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Dec 27, 2014Before you say this is redundant, I searched, and I found no ACTIVE topics this month, so I thought I could suggest these mechanics, also I posted this last month, but I added some new things.:Posted in: Suggestions
Now, you might ask "What does this have to do with combat?" well, it would attract mobs five blocks away from it to investigate, and if you have a friend who, say, ran out of arrows, you could throw arrows to said friend.
-could be done by holding "Q", each second would increase it's range.
-Has a maximum of 15 blocks.
-Hitting a mob would deal 1 HP (half a heart).
-Could be done by left-clicking and right-clicking at the same time
-Parrying the same time an opponent attacks would "cancel" an attack and deal 1 HP of damage (half a heart.), and won't deal damage if the opponent uses a heavy attack..
-Would only deal damage if the opponent attacks at close range and if the opponent is attacking
-could also work with the axe, but uses up 2 item durability
-Basically how you attack in minecraft right now.
-Could be done by holding the left mouse button
-Upon hit by a sword, would deal knockback I, with axes however, would give five seconds of slowness to whoever is attacked.
-takes a full second to use with a sword, and with an axe, 1 and a half second.
-with the sword, you lose 2 durability, and with the axe 3 durability.
For aesthetic purposes
light attack: The player's arm holding the weapon would slash either downward or sideward
heavy attack: a slowed down version of the light attack
parry: like blocking but the player moves the weapon forward
I hope you like my suggestion, if you don't, please tell me what I should change. The reason I said they would work on axes too, is because I know some people who prefer axes, instead of swords (probably because they think axes look cooler when attacking).
Oct 19, 2014AlexanderAngeloGiron posted a message on -Aesthetic Feature- Make Wooden-Swords Dyeable!!! [Added Banner] [85+ SUPPORTERS]SUPPORT! It would help mapmakers make MORE custom swordsPosted in: Suggestions
Jun 1, 2014This suggestion is not my old "better Villages" or "Improved village mechanics" but this is a suggestion for how villagers actPosted in: Suggestions
-Can randomly chase chickens
-Can pick up flowers
-Sometimes holds a stick while "playing" with a baby villager(gives the impression of swordfighting, but without hurting each other)
-Plays "hide and seek"
-Can "Tag" the player
-Can "trade with other villagers(Shows the other villager 1 item, or an emerald, like when a witch is holding a potion, but a villager holding an item)
-Can "Carry" baby villagers
-Can argue with other adults(Imagine the noise) doesn't happen at night
This only adds more "life" to villages, doesn't help minecraft much except for fun.
May 29, 2014I suggest that, wooden swords can be dyed, the same way as leather armor is dyed, and you can tell it's a wooden sword because the handle(without a resource pack) have the wooden sword's original color. I think this will help mapmakers because you can dye it black, edit it to give it unbreaking 127 and rename it obsidian sword and other thingsPosted in: Suggestions
May 23, 2014AlexanderAngeloGiron posted a message on So what would you do if "SPAM" became a part of Minecraft?If SPAM became a part of Minecraft? I will destroy whoever suggested it.Posted in: Discussion
May 15, 2014On the current version, Giants have the same textures as zombies, but why not separate the textures?Posted in: Suggestions
It would help mapmakers that uses giants and zombies, If there are no giant textures, it will use the zombie texture.
Apr 17, 2014I think it would be useful, especially for mapmakers because basically this is how it works, it allows you to costumize how mobs whork example:Posted in: Suggestions
/behavior EnderDragon [Mobtype:Hostile] [AttackStyle:Melee,Throw:Fireball] [CanFly:true] [CanDestroy:true]
Imagine doing that to make Enderdragons breathe fire, Zombies that can use bows, Squid that attack you etc.
