• 1

    posted a message on Some potion ideas
    I'd love to see a potion of flammability; basically the opposite of a fire resistance potion. The idea is it makes it likely that you'll burst into flames simply by being near lava or fire, or being in the nether or a desert. A stronger version of the potion might ignite in direct sunlight, but would otherwise only make you more likely to ignite. A weaker potion would simply cause the flammability effect last longer. It would be an interesting weapon in PVP; suddenly you hear a potion break and you've burst into flames.
    Posted in: Suggestions
  • 27

    posted a message on (now with mod for demonstration!) New Breeding Mechanics and Benefits (genetics)
    Information (contains a lot of programming-related information-read what you can, and take any breaks required if you get a headache):


    Breeding Mechanics: Genetics


    Alright, what if breeding in minecraft was more realistic? No, not that realistic. I'm not saying, "hey! let's show the pigs getting at it!" I'm saying, what if there was a bit more of a reason to breed animals? What if, there was a genetic factor?

    Okay, I'm not talking about adding DNA extractors or anything like that. Leave that to the modders. I mean, something basic, that adds a bit more to breeding. What if, each mob (or at least the ones you can breed) had a string of extra numbers in it's data? These numbers would be normally randomly generated when the mob spawns, unless it was spawned due to breeding. Each number would represent a trait. Maybe these numbers could be compressed down to just bits of data, meaning the "genetic code" of the mobs would only take up a byte or two of data. Basically, this data would represent basic traits that the mob has.

    Basic Operation Process

    00000000

    This is one byte of data, let's suppose.
    Now let's suppose a pig has three traits; porkchop drop, max speed when being ridden, and health.
    Let's say porkchop drop has 4 possible states (0-3), max speed when ridden has 8 (3, 3.5, 4... 6, 6.5 blocks/sec.) and health has 8: (3, 3.5, 4... 6, 6.5 hearts). Porkchop drop can be stored in 2 bits, speed in 3, and health in 3. 3 + 3 + 2 = 8. 8 bits per byte. Therefore:

    00000000

    where red bits store porkchop drop traits
    where blue bits store speed traits
    where green bits store health traits


    These parts of the number can be retrieved and changed using a bitwise "and" function.

    Now when breeding, when you breed two animals, the offspring will have a "genetic code" that is a combination of it's parents' codes, however will use a complex function to do so.

    Let's say the two "genetic codes" are:

    10011100 and
    10100011

    This means parent one will drop 2 porkchops when killed, has a maximum speed of 4 blocks per second, and has 5 hearts of health, and parent two will drop 2 porkchops, runs at 4.5 blocks per second, and has 4.5 hearts of health. Okay, Two different pigs here. A baby will take the best of each. Each parent has a number for each trait (however they are combined into one number of course) and the baby will have a chance of getting each trait. Okay, let's break this down.

    Basic Genetic process

    Both parents drop 2 porkchops, nothing to inherit unusually here (unless a set of recessive traits were added, which I will explain later). One parent runs as 4 blocks per second, the other at 4.5. 4.5 is more than 4. The new pig will be able to run at 4.5. Next trait, 5 is more than 4.5. The baby pig will eventually have 5 hearts. Pretty simple. And if it sounds complicated, unless you're somehow running minecraft on ENIAC, doing this calculation once when breeding shouldn't take more than a few extra microseconds.

    Recessive Genes

    Okay, what if you add recessive genes? Well then we get more of a flashback to biology class. Each pig then gets two genetic codes. They represent the same traits, but different. Basically, when you breed a new pig, the lesser traits don't go to waste. When you breed the animals, each parent will give one of the "genetic codes" at random, either the one it actually uses, or the one it doesn't. Then the baby pig will run through the same process as before with these, but it will store the traits it doesn't use together as second "genetic code" (not that will it ever use this other than for breeding.) This reduces the predictability of the breeding process, at the cost of a little more data space.

    Okay, now you might be asking, "WHAT WOULD BE THE POINT OF THIS? THIS IS SO CONFUSING!" Okay, this would be to make breeding a bit more interesting and realistic, and also to add more diversity between mobs and control over them. You might take some fast pigs and breed them to get a lot of fast pigs. Or you might find some wolves that deal more damage to hostile mobs and breed more of them. You might find chickens that lay more eggs. Breeding using controllable traits would allow to breed mobs for specific purposes, and then have someone breeding the same kind for different purposes. Your friend Bob might raise cows that produce more leather than normal, while Frank might raise cows that produce more beef. Bob's cows might produce less beef than normal, and Frank's might produce less leather. Does this bother either? Not unless Bob only wants beef and Frank only wants leather, in which case the two friends may consider switching farms, but this just gives them more control over what they get out of their animals. Like I mentioned before, they might not be just for producing more resources, you might want a better hunting dog for defending your house from creepers and zombies.

