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    posted a message on minecart suggestions
    I have been working on this idea for some time, and I now feel that it is ready to be critiqued on these forums. So here goes nothing.

    Improvements/Changes to Minecarts
    1. Connecting Minecarts


    It has finally been confirmed for 1.5 that minecarts will be able to be linked together, a feature I have wanted for some time. I thought that there should be more than one method for connecting minecarts.
    The first method is by using slime balls and iron ingots, in this recipe:

    http://imgur.com/vFqQEoU

    You get three sticky connector sets. One set is attached to a minecart by shift clicking it while holding the connectors. When two minecarts with stick connectors collide, they are connected. This connection can only be broken when one of the carts is broken.However, perhaps you want connectors that don't have to be reattached to each minecart when you want to reconnect carts. Or perhaps you want couplers that can be disconnected by passing over a powered activator rail. For that, you need couplers.

    http://imgur.com/xg6nB6K

    This gives you three coupler sets. They are put onto a cart the same way as sticky connectors. Carts connected with couplers can be disconnected by shift-left clicking one of the carts. To avoid them reconnecting, the formerly connected carts slowly move about a half-block apart. And, as mentioned before, powering activator rails can disconnect carts coupled together (which I'm sure could be used to help make a cart sorting yard to some extent).
    2. Propulsion

    So now we can more easily use powered minecarts for transportation (we no longer would have to use powered carts to push an empty cart, let alone stand on the powered cart, facing the direction you want to travel, put in as much (char) coal as you think you'll need, and jump into your cart before it gets too far away). But powered carts still have a couple flaws (at least in my mind):

    -Powered minecarts travel far too slow to be any sort of alternative to powered rails, aside from being far cheaper

    -If you want a train to be able to go in two directions, one must either put a powered minecart on either end, break the powered cart on the front and move it to the back, or put a turn-around loop at the ends of the track

    The first problem should have been solved a long time ago. The top speed of powered minecarts should be increased from the current, meager 3.2 meters a second, to a more reasonable 5 or 6 meters a second. To completely erase both problems however, either powered minecarts need the feature I am going to mention later, or an "enhanced" powered minecart could be added, possibly crafted like this:

    http://imgur.com/QQ2y9Zr

    (This may be considered an unnecessary addition, and I'll include an option in the poll about it. If you agree with the thinking that there shouldn't be a second version of a powered minecart, please consider the following information to apply to the currently existing powered minecart).
    Enhanced powered minecarts are superior to "regular" powered minecarts in a couple ways:

    -they have a top speed of 7.5/8 meters a second, compared to my suggested powered minecart top speed of 5/6 meters a second-enhanced powered minecarts,
    -as hinted at by the lever included in their recipe, can push forwards or backwards, determined by either shift clicking them (would that be possible/convenient while riding a cart?) or by including a GUI (would it get in the way of the players field of view? I'll include an option in the poll).

    This enhanced powered cart/powered cart with new features should be pretty awesome in itself, but what if you need several chest worth of storage space in your mining train, or wish to bring your whole herd of cows to your other base, several thousand blocks away? Sure you could use several powered carts, but wouldn't you eventually have too many to easily put fuel in each one? Is 8 meters a second still too slow for you? Then you probably would like your minecart system to include a steam locomotive:

    http://imgur.com/pf9ApjM

    This recipe may look a bit random, but please wait a minute while I introduce the features of the locomotive:

    -it possesses a top speed of 12(too high?) meters a second, allowing you to complete the "on a rail" achievement in a mere 84 seconds (versus powered rail taking, at best 125 seconds). As a possible compromise for its fast top speed, the locomotive may need to take a few seconds to reach top speed.

    -considering it is a steam locomotive, water should play a part in running it, right? Although it isn't necessary for it to run at top speed, water buckets can be put into the locomotive (this and some of the other features of the locomotive would most likely require a GUI) to travel at 13(if 12 is too high for the standard speed of the locomotive, this would simply be 1 meter a second higher than its normal speed) meters a second ("on a rail" in only 77 seconds!). The locomotive has an internal storage capacity of 5 water buckets worth, with one bucket worth depleted after 1 minute(is this a good length of time?). For further convenience, when a water bucket is shift clicked into this GUI, the emptied bucket moves to another slot in the GUI, to allow for quick filling of the water tank.

    -The glowstone dust included in the recipe does not mean that the locomotive will generate light, a task which would be too much for our current lighting engine. Instead, there would be a part of the locomotive that appears to generate light, allowing it to easily be seen in the dark (like the eyes of spiders/enderman)

    Locomotive recipe explanation

    -the iron door in the recipe is supposed to be a whistle, crafted like this:

    http://imgur.com/lOAuzNm

    In the locomotive GUI there will be a button. A whistle sound will be played from the locomotive as long as this button is held. Additionally, a whistle is can be placed as a block, and plays the same sound as long as it receives a redstone signal. (The whistle sound scares away mobs within 10 blocks of the whistle block/locomotive)

