I see "lag!" being used as a reason not to add something all the time with no explanation provided - this shouldn't even be allowed unless you have concrete evidence that it will cause major performance issues. All they need to do is add 16 new blocks (presuming that the current water is is own block, similar to hardened clay having a "default" color plus 16 colors) which all behave exactly like water but have different colors, aka shulker boxes, wool, concrete, etc. The only issue with this suggestion is the mixing of different colors, which is not possible for most colors, aside from ones that can directly produce one of the 16 standard colors (e.g. white + red = pink). Of course, there should also be a very good reason to add colored water.
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I completely agree. I don't see how this would cause much lag, if any, and I really like the idea. Although for mixing colors, I think it should be so like you could mix them like Primary Colors, Secondary Colors, ect...
You have absoutley no evidence to back up your claim, it's the same as TheMasterCaver said, you can already dye things in game. Saying this would cause lag is like saying colored wool would cause lag, not even the hundreds of banner designs cause lag. You can already color water in Cauldrons and I think you should be able to do it normally.
All they need to do is add 16 new blocks (presuming that the current water is is own block, similar to hardened clay having a "default" color plus 16 colors) which all behave exactly like water but have different colors, aka shulker boxes, wool, concrete, etc. The only issue with this suggestion is the mixing of different colors, which is not possible for most colors, aside from ones that can directly produce one of the 16 standard colors (e.g. white + red = pink). Of course, there should also be a very good reason to add colored water.
Okay. There will have to be 137 different types of water added (normal water + 16 primary colours + 120 secondary colours), or 138 if you count no water. Currently there are 2 different fluids that can occupy blocks; adding coloured water will increase this, and therefore the number of blocks, 69-fold.
Then there is the old adage: why add this? It would be pointless IMO.
Okay. There will have to be 137 different types of water added (normal water + 16 primary colours + 120 secondary colours), or 138 if you count no water. Currently there are 2 different fluids that can occupy blocks; adding coloured water will increase this, and therefore the number of blocks, 69-fold.
Then there is the old adage: why add this? It would be pointless IMO.
How would this be pointless? Colored water has been suggested several times due to the lack of dyeable liquids.
I completely agree. I don't see how this would cause much lag, if any, and I really like the idea. Although for mixing colors, I think it should be so like you could mix them like Primary Colors, Secondary Colors, ect...
Support
You have absoutley no evidence to back up your claim, it's the same as TheMasterCaver said, you can already dye things in game. Saying this would cause lag is like saying colored wool would cause lag, not even the hundreds of banner designs cause lag. You can already color water in Cauldrons and I think you should be able to do it normally.
Yeah! I mod and can create BIOMES with custom water colors, I see nothing stopping people from creating something that allows you to be dying water in 1x1x1 spaces - it might be hard to create a "dye spread" effect but studying Gimp code for a while might help.
I agree with StickyPistonPig that this could add lots of detail to some builds (toxic waste, freshwater, etc.) and would serve much purpose in Minecraft.
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I don't think this would be laggy it could also be implemented into water buckets that when used the water will be said color. If the water is placed in a large pool of water (bigger than say the standard 8x8 that water flows on a flat surface) it dissipates slowly into the color of the larger body of water. Same as it would realistically.
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No, this seems like a pointless addition to the game. If you want colored liquids, just put a potion into a cauldron.
This is the suggestion section for Minecraft: Java Edition. Putting potions in a cauldron is a feature of Bedrock and Legacy Console Editions. Your solution is not possible for anyone playing Java Minecraft.
I don't think this would be laggy it could also be implemented into water buckets that when used the water will be said color. If the water is placed in a large pool of water (bigger than say the standard 8x8 that water flows on a flat surface) it dissipates slowly into the color of the larger body of water. Same as it would realistically.
