You come up with the best update names! That post makes me laugh every time! xD
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Aug 28, 2015DragonTamer223 posted a message on [1.17.1] Steven's Traditional (64x) | A faithful/default styled resource packPosted in: Resource Packs
Yes! You are the best, man! THE BEST!
Aug 26, 2015DragonTamer223 posted a message on [1.17.1] Steven's Traditional (64x) | A faithful/default styled resource packPosted in: Resource Packs
Oh right. Edited my post.
Aug 26, 2015DragonTamer223 posted a message on [1.17.1] Steven's Traditional (64x) | A faithful/default styled resource packPosted in: Resource Packs
Finally i can play 1.9 with the pack! Awesome! *does a weird robot dance*
Aug 24, 2015Posted in: Resource Packs
Yay, updates! But, when are you gonna update the base pack?
Aug 20, 2015Posted in: Resource Packs
Have you uploaded the new 1.9 textures? Cuz i really want to play snapshots with the pack. (And i hate when it says "this pack is incompatible" or whatever it says.)
Aug 6, 2015Posted in: Resource Packs
(If somebody already posted this i`m really sorry. I checked your TO-DO list and it doesn`t say anything about this bug (or i might have skipped it))
I noticed that chainmail armor looks really weird in the inventory. I don`t know if this is intentional (AND it probably isn`t) but it annoys me alot.
Jun 26, 2015DragonTamer223 posted a message on A Brush More Colour - Soft, Warm & Vibrant - (Week 31 - Saplings & Wood Tools)Posted in: Resource Packs
I will download it when its finished... Otherwise great pack!
EDIT: Changed my mind, i`ll download it ASAP
Jun 7, 2015DragonTamer223 posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]Posted in: Recent Updates and Snapshots
Jun 6, 2015DragonTamer223 posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]Posted in: Recent Updates and Snapshots
I think you can`t hold a map and something else at the same time, since from first person map requires two hands.
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Jul 4, 2014IStealYourRAM posted a message on [1.17.1] Steven's Traditional (64x) | A faithful/default styled resource packPosted in: Resource Packs
Steven's Traditional is a Minecraft resource pack that stays faithful to the original art style
of Mojang's Minecraft Default while having an own touch of beauty.
Downloads can be found in the "Recent Files" section!
(For old versions please check the Downloads Section on the Official Website!)
To stay up-to-date about everything, join the Discord server.
You can find me easily and I can react to new comments or help faster
when there are any problems with using my pack.
1.17 is FINALLY out, I fixed a lot of bugs, improved lots of textures and
tried to add a lot of user feedback from the discord so I hope you will enjoy this update!
Also note that the website is currently down, but you can also see the changelog on the CurseForge website after clicking on a file in the "Recent Files" tab!
You can find additional screenshots on the resource pack web site!
1.12 | 1.12.2 | 1.13 | 1.13.1 | 1.13.2 | 1.14
1.14.3 | 1.14.4 | 1.15 | 1.16 | 1.17
18W43C | 18W46A | 19W05A | 19W13B | 19W34A
Steven's Traditional is a 64×64 resource pack that is inspired by Mojang's default Minecraft textures, but in a higher resolution, going from 16×16 pixels to 64×64 pixels, which is four times the texture size that the default resource pack supplies, allowing for more detail.
Not only does this Resource pack supply a more detailed look, but it also prevents the known hassle of using a new resource pack and not knowing what block is what due to the textures being changed too much.
This effectively also prevents the usual problem when joining servers of having builds look weird because of your pack having different textures from the default look.
Another good feature you have is the Online Website where you can always find all downloads with changelogs, a media page with screenshots made by various users as well as a online customizer that lets you pick your own textures and create your own pack with ease and many more useful pages!
We also have a little Discord community that is always open to new people in case you have any questions, requests or need some help with a problem you are experiencing. You also can post your own screenshots and maybe get them featured on the website as well and talk with other users who use the pack as well!
So if you are looking for a faithful resource pack give this one a try! You won't regret it!
Fast updates | Complete |
Mod support| Connected textures| Online changelogsTraditional/Faithful | Customizer| Discord server | Online website | Downloads archive Alternate textures| Custom menu interfaces
For a detailed list of features you can check out the website's feature page!
You can find all download links in the "Recent Files" section of the CurseForge Post!
(For older version Downloads check the Downloads Section on the Official Website.)
If you want to support me by donating some money for the work I'm doing here
you can do so below using by using my PayPal.me URL below!
Kristoffer Zetterstrand for his original Minecraft Paintings.'
His Website: Zetterstrand.com
Some textures were once originally made by Affinite.
MCF topic: Affinite's Faithful 64x
The smooth wood / planks textures used in certain places was made by jojojea86.
MCF topic: Jea's Traditional
My friends and everyone who gave me constructive criticism!
Thank you very much! <3
Affinite allowed me to use some of his assets after I asked him in a PM:
PM details: [https://www.stevenstraditional.com/images/main/legal_affinite.png|_blank]MCF Private Message
Jojojea86 allowed me to use his wood textures after I asked him in a PM:
PM details: MCF Private Message
Aug 22, 2015Balduran posted a message on B14 - An experimental, long overdue texture pack. 10x10, 4 colors per blockPosted in: Resource Packs
This pack started as a challenge posted some 3 years ago, but I found it so much fun that I continued to work on it.
