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    posted a message on Some small modifications I feel Minecraft needs

    Hi.

    These are some small changes I feel would make the Minecraft experience that little bit better. None of these are major game-changing implementations and most of them wouldn't really make the game any different. Some of these are for mapmakers, some are for builders, and some are for general use. So here they are: no new mobs, dimensions, and all that, just some minor modifications. NOTE: Most of these turned out to be about commands, but I guess that's just me. I like commands. :)


    1: World search bar

    Now this is one I've wanted for ages. You know when you've been playing for a while, and you've got loads of worlds; the list seems to go on forever. Not only that, you don't know what's in half of them. With the 1.9 update bringing icons for worlds, this has made it a little easier to determine worlds, but I find a lot of the time the pictures are of something insignificant, such as a dirt block. This could be as simple as I've put it, a box at the top which sorts through world names, or could have a little more options, with a dropdown menu allowing different sorting methods [date created, latest played in etc.]. All the same, this would be a neat feature to help find that one world with the mountains of TNT and pigs. you know the one...


    2: /itemdata command

    This is quite a simple one [probably will say that for everything on this list], and has no implications in any survival world, but would be a useful tool for any mapmakers, to speed up the process of customising items. This command would be written as follows:


    /itemdata <player> <{data tags}>


    This is for when you have a item [eg. a diamond sword] and want to make it unbreakable and have a Luck of the Sea enchantment, for whatever reason. Normally you would have to get rid of the sword and use /give, but this makes it easier. Furthermore, what if you gave yourself the enchanted diamond sword, but forgot the Unbreakable tag. Then you would need to rewrite the /give command, then get rid of the original diamond sword, then give yourself the new one. /itemdata would make this a lot easier.









    3: Small feature for /fill and /clone


    Another request is to add a feature to /fill and /clone, so when you enter the first two coordinates, without anything else, the area should be highlighted, similar to a structure block. This would make figuring out /clone, as well as making sure what you are doing is right, a lot easier and clearer. The highlighted box would disappear once the command was executed, a new command was run or you left the spawned chunks.


    4: More choice with /enchant


    I feel this is perfectly reasonable, since the /enchant command is obviously "cheats", but my suggestion is to make the /enchant command available to enchant any item with any enchantment of any level, even if not normally possible. But hey, lots of impossible things in survival can be done easily with commands. There really shouldn't be limitations, since /enchant is a command.



    5: New achievement title:


    This would be an addition to the /title command, and would allow players to create custom achievements that look better and fit with the game. This would work as follows:


    /title <player> achievement <{stuff in curly brackets that's usually there}>


    The extra/modified options in the curly brackets are below:

    To replace "text": "text1" and "text2" [refers to the first and second lines of text in an achievement box]

    To replace "color": "color1" and "color2" [same as above]

    "icon" [refers to the small item/block image that appears]


    This could be cool to easily add custom achievements to adventure maps and custom command block creations, and also fun.



    Note: I used sneakiness and an existing achievement [kind of obvious]


    That's my ideas, decide in the poll what you think, and suggest similar ideas in a comment. Thanks for reading!

    Posted in: Suggestions
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    posted a message on Cool way to make tables with a resource pack without modifying models!

    new screenshot:

    Posted in: Creative Mode
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    posted a message on Cool way to make tables with a resource pack without modifying models!

    I was messing around with textures while making resources for a map I'm working on when I thought of this idea. I kind of liked it, so I decided to make a small tutorial on it, for anyone looking for... tables, I guess.


    Pretty much how the idea works is it's a retextured cobweb on top of a retextured carpet. The cobweb looks like two legs, sort of in an arch shape, and the carpet is like a tabletop. Because of the way cobweb textures work [the way the texture is in a criss-cross over one another], the legs of the table line up to the sides of the carpet on top of it, looking quite like thin legs. This is no practical use, because of the cobweb looking like table legs, but this is just an idea for mapmakers who are having trouble making a table design with a JSON model.

    Some pics are attached [in order, a complete design, the cobweb texture, and the carpet texture.].


    Hope someone finds this useful!

    Posted in: Creative Mode
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    posted a message on Weird behaviour of half slabs on ice.

    Cool stuff. So this is a known thing. Thanks!

    Posted in: Discussion
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    posted a message on Weird behaviour of half slabs on ice.

    I was experimenting with the new-ish "Boats on Ice" feature [which is amazing, by the way] when I came across something interesting about placing half slabs on top of ice. I found that when you walk over it, the half slab has the same "slippery" properties as ice. However, when I tried running the boat over it, it behaved just as it normally would on the ground, moving very slowly. I haven't tested this with mobs yet, but this could be a cool feature for some kind of map or game.
    Is this new, if so how long has it been around for? Also, what are any uses you can come up with for this?

    Posted in: Discussion
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    posted a message on Ideas for map continuation???

    thanks, will try my best to incorporate something like this.

    Posted in: Creative Mode
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    posted a message on Ideas for map continuation???

    UPDATE:

    I've made a "virus", a really weird-looking mob that "splits into two" when one part is killed. Here's the command to summon it:

    /summon Skeleton ~ ~1 ~ {CustomName:"Grumm",CustomNameVisible:1,Tags:["virus"],ArmorItems:[{id:leather_boots,Count:1,tag:{ench:[{id:70,lvl:0}],display:{color:11796272}}},{},{},{id:prismarine,Damage:2,Count:1}],HandItems:[{id:skull,Damage:5,Count:1},{id:skull,Damage:5,Count:1}],ArmorDropChances:[0.0F,0.085F,0.085F,0.0F],HandDropChances:[0.0F,0.0F],ActiveEffects:[{Id:1,Amplifier:2,Duration:19999980,ShowParticles:0b},{Id:14,Amplifier:1,Duration:19999980,ShowParticles:0b}],Passengers:[{id:"CaveSpider",CustomName:"VIRUS",CustomNameVisible:1,Tags:["virus"],Glowing:1b,ActiveEffects:[{Id:14,Amplifier:1,Duration:19999980,ShowParticles:0b}]}]}


    NOTE: The mobs are given a Strength 1 effect to make them more challenging.

    Posted in: Creative Mode
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    posted a message on Real Working City/Kingdom/Village (Unfinished)

    Looks cool.

    Naming the kingdom depends on what you're planning to use it for

    [like battle stuff, or more adventures?]

    Posted in: Creative Mode
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    posted a message on Ideas for map continuation???

    I've began to make a minecraft puzzle/adventure map based around artificial intelligence, where the player is spawned into a small chamber watched over by a voice, [which is the AI itself], play around a bit but quickly get launched into an unnecessary quest into the completely unknown, fighting glitches in search of a required object [which's details will not be revealed yet].

    I've run into a bit of a mapper's block, you could say, and don't know what else to include that i haven't already.

    Any ideas?

    Posted in: Creative Mode
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    posted a message on Summon Skeleton that cannot die or move.

    An example: /summon ArmorStand ~ ~-1 ~ {Passengers:[{"id:Skeleton"}]}
    That should work in this situation.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on /replaceitem help

    not as late as i thought, however

    Posted in: Commands, Command Blocks and Functions
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    posted a message on New Minecraft Launcher

    The inbuilt skin changer looks very useful.

    Posted in: Recent Updates and Snapshots
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    posted a message on /replaceitem help

    I know this is late, but I think I know why the /replaceitem doesn't work.
    I'm guessing the snow golem's pumpkin head is actually part of the model rendering, rather than an item on it's head. You'd probably need to modify the pumpkin's texture to make it transparent, or something.

    Hope this helped someone.

    Posted in: Commands, Command Blocks and Functions
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