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    posted a message on Flowing sand, layers of sand

    How are you going to code it and make it work?

    If a block of sand higher than 1 layer is surrounded by air, every n tick the air will fill with 1 layer of sand and the original sand layers will decrease in size.

    As the result may be an impossible division ( eg a layers of 2 surrounded by 2 blocks of air, each block should countain 2/3 cube meters of sand), the calculation will be rounded randomly , so we'll end up with a whole layer thickness.


    Will it go through blocks with gaps, even if they are visual?

    I did not think about it, but that would be a great thing if sand was able to go through things, maybe even boots and armor (in that case it would be a kind of slowness debuff) ; and it would definitely increase the map's badassness (I'm already thinking of an empty room with only a thin string/fillet I don't know how to say this flowing from the ceiling)


    Lag. Lots of lag. Minecraft already tends to lag a bit on PC.

    I'm not a professionnal of game physics, so if I was a developper I would add this only as a gamerule. (but I'm pretty sure that the 8-layers system explained above won't be that much a problem, meanwhile I won't force players to use a feature making them laggy )

    Posted in: Suggestions
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    posted a message on Putting any item on a banner

    You are right, but the current way to make a picture on a banner is very random ; for example there is a way to draw a baguette : but it is not logical, and I'm sure there is a lot of combinations that would give a good result...but they have not been found yet.


    Something I forgotted to say is that you'll have the possibility to display any entity's head on your banner, and even players' faces !

    Posted in: Suggestions
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    posted a message on Fire spreads better
    Quote from echoniteยป

    And why do people that like fire as it is need a gamerule? Why not ask for a gamerule for your needs?


    I agree with you, I edited the first post.
    Posted in: Suggestions
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    posted a message on Pickaxes and shovels have a cooldows like other tools

    @praetorious First of all, yes it is. Almost all the passive mobs are inspired from real animals, and the gameplay (mining, cooking, fishing) is similar to what would happen irl. But this is a rather complicated debate, which would be useless here because the main reason why I had this idea is that the pickaxe gives the feeling not to be tangible because of the animation, and that improving this aesthetic animation would improve the feeling of the players : it's not only about realism.


    But here we are talking about a subjective point of view, so I don't blame you for having your own : if you don't like my suggestion, that's your right and you have to say it.

    Posted in: Suggestions
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    posted a message on Infinite reach for creative

    @killerpike I think a solution would be to make it a customisable option, so the players who don't want to lag would just be able to adjust the value.


    @douwe265 I thought the benefit was obvious : you don't have to move if you want to break/put a block in a far spot.

    Posted in: Suggestions
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    posted a message on Fire spreads better

    I would love to use fire in my maps, but it is way too random to make something aesthetic (eg a house burning for the scenario of an adventure map) or even functionnal.


    It would be cool if the behavior of fire was stable and predicable.


    (if haters want their random fire back, give them a gamerule) edit : as this feature would be mostly for map-makers, and as the survival game need a realistic fire rather than a stable one, the gamerule will be set on "random" by default

    Posted in: Suggestions
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    posted a message on Infinite reach for creative

    Please give me one reason to not give infinite reach to creative players.


    edit : because of performance loss, the reach lenght should be a customisable option, so the players who don't want to lag would be able to adjust the value.

    Posted in: Suggestions
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    posted a message on Pickaxes and shovels have a cooldows like other tools

    Since I started playing, I felt confused because of the pickaxe being shaked like if it weighted nothing. It would be more realistic and much more aesthetic if the pickaxe (and similar tools such as the shovel) worked with several strokes, with a cooldown like the weapons.


    There would be two possibilities : either the game remember the strokes or it does not.

    In the last case, the gameplay would not be affected, and the update will only be aesthetic...very simple.


    ...but if the game remembers which blocks have been struck (eg by making some cracks appearing), it will allow a tons of other features to be added ! Some are a little off-topic so I'll put them in "spoiler" and ask you to focus on the main idea.


    Some ideas :


    -will the game keep the cracks in mind forever or will they disappear whe, the chunk they're on become inactive ?