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Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Mar 10, 2014Snowviraptor posted a message on Pigeons! A tameable mob with a purpose! You'll "dove" what I've added!Posted in: Suggestions
New Thread Here:
Support this idea on reddit! Link: https://www.reddit.com/r/minecraftsuggestions/comments/2ympop/pigeons_a_tamable_mob_with_a_purpose/
Also, please stop giving fixes for a lag issue that has been fixed for half a year. We don't really need it any more, and it's getting quite annoying. If there is still a lag issue that I haven't stated, then please alert me of it.
Isn't it hard walking over 1000 blocks just to deliver a single item? Yes you can make rail systems to send large amounts of items, but I find a simpler way is necessary. My answer: Delivery Pigeons.
Pigeons spawn in forest-like biomes. They can be tamed with 2-5 pumpkin seeds, and 5 hearts. They will then follow you around until you are ready to send a message. The pigeon would look like this:
It would be able to fly (follow), or stand (sit), until you are ready. When you want to send something, shift+right click the tame pigeon, and this GUI will come up.
The 6 slots are for the items that you want to send, the send button sends the items, the cancel button exits the menu without sending, and the black box is for the players name. I decided on 6 slots, so that clever rail systems are not obsolete.
A new block would also be added called the perch, when a pigeon is sent, it will land on one of the receiving player's perches.
I'm clueless about redstone, but I think that If a pigeon is on a perch, a comparator could give off a signal, but not if the perch is empty. You could create pigeon alarms using this. Please tell me if this is not how comparators work!
Preches can be named for 0 xp in an anvil, so you can type: "playername perchname" to decide exactly which perch you will send the pigeon to, without too much expense.
Adventure map makers can use commands to give perches custom names, without having the playername. This is so that you don't have to send messages to the author of the map to complete a puzzle.
If the player you are sending the items to does not have enough perches, the pigeon will just put the items back in your inventory (Or on the ground if there is not enough space).
When you send a pigeon to a user, It will appear to fly away, but when it reaches an unloaded chunks, it will teleport to one of their perches, with a delay depending on distance between the 2 objects, the blocks:minutes ratio would be about 500:1. If the distance is shorter than 200 blocks, It will just fly the distance (and load any unloaded chunks). This is so that on small map PVP servers, and UHC's you can have fun shooting down enemy pigeons. It would be hard to do this, as they fly twice as fast as a player sprinting.
It will then appear in the "view" any nearby players, and land on it. If no players are nearby, it will just be sitting there. If it can't reach a perch in any way, it will noclip through the layer of blocks, I cant see how this could be used for griefing. Once the player has found it, and taken the items, it becomes that players pigeon. Only the owners of pigeons can use their inventories.
I'm sure you can see how this can help in multiplayer, but what about the people who are strictly singleplayer? I've sorted this too.
Imagine that you are in the middle of nowhere, and lost. You have been wandering for hours, because you have your diamond armour, sword, and pick with you. You see a pigeon flying around, but ignore it. Then you see pumpkins. You grab them, and turn them into seeds, and tame the pigeon. Next thing you know, your armour, and tools are flying home. You then find a ravine...
You obviously could just have a pigeon follower, or a pigeon farm just for the fun of it.
And there's the potential for minigames/ puzzles. Try an shoot down pigeons before they get to you, or have to send items in pigeons to complete the puzzle... The possibilities are huge.
Pigeons spawn like cows, and pigs, and don't despawn. They lay eggs like chickens, and you can throw these to get baby pigeons
A comparison of adult and baby pigeons:
Since previous tamable mobs like horses, and cats have multiple skins, pigeons would have a chance to spawn with dove colours.
Possible suggestions made by the community:
ThesaurusRex and I worked on creating a more realistic pigeon, that would still fit the game. It has a larger tail, chicken eyes, and a smaller head. The legs are also different.
Reddit user coolreader18 (and a few other people) suggested letters. Crafted with one paper, and one feather, they store a single page of writing, and make a good aesthetic, and are a cheaper way of sending text.
Thank you for reading my suggestion. If you don't like it, don't just say: "No support" Give me a reason like:
"I don't like the trees, No Support." So that I can improve the suggestion.
