First of all, I do NOT mean just add more wool colors. That would just spam the inventory. What I mean is an enhanced method of choosing wool colors (primarily in creative mode, it would just complicate single player, which 16 colors is usually more than enough, but will hit on that later.)
I'm aware that the game can handle some extent of block colorization, and this is more or less the direction I'm going. I suggest a sort of color palette that can change the color of wool to any number of colors. And having said that, I'd also suggest a new GUI to accompany this enhancement (obviously, couldn't think of any other way to accommodate this sort of thing anyways; sample shown below).
Also, this has the potential to allow for more room in the terrain.png texture file. With this enhanced system, it could allow you to replace the 16 different wool textures with far fewer textures to allow wool to be reproduced. Also, I'm aware some texture packs use the different colors of wool and apply different textures to each one, rather than just color, so I'd rather suggest as well that instead of replacing each 16 different textures with a single colorized texture, replace the 16 with maybe 3-5 different textures (like the sandstone!), and allow each one to be colorized. This will allow texture pack artists to maintain a bit of creativity with their work as far as the wool goes.
Now this is fine and dandy for creative mode users, save for some unthought-of way of accessing the color-choosing GUI in creative mode. Now for survival mode, I'd suggest leaving it primarily the same, but I have thought of a way to implement this into survival mode as well, albeit it would imply creating a new workbench of sorts.
If it became necessary or relevant for survival mode players to utilize this expanded color selection, I'd suggest adding a tool that could have 3 slots.
SAMPLE UI:
1 slot for dyes (which stores them in the inkwells) , 1 for the input wool, and a last for the output wool. The color selection GUI could be integrated into this tool's GUI as well, and disabled until there is enough ink, or disable parts of the selectors based on how much ink is available. Also, it would help if this tool's GUI could also include an array of inkwells that can monitor how much of each color has been used, or even be used as a storage compartment for dyes.
Anyways, that's about the extent of how much I've thought out this suggestion. I should leave the other minor details to the game creators or simply more creative people, but I for one would greatly anticipate this in an update, despite how complicated it sounds. This suggestion at any rate does not seem to have any affect on the "balance" of the game as it doesn't affect the availability of any give resource, or even the advantages of any give side. I hope the length of this post is not a problem as I felt it necessary to describe a lot of this in detail.
Great idea, but I'm pretty sure that the way Minecraft works with blocks, it wouldn't be possible to do this without adding hundreds of subtype blocks like it is already. Maybe it could be used to change the colour of existing wool, eg red wool can be made to look purply-red or something.
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Great idea, but I'm pretty sure that the way Minecraft works with blocks, it wouldn't be possible to do this without adding hundreds of subtype blocks like it is already.
Although, it could be set up to work somewhat like the potions where it has a rather long sub-value and each part resembles something. In this case, I could imaging it could break it into somewhat of a set of values like RGB(255,255,255) = 35:255255255
Then again, that does look a bit ridiculous. It's a start though. lmao. That is also the full RGB spectrum, which isn't necessary for this game I'd imagine. Even condensing that down to a much smaller array of colors would be awesome IMO.
Hopefully that won't even be necessary though. From what I've seen, colors of blocks controlled by the game like biome coloration don't need sub-values.
colors of blocks controlled by the game like biome coloration don't need sub-values.
I hadn't thought of that, it could just work in the same way as the biome colour selector things. Whether or not it will kill peoples computers keeping track of this for every individual block instead of just a large region of is another story.
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If you want to say something to me, make sure you quote my post because I don't usually check back on topics.
I hadn't thought of that, it could just work in the same way as the biome colour selector things. Whether or not it will kill peoples computers keeping track of this for every individual block instead of just a large region of is another story.
That is a good point. Although the game only seems to load those sorts of details in chunks anyways. You'd probably need to go through quite a bit of trouble to cause too much damage XD That is by far the largest hole in this idea thus far though. Although it seems like it may be even less weight than the biome coloration since the biome colors has to coincide with biome algorithms and smooth color transitions whereas the wool shouldn't need that. Although now that I think about it, it would be cool to have something that allows you to "blur" colors of adjoining wool. That would be a pain in the ass, but would be interesting.