Problem is, because of the... unusual resolution, it refused to work properly without technical difficulties.
Now, with the new format, it works properly, which encouraged me to finish it up and release it!
I can't imagine it becoming very popular, but I want to release it out into the world.
The pack features:
- 10x10 resolution - Experience Minecraft in a new way
- 4 Colors per object (Usually. Had to cheat a bit with a few things like Horses or Ores)
- 1.8.9 Support
- Random Mobs support
Credits to Misa for the Colormaps.
Thanks to Alvoria for making this happen again.
Thoughts? Comments? Feel free to post, just bear in mind there's a 2-3 year gap between some of the textures, so expect an overhaul of the older textures should this gain any popularity.
Seeing how my pet project is done now, I don't have anything to tinker with in the background - As such, I'm open to mod support suggestions. Back in the day it had partial Tekkit support, but that's loooong outdated now.
1.0 - Vanilla
1.1 - Added mod support for EE3 and Thermal Foundation
1.2 - Added support for Twilight Forest, fixed/changed some textures.
1.3 - Proper Portal texture, fixed Aurora blocks, Mystcraft support, Agricraft support, Thermal Expansion support
1.4 - Upcoming
Jun 6, 2015Posted in: Suggestions
A new, easier skin-changing option
Alright guys, I'm back, and I'm ready for some criticisms
This idea is fairly simple and doesn't warrant much explanation. In the .minecraft folder would be a new folder, named skins. It would be quite similar to the resourcepacks folder, but with a very different purpose. When you open this folder, you can add skins. Just throw those .png files in there, the ones than you would usually upload to minecraft.net, and proceed to the next step!
Then, all you have to do is log into your Minecraft game, boot up your favourite world or server, go into you options, and bam! There is a new option! Just like you can change your resource pack ingame, a new button labelled 'Change Skin' would appear. Clicking on it brings you to a screen almost identical to the resource packs screen, but you choose a skin.
Note that skins are not stored client-side. Every time you open your Minecraft game, all skins in the skins folder would be uploaded to minecraft.net there and then, connected to your account, so changing skins in the 'Change Skin' menu would be quick and easy. As soon as you select a skin, the game would already know exactly what that is and would update your appearance. Editing the skins folder, however, would probably require a relog. A 'Reload Skins' button could be added to the menu, which would upload all skins to Minecraft.net and add them to the 'Change Skin' menu could be implemented, but my knowledge of the game's inner workings is not great enough to know if this magic button would cut it. Heck, I don't know if any of this would.
Now you might be wondering, who would use this? Changing a skin isn't hard. Well, I for one would. I know I can't speak for everybody, and I'd like everybody's honest opinions, but I think there are some uses I can list here. First, while changing skins doesn't take long currently, it's tedious. This change would make things more similar to the console version (but with customisation ), in which changing skins is as simple as clicking a button.
Also, a lot of people who like to roleplay ingame could find use in this. I don't just mean people who go on servers specifically to roleplay, I'm sure plenty of us like to have skins for certain ocassions, right? Christmas and stuff? Well, I know that there are people in this game who go further with that, and like to change skins just for fun to show changing clothes and such if they, say for example, go farming or fishing. I'm not one of these people, certainly, and maybe you aren't either, but maybe you would be if changing skins was so simple!
Another thing that you may be wondering, and that I've been wondering too, is how this will operate with the current system. Well, the answer is fairly simple. If you upload a skin via minecraft.net, it will change your skin, but the skin will not be stored, and you will not be able to access it through the 'Change Skin' option. If you change it again via the classic minecraft.net method or the new, ingame, method, you will not be able to access that skin without reuploading it from minecraft.net like you usually would. The 'Change Skin' option would only work for skins inside the skins folder.
Well, that's it from me. Please post your thoughts and vote in the poll, it's the best way to gauge opinions!
May 29, 2015Thermawrench posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]Posted in: Recent Updates and Snapshots
Why? Big update doesn't mean that you won't be able to run it, heck my 8 year old laptop does more than fine with minecraft.
Feb 23, 2015You haven't really given us much information - What really happens? Does Minecraft crash? Does your PC turn off? Do you get a BSOD?Posted in: Java Edition Support
Take a peek at this thread, come back and edit the info in. Then we might be able to help.
Dec 31, 2014Minecraft beds are very plain and have been since the beginning, what if you could make custom bed-sheets to customize your bed to your liking? This is something I have been thin gs about for sometime now, it may be small but it would be a neat little add on.Posted in: Suggestions
How it works:
How this would work would be you make a bed as normal, then you make a banner such as this:
(Banner made HERE)
and once it is made, you shift click the bed with the banner. The banner becomes the bed-sheets. Then if you want to remove it, you shift click it again with your hand, plain and simple. I know this is a very small suggestion but I think it would be really cool for people who enjoy decorating houses or just want to make something their own. Hope you like it!