If you would like to support this thread, press the green arrow button in the bottom right, and if you really like the idea, you could use one of these banners:These 2 are mine:
<img alt="" src="http://imgur.com/FwuXpPa.png" data-mce-src="http://imgur.com/FwuXpPa.png">
<img alt="" src="http://achievecraft.com/cimage/0314sto/Achievement get!/I support pigeons!/mca.png" data-mce-src="http://achievecraft.com/cimage/0314sto/Achievement get!/I support pigeons!/mca.png">
Thanks to Mart_b77 for this next one.
More banners are welcome!
If you want to make a mod of this, there is no need to ask, but you MUST, tell me about the mod.
Jan 11, 2014Piedro0 posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]Posted in: Suggestions
I thought how to make in-game ores better, we could add Ore metadata on an actual block. This would work as followed: Block; as smooth stone spawns and it's given a metadata of an ore block that would normally spawn at it's place. Imagine a cluster of andesite and the world generation would cause a single diamond ore to spawn at the surface. instead of replacing the block with an ore block, the andesite block would spawn with diamond ore metadata.
(image example- used iron)
Just to clarify:
"Ores in every block" isn't literal. The point is to change the mechanics of how ores work so that they don't need a new kind of block for every ore type. Instead the ore is stored as metadata for the block. A possible extension of this is the ability to put ore in ANY block, however chances are ores would still be restricted to stone blocks like stone, granite, diorite, and andesite, instead of just in stone only.
One could do an entire creative page just for ores (or rather just for ores in stone, granite, diorite, and andesite)... or they could add a shift right click function to the pickaxe in creative mode that allows the player to cycle through different ore values (or other metadata for other kinds of blocks), or leave the creative inventory menu as is and just modify the appropriate console commands to account for ore in blocks other than bland grey stone.
(thanks Unclevertitle for this clarification)
How ores will be handled for mining:
Regarding mining these modified blocks the stuff is very simple:
Mining speed: Block.
Drop and tool tier requirements: Ore.
Iron, gold ores will be dropped as raw non-block items.
Dirt with coal metadata
- Coal ore can be mined with a wooden pickaxe upwards.
- Preferred tool for the dirt block is a shovel.
When you use a Wooden shovel (or better), the block will break at a normal speed and it would yield only the coal chunk.
Otherwise it would break and nothing would drop.
Obsidian with Iron ore metadata (note that obsidian is generated after the world so, no obsidian-infused ore would exist naturally).
- Iron ore can be mined with a Stone pickaxe upwards.
- Preferred tool for the obsidian block is a diamond pickaxe.
When you use a Stone pickaxe (or better), the block will break at a normal speed and it would yield only the raw iron chunk.
Otherwise it would break and nothing would drop. (note: when you use a stone pick, the mining speed would be equal to that of a normal obsidian block)
Show support with the banner:
Due to MinecraftForum's messed up BBCode i cannot post the correct code in the main post, so for the banner code go here:
Reddit thread link:
Sep 3, 2014GordionGamer posted a message on Summonable Player - new utility potential for adventure, modding and testingMan, this could have a lot of potential. Although I think the code for programming should be tweaked slightly.Posted in: Suggestions
First of all, for ease of use, you would right-click the player to add custom AI.
Second, each AI would come into play when certain parameters are met (for example, if there is a creeper within a radius of 5 blocks, the player mob could run away). This would allow for more complicated player AIs.
Third, there should be another option, allowing the player mob certain abilities of creative, like flying, access to every item, or instantly breaking blocks.
Fourth, and final: a leading AI should be added, so that if someone wants the player to lead several mobs to a certain place or even lead people, in the case of adventure maps, then they could do that.
I support this. It doesn't seem like it wouldn't belong in the game, and can make for very elaborate and intricate adventure maps.