I think this is a bit much and while I don't see the simple idea of dying a water block causing much/any lag the mechanic your describing would be much more complex. It's one thing to simply change the color of a block and another thing entirely to have that block perform checks of all the other blocks in the surrounding area, determine if it's surrounded by enough adjacent blocks to need to 'dissipate,' and then the game would need an animation to 'slowly' transition the primary block color back to default while simultaneously increasing color and subsequently reverting it in surrounding blocks. Additional problems and inconsistencies would/could occur when these 'clouds' of dye interact with one another. While I don't mind the idea of dying water I see it dissolving into larger bodies of water as a needlessly complex feature that would eliminate the utility of dying water as a waypoint through oceans which would be the primary survival use of this suggestion.
I can think of many ways this could be used...especially if they added color mixing/diffusion as well!
Sorry if this has been suggested already(or created as a mod). I’m a noob and on Switch. Haven’t played Minecraft since like ‘11-‘12.
I could see adding dyable water being useful for marking your path through a large ocean and some other people have said they'd like it for decorating purposes, what other uses do you imagine for this? Some more detail on what you mean by 'color mixing/diffusion' would be nice since while I could support mixing base dyes in a single water block to create secondary colors (water+white+red=pink water) I think color spread from the water source (white water + nearby red water mixes with shades of pink in overlap) would be needlessly complex and could cause performance issues beyond a simple re-color of water. I would also like to know exactly how you imagine this working with the current biome color pallete being applied to water, would your colors override these or would it mix (making swamp red greener than plains red)? Currently MC uses 3 images to depict water in the game, and adding normal color variants would require recoloring those 3 images into 48 new ones, that's so the water can be one of 16 colors. If you wanted 'mixed' colors then you would need 3 image sets for each of the possible 12,326,391 possible dye color combinations (almost 37 million new images) OR you would need to change the way water is colored so it uses a grayscale image to apply colors from the biome pallete and mix colors similar to how leather armor is done.
If we're just talking about dying single water sources then I like this idea but if you're suggesting a whole new mechanic be coded into the game so that water colors can diffuse and mix throughout a body of water then you've lost me. Partial Support.
This is the suggestion section for Minecraft: Java Edition. Putting potions in a cauldron is a feature of Bedrock and Legacy Console Editions. Your solution is not possible for anyone playing Java Minecraft.-snip-
Really? I thought it was for all editions of Minecraft.
I guess I will support this...
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I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
OR you would need to change the way water is colored so it uses a grayscale image to apply colors from the biome pallete and mix colors similar to how leather armor is done.
This has already been implemented in 1.13 - water now uses a grayscale texture and the color is determined entirely by the biome so the color can vary a lot more than before (where you could only darken the texture from the default blue shade, e.g. swamps). So, all you'd have to do to add new colors is apply the standard dye colors instead of biome-specific colors; you'd still need to add 32 new blocks, 16 each for "still" and "flowing" water (34 total in addition to the default water block, which is colored according to the biome) but that isn't an issue (and possibly not even then since they removed metadata completely, which previously limited the game to 16 (real) variants per block, all of which were used by water).
In much the same way I added a "stalagmite" block which includes variants for every color of hardened/stained clay (17 colors) but I only use a single texture for all of them (actually, 6 textures, 1 each for small stalagmites / stalactites, 2 each for large stalagmites / stalactites (double blocks) - so that saves having to make 96 textures), and I also use this for many other things for much the same reason (in addition to avoiding wasteful memory usage), e.g. I added different colors for mooshrooms, silverfish, and endermites, all of which only have one texture each (plus an overlay texture for mooshrooms so they can have white spots). This does mean that you can't use separate textures for each color, including giving them different colors (as you can with wool) but vanilla doesn't take advantage of this (if anything, if they had previously colored blocks like wool using the standard dye color table (as sheep do) all they'd have had to do in 1.12 is change the table without changing the texture).