    -some structures will be generated

    -concrete would be able to repair blocks

    -the player would be able to put more effort into mining, giving it more speed and more powerful strokes, but it will consume more food and the pickaxe will be damaged faster

    -the "zombies breaking doors" feature would be changed


    Posted in: Suggestions
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    posted a message on Banner matters / Banners matter

    @Sarinilli I understand what you mean, some items (eg the sword or the redstone wich are used in every youtuber's banners) would be very useful on minecraft banners meanwhile other ones (bread, sand...) would be almost never used.

    Posted in: Suggestions
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    posted a message on Strays should drop the necklace they wear. The necklace should be used to tame skeleton horses.

    I agree with you that the necklace should be dropped, but I feel like its effect should be different.

    Posted in: Suggestions
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    posted a message on Add Nuclear Mechanics!

    First of all, I don't think this fits in minecraft universe... that's like adding electronic devices or guns : it would be cool, but it won't happen unless the devs make the choice to do it.


    And your ideas does not seem to be very logic : why would you do so much steps just to have a big redstone signal ? (not speaking about the potion wich is just unplayable).


    IRL, the main uses of nuclar energy is electricity and atomic bombs : Minecraft does not have any electronic device, and the bombs would be useless as it is a medium range first person game. Thus, nuclear energy is not a thing that could be "minecraftified".

    Posted in: Suggestions
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    posted a message on Battle Boats

    @scotsmiser 100% true, the bonus items should be added while crafting.

    Posted in: Suggestions
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    posted a message on Banner matters / Banners matter

    @wolftopia You are right about that. It could be a solution that the game has a "villages that can be attacked" file, and just sometimes add a value "attacked" on it, and if the player visit a chunk with the "attacked" tag, the zombies will be generated.


    @scotsmiser you are right, this fits much better as a mod than as a vanilla upgrade !

    Posted in: Suggestions
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    posted a message on Putting any item on a banner

    As a french, I'm really sad I cannot have a baguette (you call that "bread" but that's definitively a baguette) on my tricolor flag. And I'm sure a lot of other items would look good if they were painted on a banner (redstone, potions, weapons...).


    If you want to display something you don't want to loose (eg the dragon egg or your diamond sword), there would be an "Artist" villager who will paint the item on the banner. (you give him the banner, the item and some emeralds and he gives you back you item, and the banner but with the item drawn on it.

    Posted in: Suggestions
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    posted a message on Banner matters / Banners matter
    (I wanted to do a rime but whatever I use plural or singular, there is alway a "s" that ruins it)

    I'm a bit sad that banners are only aesthetics, it would be so cool if they could impact the gameplay !


    Whatever the devs do I'll be happy, but still, here is my point of view : each structure owns a banner wich is put in various places in the structure and worn by some inhabitants. There can be different possibilities, here are some examples :


    -some structures are independant, they do not have any link with other ones (eg a witch hut) : their banner is unique


    -some structures belonged to another one, but not anymore (eg a mineshaft wich was owned by a village) : their banner resemble the owner's one, but seems older (some details wich are on the modern banner will not be on the old version). There is no interaction between them.


    -some structure are dominant, and some other structures are belonging to them (eg a village wich dominate another one) : the suzerain and the underlings' banner have the same background, only the symbol changes (of course the suzerain have a strong symbol such as a skull of a creeper, while underlings have abstract motifs). It is also possible that the underling has its own unique banner, and use the suzerain's banner in addition.


    The player can choose to use and wear any banner he likes : if his banner is unique then the game won't care, but if he shares a banner with one of the structure then he will not be attacked by their mobs and will have better prices.


    If a banner is endangered (ie if the player's house or the village is attacked), they can ask for help, and thus its allies must help. If they don't, the betrayed has the right to attack and destroy the betrayer. (The stucture will also feel betrayed if the player kills one of its inhabitants or steal from the chests)


    The structure that are the most powerful (ie owning golems, mobs... : thus the most useful in case of attack), are often the dominant one, so if the player wear their banner, he'll become an underling wich means that he can be asked to pay taxes.


    It could work well in multiplayer, in wich the AI and players factions will mix up.

    Posted in: Suggestions
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