, doggy doors and taller doors in a simple and non-intrusive way. This can be realized by allowing destruction of one of the two door blocks after placement without directly removing the door.
Motivation
Many proposals have been made in the past to add specific types of doors and trapdoors to the game which can all be realized to some extent with this proposal. Some of these proposals will be briefly discussed in the related work section. The added value of this proposal is that it can be realized through the modification of the behaviour of existing blocks and does not require creation of new recipes or block types.
Proposal
This suggestion is a proposal to slightly modify destruction and placement mechanics of existing doors such that multiple door related proposals can be realized.
The current door, when placed, will create two door blocks in the world, a bottom block and an upper block (which differ by the value of the fourth bit of their meta-data). This two block door is treated as a single entity and must always be placed on top of another block.
I propose to allow destruction of the top part of the door or the bottom part of the door without removing the other door block from the world such that each of them can be utilized individually.
The current meta-data of the door consists of four bits:
0x0-0x3: hinge location (NE,SE,SW,NW)
0x4: clockwise/counter clockwise
0x8: top half/bottom half
As we can see from the fourth bit (value: 0x8), we can already distinguish between upper and lower door parts, so there is no need for introducing new blocks.
In the default texture pack the image of a door shows that the upper and lower block would look quite decent by themselves. Though a slight update to make them a bit more modular wouldn't hurt.
The lower block would be quite useful for fence gates or doggy doors. The upper block would make nice window shutters.
New mechanics
Door construction and normal placement is unmodified from the way it exists now. When placing a door, the regular double-block door is placed in the world. However, the placement rules will be relaxed and the mechanics for destroying the door will be modified as follows:
If a lower door block is destroyed and there is an upper door block above it, then the lower block is removed from the world (without any drops).
If a lower door block is destroyed and there is no upper door block above it, then a door item is dropped (which, when placed, will place a two-block door).
If an upper door block is destroyed and there is a lower door block below it, then the upper door block is removed from the world (without drops)
If an upper door block is destroyed and there is no lower door block below it, then a door item is dropped.
A door can be placed on top of or below another door block (upper or lower) and will open in tandem with that door (regardless if it was opened manually or triggered by redstone).
If the block below a lower door block is destroyed, the upper door block directly above it (if any) is removed and the door is changed into a trapdoor (if destroyed it will return a regular door drop). Placing or removing a block below an upper door block (naturally, after removal of the lower door block) has no effect on the upper block.
Related work
In the Bigger doors thread, a proposal is made to introduce 3 block tall doors. If the proposal in this thread is implemented, then such a door can be constructed e.g. by placing a regular door, destroying the top part and then placing another door on top (which creates a double lower door block with an upper block on top). Through careful construction (bottom up or top down) all three-high combinations of upper and lower door blocks can be made.
In this thread, a doggy door is proposed. A roughly similar effect can be achieved by constructing a single block door and either opening it manually or using a combination of pressure plates and a switch to lock it (though chickens and pigs will be able to enter as well).
The discussion about Open-able Glass Windows mentions the option of having window shutters. An upper door block would make a nice window shutter which allows players to see through them, yet can be opened for a better view. By stacking two upper door blocks (constructed top-down) a larger window can be created.
Trapdoors are a popular and frequently re-posted topic on these boards. Through the implementation of this proposal, a trapdoor can be added to the game (i.e. a lower door block without any solid or door block underneath). Naturally, Mojang needs to implement the functionality and visualization, but they can be constructed easily and do not require a new recipe. A simple neighbour check on a door block can be utilized to determine if we are dealing with a regular door or a trapdoor and hence we do not need an additional block of meta-data.
Another frequently recurring request is the addition of fence gates. The double door sticking out above a fence does look rather silly. Though a lower door block is not the optimal look of a fence gate either, it is an improvement over the double door.
Conclusion
Through a change in the current door behaviour, more creative control is given to players with regard to placement of door blocks. This new behaviour should be fully backward compatible (please comment, if there are flaws) and covers several frequent suggestions either fully or to a large extent.
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Cool idea. I think that if you take each half of the door and then place them back together (NOT in inventory) then you could open both, so you won't actually LET the creeper in.
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I have a Youtube channel! Go visit SappedIntelligence on Youtube and watch a video.
Cool idea. I think that if you take each half of the door and then place them back together (NOT in inventory) then you could open both, so you won't actually LET the creeper in.
You mean such that you can open the top and bottom independent of each other?
That would be tricky to do, as you would need to track which parts are paired and which ones are not. There is no space for that in the meta-data of door blocks. Alternatively, it would need to be the default behaviour, but I think that would be annoying.