    Thanks to
    RexTheWonderHorse
    mobs might also get differences in appearance with breeding.


    Other mechanics that could be added to make use of genetics

    1. Mobs could, under some circumstances breed on there own, such as if they detect fewer than 5 of their species in the area. This could lead to some areas having mobs with similar traits. For example, an area could have mobs that breed and eventually have cows that might drop more beef than a group of cows that live a kilometer away. This might lead to people exploring more-people might travel around to find places with specific animals.

    2. Mutations could affect mobs: on rare occasions you might breed a mob that's missing a leg, or is immune to poison effects. These would be hereditary and also might affect hostile mobs. But because hostile mobs do not breed, the mutations are not hereditary.

    3. Dillyman2 suggested that mobs could have different "tiers" that they could evolve to. Basically, on very rare occasions a fully maxed-out mob will become a new mob. Chickens might become ducks, or hawks. Pigs might become boars. These can radically change drops and behavior of these mobs.
    -Jemand suggested that mobs might not become completely different, but instead would have changes like a change in color or an added ability. i.e. a tier 2 chicken might be able to fly short distances.

    4. Koopachris suggested that foods could have quality levels based on the genetics of the mob harvested from. A pig with bad genes would drop bad porkchops that would only fill half as much of the hunger bar as normal, while a pig with good genes might drop one with meat that fills more of the hunger bar.

    5. texTnummers22 suggested that traits could have negative effects too. A trait that makes the pig faster would reduce the time the pig can sustain it's speed.
    Possible traits of mobs:

    Pigs: Porkchop drop (which can increases size slightly), maximum speed when running, health. Possibly also maturing rate (the speed at which a baby will mature into an adult) and exhaustion rate (the speed at which the pig loses it's ability to run at full speed temporarily)

    Cows: Beef drop, (which can decrease the speed slightly), leather drop (which might add a little to health), health (which might add a little to the size of the cow)


    Mooshrooms: same as cow, but also mushroom drop (changes number of mushrooms dropped when sheared, also the size of the mushrooms on the cow's back. maybe the color too, if there are separate traits for red and brown mushrooms)


    Chickens: feather drop (which changes the size), health

    Sheep: health, wool drop, wool color

    cat: health, temptation to kill chickens or just chase them (chicken herding?), temptation to sit on chests and beds, temptations to randomly breed for no reason (yes, this happens!), color, creeper-repulsive-ness

    dog: health (size factor), attack strength (maybe size factor), speed, temptation to kill or chase sheep (or any mobs, for the possibility of mob herding), color (different shades of gray, brown, and black)
    Possibilities:

    Pig racing: servers could have more complex pig racing where people try to breed the best pigs for racing.

    Hunting: Raising dogs might benefit you when hunting. Getting a stronger dog and the ability to breed more would be better than just getting a new, random dog.

    Sheep and chicken herding: basically if you can breed wolves and cats that are more loyal and chase chickens and sheep instead of randomly killing them all, then you might be able to herd sheep and chickens in and out of areas more easily. Who knows, maybe you could breed some sheepdogs. Or maybe you could have dogs that let you herd other animals.

    etc.
    Why this isn't Overpowered

    Okay, there seems to be a lot of argument over pig racing on servers. Basically, people say that if this makes pig racing more popular, then rich players with breed "Superpigs" and any other player would have no chance.

    The counter argument is that, in all types of competition, the richer person invests in the better technology, so this is not any less fair than reality. Still, the person with the more expensive pig might not have much skill and might keep running into walls or jumping at the wrong time, causing them to get stuck.

    Skill is still needed. Plus, there is an upper limit. You can't make infinitely fast pigs. They can't be made to go past a certain speed so there might end up being a lot of players with "maxed-out" pigs. Then it comes down completely to skill unless someone hits their pig with a speed potion.

    Really, it just adds a bit more diversity, while still having limits.
    News:

    12/26/12: dillyman2 will be working on a mod to add this in a very basic state. The mod will, at the moment, only implement the basic genetics system (no recessive genes yet), but will give people an idea of what this addition would be like.

    1/16/13: dillyman2 has announced the demonstration mod may be done soon. You might be able to expect it within a week or two. I will also try to add color and size variations based on traits to the mod eventually, but this might take a while.