Also, another idea to save computing power to consider would be to implement somewhat of a PNG image compression algorithm where if there's a large block of same-colored wool blocks, the data tied to those blocks can specify the color of one block and say how many blocks around it share the same color. In a three-dimensional manner, however, this may not be very efficient.
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Curse PremiumI'm aware that the game can handle some extent of block colorization, and this is more or less the direction I'm going. I suggest a sort of color palette that can change the color of wool to any number of colors. And having said that, I'd also suggest a new GUI to accompany this enhancement (obviously, couldn't think of any other way to accommodate this sort of thing anyways; sample shown below).
Also, this has the potential to allow for more room in the terrain.png texture file. With this enhanced system, it could allow you to replace the 16 different wool textures with far fewer textures to allow wool to be reproduced. Also, I'm aware some texture packs use the different colors of wool and apply different textures to each one, rather than just color, so I'd rather suggest as well that instead of replacing each 16 different textures with a single colorized texture, replace the 16 with maybe 3-5 different textures (like the sandstone!), and allow each one to be colorized. This will allow texture pack artists to maintain a bit of creativity with their work as far as the wool goes.
Now this is fine and dandy for creative mode users, save for some unthought-of way of accessing the color-choosing GUI in creative mode. Now for survival mode, I'd suggest leaving it primarily the same, but I have thought of a way to implement this into survival mode as well, albeit it would imply creating a new workbench of sorts.
If it became necessary or relevant for survival mode players to utilize this expanded color selection, I'd suggest adding a tool that could have 3 slots.
SAMPLE UI:
1 slot for dyes (which stores them in the inkwells) , 1 for the input wool, and a last for the output wool. The color selection GUI could be integrated into this tool's GUI as well, and disabled until there is enough ink, or disable parts of the selectors based on how much ink is available. Also, it would help if this tool's GUI could also include an array of inkwells that can monitor how much of each color has been used, or even be used as a storage compartment for dyes.
Anyways, that's about the extent of how much I've thought out this suggestion. I should leave the other minor details to the game creators or simply more creative people, but I for one would greatly anticipate this in an update, despite how complicated it sounds. This suggestion at any rate does not seem to have any affect on the "balance" of the game as it doesn't affect the availability of any give resource, or even the advantages of any give side. I hope the length of this post is not a problem as I felt it necessary to describe a lot of this in detail.
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I'm always happy to see new posters.
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Curse Premium*writes the idea down to the "suggestions i support" list*
There.
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Curse PremiumAlthough, it could be set up to work somewhat like the potions where it has a rather long sub-value and each part resembles something. In this case, I could imaging it could break it into somewhat of a set of values like RGB(255,255,255) = 35:255255255
Then again, that does look a bit ridiculous. It's a start though. lmao. That is also the full RGB spectrum, which isn't necessary for this game I'd imagine. Even condensing that down to a much smaller array of colors would be awesome IMO.
Hopefully that won't even be necessary though. From what I've seen, colors of blocks controlled by the game like biome coloration don't need sub-values.
I hadn't thought of that, it could just work in the same way as the biome colour selector things. Whether or not it will kill peoples computers keeping track of this for every individual block instead of just a large region of is another story.
If you want to say something to me, make sure you quote my post because I don't usually check back on topics.
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Curse PremiumThat is a good point. Although the game only seems to load those sorts of details in chunks anyways. You'd probably need to go through quite a bit of trouble to cause too much damage XD That is by far the largest hole in this idea thus far though. Although it seems like it may be even less weight than the biome coloration since the biome colors has to coincide with biome algorithms and smooth color transitions whereas the wool shouldn't need that. Although now that I think about it, it would be cool to have something that allows you to "blur" colors of adjoining wool. That would be a pain in the ass, but would be interesting.
Also, another idea to save computing power to consider would be to implement somewhat of a PNG image compression algorithm where if there's a large block of same-colored wool blocks, the data tied to those blocks can specify the color of one block and say how many blocks around it share the same color. In a three-dimensional manner, however, this may not be very efficient.