Recoloring a texture is also practically free since the game already colors every block being rendered, with most blocks returning 16777515 (white), which is then combined with the brightness, so rendering lighting itself is essentially just recoloring blocks, and getting a color value from the dye color table would be much faster than calculating the normal biome-dependent water color as the game needs to check the biome at 9 points (for the default 3x3 biome blend radius) and blend the colors together (this is why a high biome blend radius can cause lag).
What would happen if someone tried to dye the ocean?
It really depends on the implementation, if you dye one block at a time or if dye can spread X blocks away from the block you placed the dye in. It also depends on if colors mix or if you only get the 16 main colors.
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I hadn't noticed they had already switched to grayscale since I've always used my own texture and I've seen no change in how it applies to the game. I'm not sure why you felt the need to write 3 paragraphs to explain why doing this would save making countless images when I had specifically said that changing the image to grayscale would eliminate the necessity for additional assets. Honestly I'm not sure why you think you would need to add 32 new assets since the single set of 3 grayscale image alone would be enough to handle all colors in the same way leather armor does meaning no assets would need to be added, water would just need to apply the same color scheme leather armor does and it would be capable of the full 12,326,391 color blending range that the game uses.
My issue with this suggestion is the notion of 'mixing' colors or those colors 'diffusing' in bodies of water. The only practical application I see for this would be making markers for yourself across the ocean so if using this dye on water that is connected to other water causes it to diffuse into other blocks or disipate over time then I have no use for it. Spreading of the color from one block into other water blocks you didn't dye is where I see a potential for lag and/or issues since now instead of dying a single block a color you'r dying a block a corner that then needs to perform a radial check to determine what other water blocks are in its vacinity and apply a color gradient out from the dyed block to the limits of the dye spread. This would only give the effect that the dye is spread out and in order to make it appear as if it is diffusing and dissipating into the water the dyed block would have to reduce it's color value over a period of time while simultaneously increasing perimeter shades so while the time progresses they can be reduced again to simulate the effect we experience when we drop real dye into real water. This mechanic is needlessly complex and would undoubtedly strain resources much more than simply changing the color of a still water block since it will require block checks and need to apply multiple levels of color shading across the applicable water body which changes with the passage of time. I see mixing colors with the spread of this dye field to be problematic as well because if you want your dye to spread and mix over a distance of 7 blocks and you replace a white and red dye 13 blocks from one another you should have 1 overlapping block of pink BUT if you're only checking a 7x7 area for other dyes when your red wouldn't know there is a white 13 blocks away that it needs to mix with and when you consider how water blocks flow, where changing elevation resets their flow strength, it's possible the source of a color could be a hundred block or more from where you expect it to mix. I'm sure a solution could be found for this issue but it's not worth much discussion unless the OP clarifies what he meant when he stated: "I can think of many ways this could be used...especially if they added color mixing/diffusion as well!"
Color mixing and diffusion is much too complex of a mechanic to be considered based on 1/2 of a sentence. With no details on how it would be done or what it would look like we're just guessing at what the OP meant. Regardless of the OP's meaning my position is that dying water would be a neat and semi-useful addition to the game as a single-block activity and I could see some usefulness in being able to combine dyes within that block to produce the 16 color dye range. Diffusion and color mixing from one water block into others that weren't specifically dyed is not something I would consider desirable in the least and depending on it's implimentation might cause me not to use the feature at all which would firmly put me in No Support for this idea. Pending clarification for the idea by the OP, I'm just going to stay at Partial Support.
Honestly I'm not sure why you think you would need to add 32 new assets since the single set of 3 grayscale image alone would be enough to handle all colors in the same way leather armor does meaning no assets would need to be added, water would just need to apply the same color scheme leather armor does and it would be capable of the full 12,326,391 color blending range that the game uses.
Why does water currently use two separate blocks instead of just one? Because a single block can only have 16 different states and water uses all of them:
Thus, there is no way that you can store a color value within a water block - you need new blocks, just like how they made beds a tile entity in order to store their color in 1.12 and later turned them into separate blocks in 1.13 (due to the removal of the block ID limitation). That is what I'm referring to when I say that they need to add 32 new water blocks (16 flowing, 16 stationary), unless the 1.13+ block format actually allows a block to have more than 16 states (each of which is actually a separate block; metadata as such no longer exists at all. This means that they would actually be adding 512 blocks/blockstates).