    -the gold block is really a bell, crafted like this:

    http://imgur.com/IKGOn2r

    In the locomotive GUI there will be a button separate from the whistle button. A ringing bell sound will be toggled by clicking this button. Additionally, similar to whistles, bells can be placed as a block and plays the same sound for as long as it receives a redstone signal

    -the wooden stairs are really a cowcatcher, crafted like this:[IMG]http://i.imgur.com/b4GzeQ8.png(In case you didn't know what a cowcatcher is, they were triangular wood/metal frames/plows put on the front of some train engines to keep things on the track from de-railing the engine). Cowcatchers would reduce the wind resistance of any cart it is attached to (attached similar to couplers) by 10%. Additionally, the cowcatcher would increase the damage and knockback a cart deals to a player/mob it collides with.cowcatcher mechanics
    Without a cowcatcher, the damage in hit-points (d) of a cart is calculated based on its speed on impact (s) and mass (m; assuming the mass of an empty cart=1; see 4) with:
    d=.8(s-2)m (rounded down to the nearest hit-point)
    And knockback in meters (k) based on the same variables is:
    k=.4(s-4)m
    Based on this, an empty cart would deal 4 hit-points of damage and knock what it hits 1.6 meters back if it collides with a player/mob at 8 meters a second.
    However, with a cowcatcher, damage is calculated with:
    d=sm
    And knockback with:
    k=.5(s-4)m
    Based on this, an empty cart with a cowcatcher would deal 8 hit-points of damage and knock what it hits 2 meters back if it collides with a player/mob at 8 meters a second

    3. Miscellaneous

    So, you have faster propulsion, minecart trains, and new sound blocks. What more could you want from a minecart related thread?Perhaps you view the inclusion of water as a bit of a chore, an annoying method for making the locomotive go faster? If you want a method to remove some of the effort of "watering" your locomotive, then you need a trough:

    http://imgur.com/ccWNjx4

    This gives you one trough block. When a trough block is placed over an infinite water source, and rails are placed on the trough block, the water meter in a locomotive is refilled by 20% (1 water bucket equivalent) when the locomotive passes over it. Additionally, (if this isn't too overpowered), empty buckets in storage minecarts would be filled with water when they pass over the trough block (assuming they could move to an empty space in the chest inventory). If I wasn't clear enough, it would refil one at a time (with a short delay between refillings to allow the water source block to regenerate below the trough block).

    In case you didn't know, troughs (or track pans, which they were called in America) were real things used in the late 19th century to allow steam locomotives to refill on water without stopping.[/font]

    [font=arial,helvetica,sans-serif]Perhaps you want a way to easily remove players (or, more importantly, mobs) from minecarts. For that, perhaps Mojang could give us something like a “kicker rail”, possibly crafted like this:[/font]

    [font=arial,helvetica,sans-serif]http://imgur.com/7h38k1B[/font]

    [font=arial,helvetica,sans-serif]This recipe gives you 6 kicker rails. Simply enough, this rail removes any mob/player that is in a minecart that passes over it when it receives a redstone signal. This would allow for easier unloading of trains carrying your herd of cattle (where you don’t want to break and replace the minecarts ,especially if you would have to reattach couplers) or the villagers you’re transporting t a new location (where accidentally hitting them could make them hate you, as compared to it doing nothing to your cows).[/font]

    [font=arial,helvetica,sans-serif]4. Minecart Mass[/font]

    As it stands now, storage and powered minecarts behave the same way as empty carts (they require the same amount of powered rails to maintain top speed, and likewise lose speed at the same rate). I think this should be changed, so that storage carts and powered carts could possibly be differentiated from empty carts. In addition, the new types of carts being added in 1.5 (TNT, Hopper, Dispenser, Spawner) could receive this mass increase as well, and the enhanced powered minecart and locomotive would have even greater masses. This could possibly be useful for a minecart station that automatically disconnects (couplers being disconnected by activator rails) and sorts a train, because (possibly), the strength given off by a detector rail could be based on the mass of the cart that passes over it (or a weighted detector rail crafted with a gold/iron pressure plate could serve this purpose).
    5. Final remarks

    -If you consider that the locomotive is too modern for Minecraft, I can understand where you're coming from. I admit it would seem a bit strange to be fighting off creepers with an iron sword, and then hop in a train and run away. However, minecarts were used in real world mines until the 17th century, and steam locomotives actually came around in the early 1800s (kind of pathetic defense for my part, considering that is about 200 years). It's kind of my favorite part of my idea, but if the public demands that it be removed from this suggestion, I will remove it.
    -If you're going to tell me the recipes are too expensive/cheap, or the locomotive is too fast/slow, please say by how much. I want to be able to improve this suggestion to the best of my ability.
    Posted in: Suggestions
  • 1

    posted a message on Gold Rush
    Quote from Panfish5awesome

    Maybe a panning bowl that would only work if you right click it on a dirt or sand block underwater and it would have a 1/5 chance to give you a gold nugget and the durability would be about 150.


    Something like this, because, unless the suggested rate in the OP is lowered, that would be a ton of gold (4 block wide x 30 block long river=120 submerged dirt/sand blocks divided by 15 blocks per minute is 8 gold nuggets every minute. Not to mention longer or wider rivers).