May 29, 2014Everyone can agree that squids are currently one of the most boring mobs in the game. They've been in the game for a very long while, so its about time that they receive an upgrade.Posted in: Suggestions
First of all, squids would be able to defend themselves in the same way they do in real life, through blinding ink. When a player attacks a squid, it would get "scared" in the same way as an ocelot on land. It would quickly swim away, leaving the player behind it with the Blindness 1 effect for seven seconds. However, if you were wearing a helmet with any level of Aqua Affinity, you would not be affected. Here is a picture:
This being implemented would also mean that acquiring ink sacks would be more challenging, which now have another use: A blindness potion!
The blindness potion is brewed with an ink sack and the mundane potion base, meaning the mundane base is also more useful. Here is a picture:
The default timing for this potion is only 00:30 , but it can be buffed up to 01:30 when brewed together with glowstone, like all other potion. Like most other potions, it can also be combined with redstone to buff it's level up to Blindness 2. Combining it with gunpowder makes it into a splash potion, which greatly reduces it's time to Blindness 1: 00:10 and Blindness 2: 00:50 (The short timing is because PvP would be dead with longer-lasting blindness potions). Again, like all other potions, you can drink milk to cure it's effects.
When hostile mobs are hit with this potion, they go "blind". From the moment of impact, they walk forward indefinitely, but will sometimes zig-zag around. Much like the invisibility potion, they basically can't see you. This Blindness potion would not effect boss mobs like the Wither and Enderdragon in survival, but will in creative.
Any constructive criticism is appreciated.
Picture credits: Me
May 19, 2014MiniMoose posted a message on Seamless Windowed Mode! No more Black Screens when Alt-Tabbing!If you support this idea, please express yourself on the minecraftsuggestions reddit post - http://www.reddit.co...ode_suggestion/Posted in: Suggestions
This is a suggestion to add "seamless" windowed mode into the game, allowing for someone to alt-tab without ANY black-screen delay. Usually known as "Borderless Windowed Mode"
-Less waiting, more playing
-Advantage for multi-monitor computers considering a 1080p 24" is 100$ now a days
-No possible crashes during alt-tabbing(which have happened in the past)
- NO BLACK BARS WHEN RECORDING WINDOWED MODE!
- EASY TO TAB OUT AND IN FROM TUTORIALS ON YOUTUBE
- No more annoying windows bar on the top/bottom!
This isn't anything new to the pc-gaming industry. Many Triple A games such as titan fall, cs;go, battlefield, and many more support this setting already. Mainly because it is FASTER to tab-out and in from games and other tabs.
Here is my setup atm. Those monitors on the picture are ~400$ all together. 3x 1080P 24"| 1x 720p 32"
May 19, 2014It occurs to me that even though we have ability to trade for weapons, food, armor, some mechanical items, alchemic ingredients, and some decoration items, we are unable to trade for basic resources or plants. What I propose is the following:Posted in: Suggestions
- 2 New Villagers: (a florist or gardener) (and an escavater)
- New Trades: emeralds for: ingots, coal, sand, gravel, lily pads, cacti, mushrooms, pumpkins, sugar cane, vines, flowers (various) for emeralds: seeds, netherwart, shovels, hoes, pickaxes
The trades for materials such as diamonds, coal, and iron, could be greatly beneficial to certain play styles and can be easily balanced by having them at high enough cost. example: 6 emeralds per iron and 8 per diamond This would forgo obsoleting the blacksmith while still making them available.
Trades for flowers would make it possible to get the more elusive decoratory plants without relying on luck. These trades could greatly enhance play styles such as superflat, or adventure where resources are limited and few and far between while lending more trade options and possible realism to others.
The unused villager model would work great for either though for the florist or gardener an added flower on the back would be classy.
May 17, 2014Before I start I thought that this topic had been done before but couldn't find anything in the search so please spare me.[/b]Posted in: Suggestions
Ok so sheep, horses, and ocelots are the only mobs that have different variations in their textures.. Why have the cows, chickens, and pigs been left out? Especially wolves. There are a ton of different colors that each mob could have mainly cows and wolves.