Also, as far as mixing colors go, it can be a purely visual effect, just like how biome colors are blended - simply check a 3x3 (or some other area, preferably not too big) for other water blocks (with a direct connection) and average their colors (including the default biome-specific water).
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OMG I HAVE SUCH A GOOD THOUGHT FOR THIS!!! What if when you place a dye into the water it covers a 5x5 space with the edges being a little faded. Except for if you bucket the water, it becomes normal so there aren’t a billion different items.
I can think of many ways this could be used...especially if they added color mixing/diffusion as well!
Sorry if this has been suggested already(or created as a mod). I’m a noob and on Switch. Haven’t played Minecraft since like ‘11-‘12.
This would lag a lot.
No Support
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.
Are you suggesting an item that would function like a naval dye marker pack?
If so, what volume of water would be affected?
How long would the effect last?
What would the crafting recipe be? (Or how would the item be obtained, if not manufactured?)
How would you envision these being used?
I see "lag!" being used as a reason not to add something all the time with no explanation provided - this shouldn't even be allowed unless you have concrete evidence that it will cause major performance issues. All they need to do is add 16 new blocks (presuming that the current water is is own block, similar to hardened clay having a "default" color plus 16 colors) which all behave exactly like water but have different colors, aka shulker boxes, wool, concrete, etc. The only issue with this suggestion is the mixing of different colors, which is not possible for most colors, aside from ones that can directly produce one of the 16 standard colors (e.g. white + red = pink). Of course, there should also be a very good reason to add colored water.
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I completely agree. I don't see how this would cause much lag, if any, and I really like the idea. Although for mixing colors, I think it should be so like you could mix them like Primary Colors, Secondary Colors, ect...
Support
You have absoutley no evidence to back up your claim, it's the same as TheMasterCaver said, you can already dye things in game. Saying this would cause lag is like saying colored wool would cause lag, not even the hundreds of banner designs cause lag. You can already color water in Cauldrons and I think you should be able to do it normally.
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.
Okay. There will have to be 137 different types of water added (normal water + 16 primary colours + 120 secondary colours), or 138 if you count no water. Currently there are 2 different fluids that can occupy blocks; adding coloured water will increase this, and therefore the number of blocks, 69-fold.
Then there is the old adage: why add this? It would be pointless IMO.
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.
How would this be pointless? Colored water has been suggested several times due to the lack of dyeable liquids.
Full Support
Yeah! I mod and can create BIOMES with custom water colors, I see nothing stopping people from creating something that allows you to be dying water in 1x1x1 spaces - it might be hard to create a "dye spread" effect but studying Gimp code for a while might help.
I agree with StickyPistonPig that this could add lots of detail to some builds (toxic waste, freshwater, etc.) and would serve much purpose in Minecraft.
P. S. I like sticky pistons. And pigs.
Who's that behind you?
I don't think this would be laggy it could also be implemented into water buckets that when used the water will be said color. If the water is placed in a large pool of water (bigger than say the standard 8x8 that water flows on a flat surface) it dissipates slowly into the color of the larger body of water. Same as it would realistically.
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I think this is a good idea. It should be kept to the 16 colors, though. I'm supporting this.
No, this seems like a pointless addition to the game. If you want colored liquids, just put a potion into a cauldron.
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
But cauldrons have that black outline, and potions in a cauldron have that particle effect.
This is the suggestion section for Minecraft: Java Edition. Putting potions in a cauldron is a feature of Bedrock and Legacy Console Editions. Your solution is not possible for anyone playing Java Minecraft.