    But I don't think a new bowl would be needed so much as a "panning" animation when using a bowl on water in a river?

    To get back to the OP, maybe the a chunk with "density" could be 5% of all chunks generated in a world?

    As long as "luck" can only be used on naturally generated stone/ores, otherwise you could break a block with it, replace and repeat for unlimited gold with little to no effort.
    Posted in: Suggestions
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    posted a message on Redstone Microchips
    The following comes from a redstone/programing noob's thoughts on this:

    I don't think a microchip inside a microchip would be reasonable to code, let alone the basic idea of a microchip like this. My reasoning is that how would the circuitry inside the microchip function? It sounds like a lot of work to be done by one block, to replace a 10x10 circuit.

    Furthermore, I think this might defeat some of the purpose (or at least what i think is a purpose) of redstone, which is to be a fairly bulky way to make circuitry. People make redstone computers covering areas of hundreds of blocks, not by putting a few ingredients into the crafting table. Although this microchip idea wouldn't really reduce the material costs (if not increase them) or the process of arranging the materials, part of massive redstone computers is, quite simply, their massiveness.

    While I don't hate the concept (I would love to make even tiny redstone clocks take up less space), I don't know if it will work/fit in the game.
    Posted in: Suggestions
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    posted a message on Enchanted Books Improvement
    Seems like a good idea. my original enjoyment of the enchanting books came from their original ability to be combined with anything (sharpness V clock, fire aspect II porkchop, something that was later removed). I agree that enchanted boks shouldn't be consumed, but the xp cost of transfering the enchantment might have to raised slightly in exchange.

    Any durability for the book itself is unnecessary, considering the anvil can break over time (and isn't too cheap).

    I also agree that "the current magic system is far too random and grindy". The xp collecting part was somewhat improved (xp from breeding, mining, smelting, cheaper enchantments), but it's time the enchants themselves get an upgrade.
    Posted in: Suggestions
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    posted a message on Hygiene Level
    Being fun is more important than being realistic.

    And if this is added, what's next? Requiring to get shots every few days? Getting lung cancer from standing around torches too long (smoke)? Crops getting killed by disease?

    Please don't say yes to any of those questions.
    Posted in: Suggestions
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    posted a message on easy peacful mode
    I would think "very easy" would be a more appropriate name (when I saw this thread's title I thought you were suggesting something easier than peaceful)

    Also, 0.5% is very small, I think you meant 50% (regenerate at half the speed)?

    I'm pretty sure this has been suggested before though.
    Posted in: Suggestions
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    posted a message on The enchantment thread.
    Not that it matters much, but the grim reaper has a scythe, not a hoe (I think). Still, not affecting undead makes sense for that enchantment. Not to mention that hoes shouldn't be left out with unbreaking (swords have an excuse, because they can only get so powerful before it becomes ridiculous).

    The improvements to the specific forms of protection is something that should have existed for a while. I mean, come on Mojang! You make smite and bane of arthropods deal more damage than sharpness, but why not this!?

    Yes quickdraw should be incompatible with undead curse and infinity. It would make sense to have to compromise between ammo supply and firing rate.

    I'm not sure about the blocking improvement enchantments, as blocking prevents 50% of damage already. Possibly reduce this base to 25%?

    Vigor V sounds a bit OP to me, maybe make the minimum level for regeneration decrease by 1 each time? Regeneration at 11 would still be pretty awesome.

    Executioner, although an ominous name, sounds awesome. I want it to be added so I can build up a collection of trophies from creepers.
    Posted in: Suggestions
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    posted a message on Pistons Pushing Obsidian & Bedrock
    1. Could you stick with a non-cursive text? This is a bit hard to read
    2. This inability to push obsidian and bedrock is intentional,and should never change. It would create a griefer paradise, where no one is safe. Bedrock has to remain immobile and unaffected by the environment.

    I'm sorry, but this is a horrible idea.
    Posted in: Suggestions
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    posted a message on Add sports...


    Quote from JellyBellyFred


    Plz don't tell me you can get this in a mod or it doesn't fit into minecraft.



    I have to not follow the second part of the statement and say this just doesn't fit. While it would be an amusing thing to see in a Machinima (a game of baseball between players and zombies xD), it sounds like something that honestly is completely unrelated to almost every other aspect of Minecraft. I think Jeb would add tons of other things first to flesh out Minecraft (background noises, Nether/End content, new ores, etc.) before sports

    I just can't see this being added.
    Posted in: Suggestions
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    posted a message on The Dragon Thread: Let's Get the Red Dragon Into Minecraft!
    Quote from Luckyzin

    Egg: Only hatch when near level 15 Light. Being "Tamed" Only makes him not attack you, and attack hostile mobs when he leaves the lair instead. It needs 500 Of each meat to do that.

    What do you think 'bout it, OP?


    If you're going to be able to ride a dragon that can spew fireballs, no matter what the fire rate, it should require a massive "offering" like a pile of over 1000 meat, not scales. I know they would be a bit hard to get, but if I were a dragon and you offered me scales, I would identify you as a threat and either fly away or roast you.
    Posted in: Suggestions
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