- For cows there could be spots, no spots, and that half and half look some animals have and to go along with that the colors brown, white, black and gray could create random different herds similar to horses.
- For wolves there could be three different texture once tamed, just like the ocelots and the dog colors would be normal, blackish, and a tan color. Perhaps even a few other variations.
- As for the other mobs, some chickens are brown and even reddish in color.
- Pigs can be red an odd reddish color, pale white, black, and brown.
May 17, 2014I've noticed a pattern in Minecraft. We have a boss for the end (enderdragon) and a boss for the nether (wither). And before I start getting into my ideas about bosses, let me just say that the Nether and the End are seperate demensions but within those demensions, they only contain one biome. Giving the variety of different enviornments in the overworld, one boss for the overworld wouldn't be enough. I have created a 2 possible boss mobs that I checked multiple times to make sure were not very overpowered, reasonably obtainable, and have reasonable drops.Posted in: Suggestions
Ice golem (not final name): The ice golem appears as a large floating block of ice with two black eyes. It has eight smaller blocks of ice revolving around it. To spawn it, you will need 1 block of coal with all six sides covered by a packed ice block. The golem will spawn in charging mode (it has none of it's revolving blocks to start with, it cannot attack or be attacked, similar to a wither. Over a period of 10 seconds, it will summon the blocks that normally revolve it.) The ice golem attacks by shooting snowballs, and ice shards that do 5 points (or 2 and a half hearts) of damage. The mob has 80 hearts of health. For every 5 hearts it looses, one of its revolving ice blocks explodes. Once it looses all of it's revolving blocks (at the point where it reaches 40 health) it cannot shoot anymore ice shards, only snowballs. It will also start to regenerate it's health and gain it's blocks back. At this point, the creature will be easy to take down with a sword. Upon death, the boss will drop six normal ice blocks, and 1-2 diamonds. (because the mob is built with coal, and coal turns into diamond in real life)
Kracken: The kracken (atleast in my own idea) is a giant, red squid with two extra tentacles protruding from it's underside. To spawn it, you must go to an area in a Deep Ocean Biome where squids are present near the surface. You must then cast a fishing rod with Luck of the Sea enchantment on it. The kracken will spawn 10% of the time(with giant splashing animations foreshadowing the event. When the kracken spawns, it uses it's two longer tentacles to attack. One slash from a tentacle can deal 10 points (or five hearts of damage) and can fling you into the air. The kracken itself is immune to any damage until these tentacles are killed first (both have 20 hearts of health each). At the point when both of it's longer tentacles are destroyed, the kracken will now take damage (40 hearts) and will start to avoid the player. If you manage to get close enough (perhaps by boat) the kracken will start infecting the player with blindness and poison, therefore the kracken may best be finished off using a bow. Upon death, the kracken will drop either 1-2 enchanted books, 1-2 enchanted items, or 5-20 raw fish or raw salmon.
So if you like these two ideas, go ahead and support them, give me your thoughts, and come up with a better name for the ice golem .
May 17, 2014Minecraft emerald is ONLY used for a decoration block and trading with villagers, instead of going into something crazy like emerald armor and tools I think that we should make it so that there is a Jump potion, its the same thing as jump boost and made with a emerald. Because the only current way to get jump boost is with a command block and a very hard to get beacon, making a jump boost potion will make things easier, so #1 you can jump and kill the enderdragon if it flies over you but just out of range! #2 fences, EASY just jump over them! #3 Some of you may say "HOW are EMERALDS related to JUMP BOOTS!?" well... drinking ghast tears have nothing to do with regeneration and how are melons with nuggets jammed into them heal you?!Posted in: Suggestions
And this item isn't too op because beacons add a permanent jump boost while this potion isn't forever. AND Emeralds are hard to find and having a jump boost can be VERY handy when climbing a mountain or jumping over mobs!
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