I think this is a bit much and while I don't see the simple idea of dying a water block causing much/any lag the mechanic your describing would be much more complex. It's one thing to simply change the color of a block and another thing entirely to have that block perform checks of all the other blocks in the surrounding area, determine if it's surrounded by enough adjacent blocks to need to 'dissipate,' and then the game would need an animation to 'slowly' transition the primary block color back to default while simultaneously increasing color and subsequently reverting it in surrounding blocks. Additional problems and inconsistencies would/could occur when these 'clouds' of dye interact with one another. While I don't mind the idea of dying water I see it dissolving into larger bodies of water as a needlessly complex feature that would eliminate the utility of dying water as a waypoint through oceans which would be the primary survival use of this suggestion.
I could see adding dyable water being useful for marking your path through a large ocean and some other people have said they'd like it for decorating purposes, what other uses do you imagine for this? Some more detail on what you mean by 'color mixing/diffusion' would be nice since while I could support mixing base dyes in a single water block to create secondary colors (water+white+red=pink water) I think color spread from the water source (white water + nearby red water mixes with shades of pink in overlap) would be needlessly complex and could cause performance issues beyond a simple re-color of water. I would also like to know exactly how you imagine this working with the current biome color pallete being applied to water, would your colors override these or would it mix (making swamp red greener than plains red)? Currently MC uses 3 images to depict water in the game, and adding normal color variants would require recoloring those 3 images into 48 new ones, that's so the water can be one of 16 colors. If you wanted 'mixed' colors then you would need 3 image sets for each of the possible 12,326,391 possible dye color combinations (almost 37 million new images) OR you would need to change the way water is colored so it uses a grayscale image to apply colors from the biome pallete and mix colors similar to how leather armor is done.
If we're just talking about dying single water sources then I like this idea but if you're suggesting a whole new mechanic be coded into the game so that water colors can diffuse and mix throughout a body of water then you've lost me. Partial Support.
Really? I thought it was for all editions of Minecraft.
I guess I will support this...
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
This has already been implemented in 1.13 - water now uses a grayscale texture and the color is determined entirely by the biome so the color can vary a lot more than before (where you could only darken the texture from the default blue shade, e.g. swamps). So, all you'd have to do to add new colors is apply the standard dye colors instead of biome-specific colors; you'd still need to add 32 new blocks, 16 each for "still" and "flowing" water (34 total in addition to the default water block, which is colored according to the biome) but that isn't an issue (and possibly not even then since they removed metadata completely, which previously limited the game to 16 (real) variants per block, all of which were used by water).
In much the same way I added a "stalagmite" block which includes variants for every color of hardened/stained clay (17 colors) but I only use a single texture for all of them (actually, 6 textures, 1 each for small stalagmites / stalactites, 2 each for large stalagmites / stalactites (double blocks) - so that saves having to make 96 textures), and I also use this for many other things for much the same reason (in addition to avoiding wasteful memory usage), e.g. I added different colors for mooshrooms, silverfish, and endermites, all of which only have one texture each (plus an overlay texture for mooshrooms so they can have white spots). This does mean that you can't use separate textures for each color, including giving them different colors (as you can with wool) but vanilla doesn't take advantage of this (if anything, if they had previously colored blocks like wool using the standard dye color table (as sheep do) all they'd have had to do in 1.12 is change the table without changing the texture).
Recoloring a texture is also practically free since the game already colors every block being rendered, with most blocks returning 16777515 (white), which is then combined with the brightness, so rendering lighting itself is essentially just recoloring blocks, and getting a color value from the dye color table would be much faster than calculating the normal biome-dependent water color as the game needs to check the biome at 9 points (for the default 3x3 biome blend radius) and blend the colors together (this is why a high biome blend radius can cause lag).
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?
What would happen if someone tried to dye the ocean?