It could be possible if you stack identical door blocks. For example, if you had a door consisting out of two top parts or two bottom parts. I.e. the behaviour of opening an upper door block would be to also open a lower door block directly below it (but not an upper) and similarly a lower door block would also open an upper door block directly above it, but not a lower door block.
This would break the tall door functionality of this proposal, though I do not consider that the most important part. On the other hand, large window shutters would also break which bothers me more.
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Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Like the idea, except for the breaking and not getting drops in return. It should be a consistent "break the block, get the block" rule regardless of whether there is another door half above or below. Otherwise you destroy the option of simply moving your door if you didn't place it where you want, because now you have to go craft a whole new door when half of the first one does not drop after breaking.
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Quote from Berginator94 »
I'm almost 100% positive that this have been suggested before but i'll suggest it again anyways
Like the idea, except for the breaking and not getting drops in return. It should be a consistent "break the block, get the block" rule regardless of whether there is another door half above or below. Otherwise you destroy the option of simply moving your door if you didn't place it where you want, because now you have to go craft a whole new door when half of the first one does not drop after breaking.
I wanted to stay close to the default behaviour by not introducing new recipes or blocks for the upper and lower part. So when placing a door, you place two parts at once (just like current doors). Only by breaking both blocks will you get your door back.
If breaking a half door would always yield a door then you have introduced a duplication exploit. It is certainly possible to introduce separate half door blocks in the players inventory but that would cost additional block IDs.
The break a block, get a block rule doesn't always hold either. Some blocks randomly yield more than one item (e.g. in addition to the harvested wheat, a wheat block can return between 0 and 3 seeds) and other blocks only randomly yield some item (e.g. leaves never yield leaf blocks but can give a sapling).
Rollback Post to RevisionRollBack
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Sorry about the double post, but I feel this post warrants a post of its own.
Quote from Travesty »
It should be a consistent "break the block, get the block" rule regardless of whether there is another door half above or below.
I've been thinking somewhat more about this issue and how to solve it.
Below is the idea I thought of. Please let me know if you guys think this is an improvement or not.
Alternative realization
The door item is replaced by a half-door. The recipe remains unchanged, but two half doors are returned instead of a single (full) door. Note that currently doors do not stack, this would require half doors to be stackable.
Placement rules
placing a half door on solid ground creates a lower door block
placing a half door on another door block creates an upper door block
placing a half door above an empty space (e.g. against a wall) creates a trapdoor block
Harvesting any door or trapdoor block drops a single half door.
A lower door block will change depending upon the block underneath it.
a lower door block without either a door block or solid block underneath changes into a trapdoor
a trapdoor with a door block or solid block underneath changes into a lower door block
Internally, all of these door blocks can be realized with a single block (i.e. the current door block) as follows:
upper door block: fourth bit (value: 0x8) is set
lower door block: fourth bit is not set and the lower neighbour is either a door block or a solid block
trapdoor block: fourth bit is not set and the lower neighbour is neither a door nor a solid block
Conclusion
This allows the same combinations to be constructed, but is more intuitive, discoverable and satisfies the harvest a block to get a block rule. However, placing a regular door now becomes a two-step process: first place the bottom then place the top (making it slightly less backwards compatible) and half doors need to become stackable.
Reversing the placement order will create a solid door without window: place the top first (places a trapdoor, i.e. lower door block) and then the bottom (creates a lower door block and changes trapdoor to a lower door block).
To construct a window shutter: first place a half door on the ground (lower door block), then place a half door on top (upper door block), finally remove the bottom half door. Place another half door on top to create a double window shutter.
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
This suggestion is a proposal to allow the upper and lower part of the door to exist in the world without its other counter-part. This change will allow creation of fence doors, window shutters, doggy doors and taller doors in a simple and non-intrusive way. This can be realized by allowing destruction of one of the two door blocks after placement without directly removing the door.
Motivation
Many proposals have been made in the past to add specific types of doors and trapdoors to the game which can all be realized to some extent with this proposal. Some of these proposals will be briefly discussed in the related work section. The added value of this proposal is that it can be realized through the modification of the behaviour of existing blocks and does not require creation of new recipes or block types.
Proposal
This suggestion is a proposal to slightly modify destruction and placement mechanics of existing doors such that multiple door related proposals can be realized.
The current door, when placed, will create two door blocks in the world, a bottom block and an upper block (which differ by the value of the fourth bit of their meta-data). This two block door is treated as a single entity and must always be placed on top of another block.
I propose to allow destruction of the top part of the door or the bottom part of the door without removing the other door block from the world such that each of them can be utilized individually.
