Well, I've been on a TVtropes Minecraft server for a while now, and while I was playing I thought of a few good ideas that should be added in the next update.
Lightning Behavior
First of all, let me just note that I don't know much about the behavior of lightning, so I'm not sure if the first idea has already been done yet. Now that I made that clear, I suggest that lightning should strike metals or blocks that conduct electricity, e.g. Gold blocks.
What this behavior would affect
If Redstone were place beneath or near the conducter it would temporarily charge the wire.
It would affect the blocks nearby the strike of the conductor or a stray bolt. Example would be sand turning into glass.
Storm Behavior
Storm's behavior would use force to make a push effect like in real life, causing the players movements and mobs movements to be slurred and slow until they take cover or hide behind something. The push effect would be random every 5 or so minutes, changing the direction of the push to North, South, East or West. Therefore the only option is to head home or hide in a hole until it's over.
And that's all of my ideas. If you like these, support them. If you have ideas to improve these, please speak your mind. If you don't have anything nice to say, don't say anything at all. :wink.gif:
First of all; you need to separate your suggestions into a single suggestion per topic. An unorganized list of different suggestions is classified as a wish-list and is against the rules of this forum.
This will allow you to give a great deal more detail toward your official suggestion (lightning and cloud behavior) where villages and monster behavior is extraneous and distracting from the point.
Get rid of the part about the villages (the entire paragraph), and add much greater detail into the other major points.
As is, I've seen ideas of lightning-rod type devices and lightning enabled devices. I will hold judgment until you refine your idea to make it your own.
Tell us about desired behavior, not desired affect (they are indeed different).
Instead of giving the effect (acting as a catalyst for redstone), how will it behave?
Of course, highly conductive materials such as metals would be good attractors, would iron ore be as conductive as an iron sword? iron rails? gold rails? etc?
Would a player be able to abuse the natural generation to create super creepers, etc.
Finally, thank you for using clearly defined section breaks to improve the flow and formatting of the suggestion. I gotta give you props there.
First of all; you need to separate your suggestions into a single suggestion per topic. An unorganized list of different suggestions is classified as a wish-list and is against the rules of this forum.
This will allow you to give a great deal more detail toward your official suggestion (lightning and cloud behavior) where villages and monster behavior is extraneous and distracting from the point.
Get rid of the part about the villages (the entire paragraph), and add much greater detail into the other major points.
Will do that. Though I'd like to keep my Village suggestion, I'll make a seperate topic for it.
As is, I've seen ideas of lightning-rod type devices and lightning enabled devices. I will hold judgment until you refine your idea to make it your own.
Well this is what I have come up with as of now, and I can't really think of more improvement to it. However I will try my best.
Tell us about desired behavior, not desired affect (they are indeed different).
Instead of giving the effect (acting as a catalyst for redstone), how will it behave?
Well, I did have idea's for the behavior, as noted that thunder should have an added behavoir of striking gold blocks more frequently, and clouds that have an added behavior to not go through solid objects. I do see where you're coming from when you say not to give the effect, but there's no point in said weather behaving unless there's an effect to it as well.
Of course, highly conductive materials such as metals would be good attractors, would iron ore be as conductive as an iron sword? iron rails? gold rails? etc?
To be honest, I only thought about gold as it's well known that they are great conducters, however I have no idea for other such medals. I'll confess and say I didn't do my research.
Would a player be able to abuse the natural generation to create super creepers, etc.
Well the lightning would obviously still have a wildcard effect, but Gold blocks and other blocks would have a higher/lower chance of lightning striking the said block. Also I see no way that making charged creepers would be benefical, let alone if they are lucky enough to get the lightning to strike the creeper via a conducter.
Will do that. Though I'd like to keep my Village suggestion, I'll make a seperate topic for it.
That's ok.
Well this is what I have come up with as of now, and I can't really think of more improvement to it. However I will try my best.
You kind of have to get mathy and use best-guess variables for strike occurrence. It is easiest to keep everything local. Have the system check to see if the chunk will be hit for lightning. Have the non-occluded blocks be run in the check. Each block would have a poll. Like dirt would be a 10 (as the standard), wood would be a 5, obsidian would be a 1, as would glass, diamond would be a 6. Iron blocks would be a 30, water would be a 10, gold blocks would be a 40, gold rails would be 25, etc. You would then do X / sum chance. If a chunk is flat dirt with a gold block on top... Each chunk is 16x16 cross-sectional or 255 non-occluded faces. That gold block represents the last block or the 256th one. Each block therefore has a 1 in 256 chance of being struck where the gold block would have a 1 in 64 chance.
Obviously edit the values as you see fit. Hopefully the above should give you a nice direction to shoot for.
Well, I did have idea's for the behavior, as noted that thunder should have an added behavoir of striking gold blocks more frequently, and clouds that have an added behavior to not go through solid objects. I do see where you're coming from when you say not to give the effect, but there's no point in said weather behaving unless there's an effect to it as well.
There needs to be more atmosphere to Minecraft. We could actually use procedural weather, wind, and other effects to help better immerse the player.
To be honest, I only thought about gold as it's well known that they are great conducters, however I have no idea for other such medals. I'll confess and say I didn't do my research.
It's not a problem, you have to start somewhere. Most metals are conductive; I can think of precious few that are non-conductive, and even they have semi-conductive properties.