It really depends on the implementation, if you dye one block at a time or if dye can spread X blocks away from the block you placed the dye in. It also depends on if colors mix or if you only get the 16 main colors.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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I hadn't noticed they had already switched to grayscale since I've always used my own texture and I've seen no change in how it applies to the game. I'm not sure why you felt the need to write 3 paragraphs to explain why doing this would save making countless images when I had specifically said that changing the image to grayscale would eliminate the necessity for additional assets. Honestly I'm not sure why you think you would need to add 32 new assets since the single set of 3 grayscale image alone would be enough to handle all colors in the same way leather armor does meaning no assets would need to be added, water would just need to apply the same color scheme leather armor does and it would be capable of the full 12,326,391 color blending range that the game uses.
My issue with this suggestion is the notion of 'mixing' colors or those colors 'diffusing' in bodies of water. The only practical application I see for this would be making markers for yourself across the ocean so if using this dye on water that is connected to other water causes it to diffuse into other blocks or disipate over time then I have no use for it. Spreading of the color from one block into other water blocks you didn't dye is where I see a potential for lag and/or issues since now instead of dying a single block a color you'r dying a block a corner that then needs to perform a radial check to determine what other water blocks are in its vacinity and apply a color gradient out from the dyed block to the limits of the dye spread. This would only give the effect that the dye is spread out and in order to make it appear as if it is diffusing and dissipating into the water the dyed block would have to reduce it's color value over a period of time while simultaneously increasing perimeter shades so while the time progresses they can be reduced again to simulate the effect we experience when we drop real dye into real water. This mechanic is needlessly complex and would undoubtedly strain resources much more than simply changing the color of a still water block since it will require block checks and need to apply multiple levels of color shading across the applicable water body which changes with the passage of time. I see mixing colors with the spread of this dye field to be problematic as well because if you want your dye to spread and mix over a distance of 7 blocks and you replace a white and red dye 13 blocks from one another you should have 1 overlapping block of pink BUT if you're only checking a 7x7 area for other dyes when your red wouldn't know there is a white 13 blocks away that it needs to mix with and when you consider how water blocks flow, where changing elevation resets their flow strength, it's possible the source of a color could be a hundred block or more from where you expect it to mix. I'm sure a solution could be found for this issue but it's not worth much discussion unless the OP clarifies what he meant when he stated: "I can think of many ways this could be used...especially if they added color mixing/diffusion as well!"
Color mixing and diffusion is much too complex of a mechanic to be considered based on 1/2 of a sentence. With no details on how it would be done or what it would look like we're just guessing at what the OP meant. Regardless of the OP's meaning my position is that dying water would be a neat and semi-useful addition to the game as a single-block activity and I could see some usefulness in being able to combine dyes within that block to produce the 16 color dye range. Diffusion and color mixing from one water block into others that weren't specifically dyed is not something I would consider desirable in the least and depending on it's implimentation might cause me not to use the feature at all which would firmly put me in No Support for this idea. Pending clarification for the idea by the OP, I'm just going to stay at Partial Support.
Why does water currently use two separate blocks instead of just one? Because a single block can only have 16 different states and water uses all of them:
https://minecraft.gamepedia.com/Water#Block_states
Thus, there is no way that you can store a color value within a water block - you need new blocks, just like how they made beds a tile entity in order to store their color in 1.12 and later turned them into separate blocks in 1.13 (due to the removal of the block ID limitation). That is what I'm referring to when I say that they need to add 32 new water blocks (16 flowing, 16 stationary), unless the 1.13+ block format actually allows a block to have more than 16 states (each of which is actually a separate block; metadata as such no longer exists at all. This means that they would actually be adding 512 blocks/blockstates).
Also, as far as mixing colors go, it can be a purely visual effect, just like how biome colors are blended - simply check a 3x3 (or some other area, preferably not too big) for other water blocks (with a direct connection) and average their colors (including the default biome-specific water).
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?
OMG I HAVE SUCH A GOOD THOUGHT FOR THIS!!! What if when you place a dye into the water it covers a 5x5 space with the edges being a little faded. Except for if you bucket the water, it becomes normal so there aren’t a billion different items.
Full Support
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