    2/25/13: dillyman2 has announced that the mod is complete, and might be uploaded tomorrow.

    2/27/13: Mod was released early this morning.

    Supporters:

    Withnothing
    dillyman2
    RexTheWonderHorse
    Zeleramancer
    texTnummers22
    whoodiamonds
    HollowKnight
    Stephen42lol
    Rmarmorstein
    AcroLaser
    ErasmoGnome
    blockygamers
    Zakhep
    lightbulbwindows1000
    Kekilrocks123
    koopachris
    sugarmaster
    Swam_Ruan
    NagaviperTheLord
    WildCreeper
    peppertyce
    Rhaenon
    ParadoxicalGallireyan
    erik4556
    Fillarp

    Demonstration Mod:

    We now have a mod for basic demonstration, thanks to dillyman2. The mod only contains very basic elements of the suggestion, however is still under development. You can download the mod here: http://www.mediafire...lxchqg3uwqtmrtz suggest backing up your worlds, just to be on the safe side.

    No modloader is needed, just put the files into the minecraft.jar file and then delete the META-INF file.

    Support/Banners:

    You can support by using a banner:



    [url="http://www.minecraftforum.net/topic/1611803-new-breeding-mechanics-and-benefits-genetics-err-to-an-extent/"][IMG]http://i.imgur.com/hZi3f.png[/IMG][/url]


    or



    [url="http://www.minecraftforum.net/topic/1611803-new-breeding-mechanics-and-benefits-genetics-err-to-an-extent/"][IMG]http://i.imgur.com/UjGTM.png[/IMG][/url]





    Any ideas? Comments? Anything?
    Posted in: Suggestions
  • 3

    posted a message on Powered Golems: Who wants a giant cobblestone slave?
    Imagine:you're fighting zombies with a nearly broken shovel because your sword broke and your wolf has been killed. You have coal, a furnace, 3 cobble, and a pumpkin. What do you do? Well, what if you could build some type of cobblestone golem? That would solve your problem.

    Basic concept:

    To put it simply, you would build a cobblestone golem. You would build it the same as an iron golem, but with cobble, and a furnace for the block beneath the pumpkin. (if you crouch while placing a block, you can place it on a furnace without opening the gui.) However, when it is summoned, it won't do anything; it just sits there motionless. Why? Well why don't you put something in the furnace?

    When you give the golem coal, wood, a blaze rod, or a lava bucket, the golem springs into life and acts similarly to a dog; it will do your bidding. You hit a mob and the golem will attack it. However, when it runs out of fuel...

    The golem will move around and serve you for a while, however when it runs out of fuel (it burns fuel at half the rate of a furnace), it will stop immediately and will regain motionless until it is refueled and will be unable to come to your aid. Unlike a wolf, it is also unable to teleport and can only walk 50% faster than a zombie.

    Strength:

    The Powered Golem may seem overpowered to some people, underpowered to others. In my opinion, it's health and attack strength are most important in deciding this though.

    It's attack strength is equal to that of an iron sword, or about 3 hearts of damage. It will also deal knockback 2 or so. As for health, it has 20 hearts and can take damage when out of fuel. In this case, it will be unable to move away or defend itself; it's like a minecart that takes 30 or 40 punches to break.

    Why this is not overpowered:

    This is not overpowered because of what is required for it to do anything. Sure, it only takes a pumpkin, a bit of cobble, and some fuel to build, but it's not as powerful as an iron golem, and might use up a vein of coal in only maybe ten minutes; probably just long enough to fight off an annoying swarm of menacing zombies.

    Sure this isn't much coal, but it can be annoying to lose this much coal often. It's not too costly though, seeing as it's as loyal as a dog, but is much stronger.

    Why this isn't unnecessary:

    This, in my opinion, is just as useful as a wolf or a golem, but makes for a nice mid point between the two, while also having a consequence. It's like a golem in the aspect that it can be summoned at any time, and has a good deal of health and attack strenght, however it won't just go off on it's own like one. Instead it acts more like a wolf, but isn't always at your side; some times it's trying to catch up, and some times it's out of fuel.

    Supporters:
    EpicEnderMiner
    Pencilshavings5
    ParadoxicalGallireyan
    unitedsquadron3

    What do you think? Support or not? Any suggestions?
    Posted in: Suggestions
  • 2

    posted a message on Breeding Benefits
    Okay, I realize my computer must have sent the data twice for this topic, so now there are two identical topics. I changed the name of the other one to sound better, so if an admin sees this, you can delete this one.