You kind of have to get mathy and use best-guess variables for strike occurrence. It is easiest to keep everything local. Have the system check to see if the chunk will be hit for lightning. Have the non-occluded blocks be run in the check. Each block would have a poll. Like dirt would be a 10 (as the standard), wood would be a 5, obsidian would be a 1, as would glass, diamond would be a 6. Iron blocks would be a 30, water would be a 10, gold blocks would be a 40, gold rails would be 25, etc. You would then do X / sum chance. If a chunk is flat dirt with a gold block on top... Each chunk is 16x16 cross-sectional or 255 non-occluded faces. That gold block represents the last block or the 256th one. Each block therefore has a 1 in 256 chance of being struck where the gold block would have a 1 in 64 chance.
I'll be blunt; I had no idea what you just said then, other then the percentage uses of the blocks to indicate how high a chance it has to be struck.
I can see hydration; and not to knock it, but I would like to provide a counter-criticism.
You must always remember, fundamentally, this is a video game. Mechanics such as reality must unfortunately take a backseat ride when compared to gameplay, balance, fun factor, and general practice.
If you were to add a drought condition, it would have to be conducive to gameplay; absconding with reality. Perhaps instead of a player losing 1 water counter every in-game hour, how about losing 1 every new day. This is to ensure that a player has plenty of time to regain the vital essence.
Perhaps as much as losing 1 water every 3 hours so the player must regain this resource every 2~3 days.
I like that you're addressing each problem individually; you even used multiquotes (I still can't figure out how to use them)! I like the idea of lightning-powered redstone, but think of this: have you ever been hit by lightning? Let's say that the chunk you're in and the eight around that can be struck by lightning, and no others can. One chunk is 16X16, or 256 square blocks, so nine chunks is 2304 blocks. Now, we'll say that you're standing in one block, not on two or three at once. If lightning must directly hit the lightning rod, there's only a 1 in 2403 chance of that happening.
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And that's all of my ideas. If you like these, support them. If you have ideas to improve these, please speak your mind. If you don't have anything nice to say, don't say anything at all. :wink.gif:
This will allow you to give a great deal more detail toward your official suggestion (lightning and cloud behavior) where villages and monster behavior is extraneous and distracting from the point.
Get rid of the part about the villages (the entire paragraph), and add much greater detail into the other major points.
As is, I've seen ideas of lightning-rod type devices and lightning enabled devices. I will hold judgment until you refine your idea to make it your own.
Tell us about desired behavior, not desired affect (they are indeed different).
Instead of giving the effect (acting as a catalyst for redstone), how will it behave?
Of course, highly conductive materials such as metals would be good attractors, would iron ore be as conductive as an iron sword? iron rails? gold rails? etc?
Would a player be able to abuse the natural generation to create super creepers, etc.
Finally, thank you for using clearly defined section breaks to improve the flow and formatting of the suggestion. I gotta give you props there.
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Will do that. Though I'd like to keep my Village suggestion, I'll make a seperate topic for it.
Well this is what I have come up with as of now, and I can't really think of more improvement to it. However I will try my best.
Well, I did have idea's for the behavior, as noted that thunder should have an added behavoir of striking gold blocks more frequently, and clouds that have an added behavior to not go through solid objects. I do see where you're coming from when you say not to give the effect, but there's no point in said weather behaving unless there's an effect to it as well.
To be honest, I only thought about gold as it's well known that they are great conducters, however I have no idea for other such medals. I'll confess and say I didn't do my research.
Well the lightning would obviously still have a wildcard effect, but Gold blocks and other blocks would have a higher/lower chance of lightning striking the said block. Also I see no way that making charged creepers would be benefical, let alone if they are lucky enough to get the lightning to strike the creeper via a conducter.
Thank you for that. I recently put that in. :smile.gif:
You kind of have to get mathy and use best-guess variables for strike occurrence. It is easiest to keep everything local. Have the system check to see if the chunk will be hit for lightning. Have the non-occluded blocks be run in the check. Each block would have a poll. Like dirt would be a 10 (as the standard), wood would be a 5, obsidian would be a 1, as would glass, diamond would be a 6. Iron blocks would be a 30, water would be a 10, gold blocks would be a 40, gold rails would be 25, etc. You would then do X / sum chance. If a chunk is flat dirt with a gold block on top... Each chunk is 16x16 cross-sectional or 255 non-occluded faces. That gold block represents the last block or the 256th one. Each block therefore has a 1 in 256 chance of being struck where the gold block would have a 1 in 64 chance.
Obviously edit the values as you see fit. Hopefully the above should give you a nice direction to shoot for.
There needs to be more atmosphere to Minecraft. We could actually use procedural weather, wind, and other effects to help better immerse the player.
It's not a problem, you have to start somewhere. Most metals are conductive; I can think of precious few that are non-conductive, and even they have semi-conductive properties.
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I'll be blunt; I had no idea what you just said then, other then the percentage uses of the blocks to indicate how high a chance it has to be struck.
Well if you wanna put it that way then I could add that storms have a push effect on them that puts resistance to the players movements.
Another idea that may be fun is a new weather "draught", found in deserts and can slowly dehydrate a player via a hydration counter?
You must always remember, fundamentally, this is a video game. Mechanics such as reality must unfortunately take a backseat ride when compared to gameplay, balance, fun factor, and general practice.
If you were to add a drought condition, it would have to be conducive to gameplay; absconding with reality. Perhaps instead of a player losing 1 water counter every in-game hour, how about losing 1 every new day. This is to ensure that a player has plenty of time to regain the vital essence.
Perhaps as much as losing 1 water every 3 hours so the player must regain this resource every 2~3 days.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)