The current meta-data of the door consists of four bits:
0x0-0x3: hinge location (NE,SE,SW,NW)
0x4: clockwise/counter clockwise
0x8: top half/bottom half
As we can see from the fourth bit (value: 0x8), we can already distinguish between upper and lower door parts, so there is no need for introducing new blocks.
In the default texture pack the image of a door shows that the upper and lower block would look quite decent by themselves. Though a slight update to make them a bit more modular wouldn't hurt.
The lower block would be quite useful for fence gates or doggy doors. The upper block would make nice window shutters.
New mechanics
Door construction and normal placement is unmodified from the way it exists now. When placing a door, the regular double-block door is placed in the world. However, the placement rules will be relaxed and the mechanics for destroying the door will be modified as follows:
In the Bigger doors thread, a proposal is made to introduce 3 block tall doors. If the proposal in this thread is implemented, then such a door can be constructed e.g. by placing a regular door, destroying the top part and then placing another door on top (which creates a double lower door block with an upper block on top). Through careful construction (bottom up or top down) all three-high combinations of upper and lower door blocks can be made.
In this thread, a doggy door is proposed. A roughly similar effect can be achieved by constructing a single block door and either opening it manually or using a combination of pressure plates and a switch to lock it (though chickens and pigs will be able to enter as well).
The discussion about Open-able Glass Windows mentions the option of having window shutters. An upper door block would make a nice window shutter which allows players to see through them, yet can be opened for a better view. By stacking two upper door blocks (constructed top-down) a larger window can be created.
Trapdoors are a popular and frequently re-posted topic on these boards. Through the implementation of this proposal, a trapdoor can be added to the game (i.e. a lower door block without any solid or door block underneath). Naturally, Mojang needs to implement the functionality and visualization, but they can be constructed easily and do not require a new recipe. A simple neighbour check on a door block can be utilized to determine if we are dealing with a regular door or a trapdoor and hence we do not need an additional block of meta-data.
Another frequently recurring request is the addition of fence gates. The double door sticking out above a fence does look rather silly. Though a lower door block is not the optimal look of a fence gate either, it is an improvement over the double door.
Conclusion
Through a change in the current door behaviour, more creative control is given to players with regard to placement of door blocks. This new behaviour should be fully backward compatible (please comment, if there are flaws) and covers several frequent suggestions either fully or to a large extent.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
You mean such that you can open the top and bottom independent of each other?
That would be tricky to do, as you would need to track which parts are paired and which ones are not. There is no space for that in the meta-data of door blocks. Alternatively, it would need to be the default behaviour, but I think that would be annoying.
It could be possible if you stack identical door blocks. For example, if you had a door consisting out of two top parts or two bottom parts. I.e. the behaviour of opening an upper door block would be to also open a lower door block directly below it (but not an upper) and similarly a lower door block would also open an upper door block directly above it, but not a lower door block.
This would break the tall door functionality of this proposal, though I do not consider that the most important part. On the other hand, large window shutters would also break which bothers me more.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
I wanted to stay close to the default behaviour by not introducing new recipes or blocks for the upper and lower part. So when placing a door, you place two parts at once (just like current doors). Only by breaking both blocks will you get your door back.
If breaking a half door would always yield a door then you have introduced a duplication exploit. It is certainly possible to introduce separate half door blocks in the players inventory but that would cost additional block IDs.
The break a block, get a block rule doesn't always hold either. Some blocks randomly yield more than one item (e.g. in addition to the harvested wheat, a wheat block can return between 0 and 3 seeds) and other blocks only randomly yield some item (e.g. leaves never yield leaf blocks but can give a sapling).
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
I've been thinking somewhat more about this issue and how to solve it.
Below is the idea I thought of. Please let me know if you guys think this is an improvement or not.
Alternative realization
The door item is replaced by a half-door. The recipe remains unchanged, but two half doors are returned instead of a single (full) door. Note that currently doors do not stack, this would require half doors to be stackable.
Placement rules
A lower door block will change depending upon the block underneath it.
Internally, all of these door blocks can be realized with a single block (i.e. the current door block) as follows:
Conclusion
This allows the same combinations to be constructed, but is more intuitive, discoverable and satisfies the harvest a block to get a block rule. However, placing a regular door now becomes a two-step process: first place the bottom then place the top (making it slightly less backwards compatible) and half doors need to become stackable.
Reversing the placement order will create a solid door without window: place the top first (places a trapdoor, i.e. lower door block) and then the bottom (creates a lower door block and changes trapdoor to a lower door block).
To construct a window shutter: first place a half door on the ground (lower door block), then place a half door on top (upper door block), finally remove the bottom half door. Place another half door on top to create a double window shutter.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.