    Warning: the following thread contains a lot of programming-related information. Read what you can, and take any breaks required if you get a headache.

    Alright, what if breeding in minecraft was more realistic? No, not that realistic. I'm not saying, "hey! let's show the pigs getting at it!" I'm saying, what if there was a bit more of a reason to breed animals? What if, there was a genetic factor?

    Okay, I'm not talking about adding DNA extractors or anything like that. Leave that to the modders. I mean, something basic, that adds a bit more to breeding. What if, each mob (or at least the ones you can breed) had a string of extra numbers in it's data? These numbers would be normally randomly generated when the mob spawns, unless it was spawned due to breeding. Each number would represent a trait. Maybe these numbers could be compressed down to just bits of data, meaning the "genetic code" of the mobs would only take up a byte or two of data. Basically, this data would represent basic traits that the mob has. For example:

    00000000

    This is one byte of data, let's suppose.
    Now let's suppose a pig has three traits; porkchop drop, max speed when being ridden, and health.
    Let's say porkchop drop has 4 possible states (0-3), max speed when ridden has 8 (3, 3.5, 4... 6, 6.5 blocks/sec.) and health has 8: (3, 3.5, 4... 6, 6.5 hearts). Porkchop drop can be stored in 2 bits, speed in 3, and health in 3. 3 + 3 + 2 = 8. 8 bits per byte. Therefore:

    00000000

    where red bits store porkchop drop traits
    where blue bits store speed traits
    where green bits store health traits


    These parts of the number can be retrieved and changed using a bitwise "and" function.

    Now when breeding, when you breed two animals, the offspring will have a "genetic code" that is a combination of it's parents' codes, however will use a complex function to do so.

    Let's say the two "genetic codes" are:

    10011100 and
    10100011

    This means parent one will drop 2 porkchops when killed, has a maximum speed of 4 blocks per second, and has 5 hearts of health, and parent two will drop 2 porkchops, runs at 4.5 blocks per second, and has 4.5 hearts of health. Okay, Two different pigs here. A baby will take the best of each. Each parent has a number for each trait (however they are combined into one number of course) and the baby will have a chance of getting each trait. Okay, let's break this down.

    Both parents drop 2 porkchops, nothing to inherit unusually here (unless a set of recessive traits were added, which I will explain later). One parent runs as 4 blocks per second, the other at 4.5. 4.5 is more than 4. The new pig will be able to run at 4.5. Next trait, 5 is more than 4.5. The baby pig will eventually have 5 hearts. Pretty simple. And if it sounds complicated, unless you're somehow running minecraft on ENIAC, doing this calculation once when breeding shouldn't take more than a few extra microseconds.

    Okay, what if you add recessive genes? Well then we get more of a flashback to biology class. Each pig then gets two genetic codes. They represent the same traits, but different. Basically, when you breed a new pig, the lesser traits don't go to waste. When you breed the animals, each parent will give one of the "genetic codes" at random, either the one it actually uses, or the one it doesn't. Then the baby pig will run through the same process as before with these, but it will store the traits it doesn't use together as second "genetic code" (not that will it ever use this other than for breeding.) This reduces the predictability of the breeding process, at the cost of a little more data space.

    Okay, now you might be asking, "WHAT WOULD BE THE POINT OF THIS? THIS IS SO CONFUSING!" Okay, this would be to make breeding a bit more interesting and realistic, and also to add more diversity between mobs and control over them. You might take some fast pigs and breed them to get a lot of fast pigs. Or you might find some wolves that deal more damage to hostile mobs and breed more of them. You might find chickens that lay more eggs. Breeding using controllable traits would allow to breed mobs for specific purposes, and then have someone breeding the same kind for different purposes. Your friend Bob might raise cows that produce more leather than normal, while Frank might raise cows that produce more beef. Bob's cows might produce less beef than normal, and Frank's might produce less leather. Does this bother either? Not unless Bob only wants beef and Frank only wants leather, in which case the two friends may consider switching farms, but this just gives them more control over what they get out of their animals. Like I mentioned before, they might not be just for producing more resources, you might want a better hunting dog for defending your house from creepers and zombies.



    Any ideas? Comments? Anything?
    Posted in: Suggestions
  • 1

    posted a message on Renamed Items in chests
    I like the ability to rename items with the anvil, but it's not in much use unless you just like naming all your swords "Excalibur," or like tricking noobs on servers by handing them sticks that have been renamed "Magic wand" that keep them from dying when they jump into lava.

