A while back notch said that water bodies would not all be located at y=65. And they arent. They are somewhere between 64 and 66. When I heard this I thought it would be some 30 block difference between water bodies, but nope. Sometimes we get a glitched pattern when the water level does down by one but thats it.
We need waterfalls that look something like this
Picture from inHaze's custom world
http://www.planetmin...nforest-valley/
Input Needed
Fill in the poll and a comment with what size you think waterfalls should be. Do you want to see waterfalls that are as humongous as the one above or do you think they should be somewhat smaller?
According to the current poll results, it looks like roughly 22% want waterfalls that are not quite as big as the one above and almost 100% support adding waterfalls.
Support the thread
Copy this into your signature box if you support waterfalls
<a href="http://www.minecraftforum.net/topic/944112-waterfalls/"><img src="http://i.imgur.com/e2dvN.png"></a>
It looks like this
Thanks ObscuryT for the banner
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1
Since it is a mapmaker oriented item, I would normally say to not be craftable buuuut I bet those hardcore redstoners would find a way to make something crazy with it in survival somehow. Possibly some kind of super advanced sorting mechanism.
Support!
1
This is a no-no in the world of Minecraft Forums. All ideas must be fleshed out and full of information and all ideas need to be closely related.
This thread is both Vague and a Wishlist.
2
While this does get annoying, I think it should be kept intact. Mobs fighting eachother is not only hilarious at times, but is a great strategic thing to do.
Once I was in a horde of skeletons, one of them was in full diamond. I got the skeletons to attack their diamond clad leader thus making the fight much easier.
No Support, but I would like to see it as a NBT tag of sorts.
68
1) Being 100% player pushed with no other speed beside the forward key Half a heart, Only knocked to next adjacent block.
2) Going the speed as if you were on a straight line of Powered rails: 2 Hearts, Knocked two blocks away.
3) Manually Uphill: No damage or knockback, minecart is instead pushed back.
4) Max speed downhill: 7 Hearts, 5 block knockback
5) Falling Minecart (with nothing inside): 9.5 Hearts, 5 block knockback. (4.5 Hearts if wearing a Helmet)
6) Falling Minecart (With passenger or Furnace/Chest): 10 Hearts, 5 Block Knockback (Only 5 Hearts if Mob/Player is wearing a Helmet).
-When a Minecart hits a mob/player (Regardless of what mob/player) it will lose 10% of its speed.
- When two Minecarts hit each other they will both bounce off each other (as they do now)
- When killed by a Minecart the death message would be (Player) was hit by a speeding Minecart.
-When pushed into a Minecarts path by a Player or mob the death message would be (Player) was pushed into a speeding Minecart by (Killer)
-When killed by a falling Minecart the death message would be (Player) was crushed by a falling Minecart.
-When pushed into a falling Minecart the message would be (Player) was pushed under a falling Minecart by (Killer)
-Minecarts no longer can be pushed when on an unpowered Powered Rail.
-There will be a gamerule called /cartDamage (True/false) that toggles Minecart damage.
-You only take damage if you are in the next block the Minecart will enter (That means pushing from the back/pushing mobs in from the back will not hurt you or them)
-When you damage a wolf or pigman via Minecart, they will NOT agro towards you (unless already mad of course). Also, zombies will NOT summon other zombies when damaged by Minecart.
2014 Changelog:
-Added changelog
-Changed downhill damage from 8 to 7
-Added murder death message
-Added Poll
-Added Falling Minecart Info.
-Added Tags
-Added third question to poll -Added Reduced damage from helmet wearing from no occupant minecarts (Should of been there already) -Added "Gameplay" tag - Poll Results: Mobs will have normal drops. Minecarts will keep the same damage as before poll. The gamerule will be called cartDamage
2015 Changelog:
-Added section about agroing monsters.
2
If you were directing the question towards the thread itself, the answer is no. Thank you for saying this though as it warrants an Update to the OP after a year
2
Turns out that they love Clownfish more than the rest.
-Changed Ocelots instantly being tamed to having an increased chance.
-Added squids eating your clownfish.
4
Welcome to the Forums Jhonter!
For a first suggestion, you did very well. While it is a well thought out and well made thread, I still have to say no support.
I myself find the hunger bar enough of a micromanagement as it is, and I am someone who loves the hunger bar.
I also think that having an additional bar would make the screen sort of clustered.
No Support, but good work on the thread anyway buddy.
1
Have you ever been in a cave and suddenly had a horde of zombies on your back then proceeded to block yourself in with gravel or cobblestone?
This makeshift wall just kept you safe from all the creatures that wanted you dead. This is a little unfair to these monsters that just tried so hard to kill you. They deserve a way to get to you after you throw down a few blocks of gravel.
I am proposing that Zombies (and Pigmen) should gain the ability to break blocks. Now I know you are probably thinking something along the lines of: "what about my house" or "this guy is crazy".
But the catch here is that they can only break "newly" placed blocks. A newly placed block is a block that was placed by a player in the last 5 minutes.
So if you are in the situation mentioned above then the zombie chasing you would be able to break that block as it was just placed. But if you are inside of a house that you have had for more than 5 minutes then the zombie couldn't break through the blocks.
As for the timing, the zombie would need the time that it would of taken to break the block with the appropriate wooden tool.
This would also mean you would need to guard your builds as you start to work on them.
If you see any major loopholes or issues with this suggestion please say so.
-Thank you
1
First off: I love this idea and I support it. But I do see 2 errors on your part regarding the potions.
In every other potion, its parts to make it are 100% renewable. Ardent Dust is not. You need some way to make it renewable (make it a rare drop of pigmen or something).
Also, its default effect is negative unless in a splash, with its corrupt being positive when drunk. To match all other potions it should make a obsuricty potion by default, then can be corrupted into a shining potion.
Other than the 2 things that would break the pattern of all the other potions, I support.
1
Support