As we all know, the current system of wool in Minecraft is based around 16 colours of wool. We can all see these colours in the textures folder in our 'minecraft.jar'. However, I propose an idea which would allow a lot more flexibility for map makers: any colour on the spectrum. Such colours would be in colour code format i.e. 0x000000, or in the way leather armour colour works, and they would be contained in a TileEntity for each wool block.
With this, map makers would be able to make images with any colour they wished, which could have a lot of cool applications. However, in vanilla Minecraft, the original 16 or possibly each colour possible to obtain with leather armour would remain.
There's only one slight problem; some texture packs rely on the different colours for different patterns and each colour of wool is different - so possibly creators could supply with their texture packs images called, for example, 'wool_11100011.png' (no, I don't know what that colour is) so that certain colours of wool can still have a different texture.
Feel free to leave your thoughts and opinions below!
The problem is, if you use the leather armor method, than Dinnerbone has stated that he "does not want to do it ever again." If there's a workaround, than yes.
I am a big fan of what can be done with the basic set of 16 colours. I really think that should be the default.
But I can see why some people would want more colours. I'd go with an option that made it somewhat difficult to get the mixed colours, and the 16 basic colours would be your easiest set to obtain and maintain.
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But but.... It would be so hard to keep track and things would be just odd imo like you could be jealous someone has a certain wool tone and he/she won't tell you how they got it.
Hmm... Maybe instead the 16 colours are still the only ones available in vanilla, but if you edit in MCEdit or by using NBTEdit you can get any colour possible.
There is one very, VERY big problem with this. Every single colored wool block is a damage value, so you would be adding 10,000+ blocks to the game... O_O
This would be a massive issue for data values, and more importantly for texture packs. Also, you can already do a lot with the 16 colors of wool in the game. Really, this idea isn't applicable / realistic at all.
There is one very, VERY big problem with this. Every single colored wool block is a damage value, so you would be adding 10,000+ blocks to the game... O_O
This would be a massive issue for data values, and more importantly for texture packs. Also, you can already do a lot with the 16 colors of wool in the game. Really, this idea isn't applicable / realistic at all.
Actually, you're wrong. This wouldn't require a damage value at all. You can only get 15 damage values per block (which is why wool originally had 16 colours). Instead of using damage values, the colour would be saved to NBT. Read the original post.
Also in the original post I explain how you could get around the texture pack problem, the creator would simply provide a default wool texture and if they wish, different ones for whatever colours they want.
Actually, you're wrong. This wouldn't require a damage value at all. You can only get 15 damage values per block (which is why wool originally had 16 colours). Instead of using damage values, the colour would be saved to NBT. Read the original post.
Also in the original post I explain how you could get around the texture pack problem, the creator would simply provide a default wool texture and if they wish, different ones for whatever colours they want.
Doesn't too many tile entities lag the game?
Many builds are built almost entirely out of wool...
using a TileEntity for Wool blocks would be insane. Besides bloating the filesize, it would cause insane amounts of slowdown- do a test with gigantic walls of chests, then multiply that by around 20 because you are also dealing with the TileEntity data every single frame for rendering.
using a TileEntity for Wool blocks would be insane. Besides bloating the filesize, it would cause insane amounts of slowdown- do a test with gigantic walls of chests, then multiply that by around 20 because you are also dealing with the TileEntity data every single frame for rendering.
Hmm, I guess that is a very good point. This would lag the game a bunch. I didn't think far enough into this. Oh well!
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Curse PremiumWith this, map makers would be able to make images with any colour they wished, which could have a lot of cool applications. However, in vanilla Minecraft, the original 16 or possibly each colour possible to obtain with leather armour would remain.
There's only one slight problem; some texture packs rely on the different colours for different patterns and each colour of wool is different - so possibly creators could supply with their texture packs images called, for example, 'wool_11100011.png' (no, I don't know what that colour is) so that certain colours of wool can still have a different texture.
Feel free to leave your thoughts and opinions below!
But I can see why some people would want more colours. I'd go with an option that made it somewhat difficult to get the mixed colours, and the 16 basic colours would be your easiest set to obtain and maintain.
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Curse PremiumThis would be a massive issue for data values, and more importantly for texture packs. Also, you can already do a lot with the 16 colors of wool in the game. Really, this idea isn't applicable / realistic at all.
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Curse PremiumActually, you're wrong. This wouldn't require a damage value at all. You can only get 15 damage values per block (which is why wool originally had 16 colours). Instead of using damage values, the colour would be saved to NBT. Read the original post.
Also in the original post I explain how you could get around the texture pack problem, the creator would simply provide a default wool texture and if they wish, different ones for whatever colours they want.
Doesn't too many tile entities lag the game?
Many builds are built almost entirely out of wool...
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Curse PremiumHmm, I guess that is a very good point. This would lag the game a bunch. I didn't think far enough into this. Oh well!