    My idea isn't a very big one, just a bit of humor added to the game. Atmosphere at a very low cost. Basically, renamed items would randomly appear in villager chests, abandoned mineshaft chests, villager trades, mob drops, etc. You might find a pickaxe in a mineshaft chest renamed "Susanne," or "Katherine." You might kill a witch and get a stick renamed "Magic wand." So on, and so forth.

    Any comments?
    Posted in: Suggestions
  • 1

    posted a message on Sketchpads!
    Quote from Hybirds

    I would love this idea.
    But other then paintings and building designs what else would it be used for?


    Sharing pictures. If you wanted to play a prank on a friend on a server or something, you could do something and then leave a sketchpad with a troll face on every page in their chest or something. I don't know. What might you do with a sketchpad in minecraft?
    Posted in: Suggestions
  • 1

    posted a message on Sketchpads!
    I really enjoy the idea of books. But there's something that minecraft is still lacking on these lines... Of course! Sketchpads! A new type of book specifically made to be drawn in!


    What are sketchpads?

    Like I said, sketchpads would be a new type of book made to hold drawings instead of writing. People could use these to show off diagrams or building plans without having to try to explain it, because trust me, people won't always build you exactly what you want if you just tell them.


    How would I make a sketchpad?

    A sketchpad would be similar to a book, but would be made using the old crafting recipe: just 3 paper in a line. However, to create a sketchpad and quill, simply place a sketchpad, a feather, inksac, red dye, lapis, and yellow die, in any shapeless pattern, and you have a sketchpad and quill, which can be drawn in in the same fasion that a book can be written in. Draw in it, then sign it, and you have an Artpad, or "drawn-in-sketchpad." You can also make another type of sketchpad by not using red dye, yellow dye, or lapis, but this one can only be used to make black and white drawings.


    Can I have multiple pages?

    Of course you can have mutliple pages! In fact, you can have up to 50 pages, just like a book!


    Other than diagrams and sharing pictures with my friends, what else can I use it for?

    Artpads (used sketchpads) can be used to make custom paintings. That's right! Custom paintings! Just right click a painting while holding an artpad, and you can choose what page you want to copy the picture out of. When you select the page, the page will apear as the painting (however it may be resized.)


    Drawing Mechanics

    Basically, the sketchpad gui would be a 128x128 pixel grid where you could select a color and draw using the cursor. You could also be able to copy and paste with Ctrl + V.


    Any Questions?

    If you have any questions, be sure to place them below.
    Posted in: Suggestions
  • 2

    posted a message on XP from farming
    I do a lot of farming in minecraft, but personally, I think there should be a bit more of a gain from it. Often in farming, you get far more than you actually use. Not much of a point in gathering all that, right? Well what if there was more of an incentive for it? XP anyone? Because you can get so many crops, the amount of xp gained would probably be low, but some crops, maybe the less useful ones (so that there's more of an incentive in farming them), could give more xp than others.

    Basically, it would be something like the following:

    Wheat: 1/20 chance of getting 1 xp
    Cocoa bean: 1/15 chance of getting 1 xp
    Sugarcane: 1/15 chance of getting 1 xp
    Melon: 1/10 chance of getting 1 xp
    Pumpkin: 1/5 chance of getting 1 xp
    Posted in: Suggestions
  • 2

    posted a message on Teleporter
    Alright, it sucks when you get lost or stuck somewhere. It can take forever to get home! Sure you can kill yourself and respawn in your nice warm bed, but at what cost? All your stuff? What if you have more diamonds and emeralds than you've ever seen before? And this isn't even an option in hardcore mode. This can get difficult. Well, what if you could simply teleport home? This might seem too overpowered, but what if even one teleporter (which can only be used once) was a bit expensive to make? Then this might be okay. Here's the idea:

    An expensive item that, when used, teleports the player back to the spawn port or bed, however can only be used once.

    Simple enough? Expensive enough? You might always want to carry one of these if you're lost! Now how do you craft this thing? How about like this?:



    The eye of ender makes it manditory to kill a few blazes and endermen if you want one, (both of which can be done independent of diamonds if you know how to make a nether portal without a diamond pick), the diamond makes it so that you absolutely need a diamond to make this, and the redstone just makes it seem like it's an actual functional item, as it makes most things that it's used for.


    Ideas? Thoughts? Suggestions?
    Posted in: Suggestions
  • 1

    posted a message on Redstone Block
    Been suggested hundreds of thousands of times before. If it's something to with redstone, at least give it a function other than lighting.
    Posted in: Suggestions
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