Here is a render for a example by ThePiDay:
NOTE: I am planning on making a mod for this, please do not steal my idea. Thank you!
If you like Better Beds, please PUNCH that like button!
Aug 18, 2013Malloon posted a message on Improving trees and player behaviour around trees v.2First I'd like to state that this is a new version of a topic I posted in May. The reasons I made a new topic are twofold:Posted in: Suggestions
1. The suggestion was improved and changed drastically by the post of Ouatcheur. If I changed that topic, the first replies wouldn't make sense, and the support they showed my original idea (which I feel was inferior to to improvements Ouatcheur make) may not extend to what I decided to change.
2. I waited a long time to post on that topic, because I needed to convince my brother to make a couple of textures for me. This took such a long time I was afraid I might necro the thread if I posted there again.
There you have it. If you, moderators, don't agree with my reasoning, I'm sorry and I will shut down this thread and keep posting on the old one.
Now, TO THE SUGGESTION!
My idea is to vastly change how trees work. To sum it up, trees would be able to plant themselves, grow from a sapling into a small bush, into a small tree, and into a large tree. Trees would have roots and branches, and players can hide in leaves. I will explain how everything works according to the trees life cycle.
1. The Sapling Stage
The sapling can be planted in two ways:
1. You place it. Nothing changes here, except the sapling doesn't pop out of the ground if the light level is too low.
2. It plants itself. This works like this:If a sapling is floating on the ground above a dirt or grass block, it has a 1 in 2 chance to plant itself instead of despawning after 5 minutes. It then starts a timer. If after 10 minutes it still hasn't started to grow, it destroys itself, not even dropping a sapling. (Note: This only happens with self-planted saplings. Your window boxes are fine.)There are only three things that stop a sapling from growing: No space, not enough light, or a tree core is within 5 blocks of it (We'll get to those in a second). When the sapling starts to grow, we go into:
2. The Bush Stage
This is a bush. As you can see, it is a leafy branch block with a tree core under it. Here, the texture for the tree core is a root block, but later it gets the texture of taproot. I will explain all this now:
All trees have a tree core to store information a tree needs: Eg. If it is alive or not. The tree core also hinders other trees from growing near it. The tree core replaces a dirt block when the sapling grows into a bush. This bush grows bigger in intervals, trying to grow a few times every minute, just like a tree in minecraft now. The roots also grow progressively bigger, but always stay smaller than the tree itself. If there is an obstacle for the branches or the roots, the bush/tree will attempt to grow around it, but if it cannot grow either up top or down bellow, both sides will stop. A big tree needs big roots.
This is the second stage of the bush.
And this is the third stage.
3. The Tree Stage
Here we have a small tree. As you can see, the only thing that has changed is that the branches acting as the tree trunk in the bush have been replaced by logs and that the tree core has taken the texture of a taproot block. As the tree grows bigger, it will follow a pattern that takes it through both (oak) tree types we have in Minecraft now, but only if there is room. The trunk will grow taller, the leafy branches you see on the side of the tree will be moved up and will eventually start to grow outwards.
Not every leaf block will be a leafy branch block. In fact, as the tree grows bigger, there comes a point where first leaves grow, then branches replace them, then (sometimes) these are again replaced by logs. The roots work in a similar manner, with the differences being that there are only two stages (taproot and root block) and that the taproots do not branch off. Normal leaves can only grow one to the side and one above a branch.
This is a medium sized tree without its roots and with its leaves removed.
You may think this will cause a lot of lag; The reason it does not do this is because the intervals that a tree grows at are spaced at a reasonable degree, and much less blocks are placed/replaced every time than when a regular tree grows. And you need to remember this: All trees generated are fully grown according to the algorithm that the tree grows at.
Only if a new tree is planted will a tree start to grow. This obviously includes saplings, but remember: If a player cuts down a tree, he usually collects all the saplings, and even if he doesn't, as soon as one grows into a bush, the others can't if they are within 5 blocks of it.
If a tree is fully grown or can't grow any further, the tree core changes the intervals that it tries to grow from one or two times per minute to once every 30 minutes. If the tree can grow then, the core flips the interval times back. The core also flips back if the tree is damaged.
If a tree is damaged, it will react differently depending on which blocks that were broken. If a leaf, branch, or root block is broken, it will grow back the next interval. If a log or taproot is broken which is not within three blocks of the core, the tree will also attempt to grow it back. If a root block, branch, log or tapwood is broken, the blocks connected to it will start to decay. This also happens if a log or tapwood within 3 blocks of the core is broken, or if the core itself ifs destroyed.
The tree dissolves like how leaves decay now, but slower, so as to not make this a viable way of cutting down trees if you are pressed for time. The roots decay back into earth blocks, dropping nothing.While it takes longer for a tree to grow, the amount of wood it yields in the end is far larger through branches and (possibly, if you don't mind holes in the ground) roots.
I will now talk about each new block in detail:
1. The Tree Core
This is the tree core. It can either have the texture of taproot (for the tree stage; left) or of a root block (for the bush stage; right). If you break it, the tree dies and starts to decay. It is always directly underneath the tree trunck, one block in the earth. It drops anything that the blocks from which it derives its textures from drop. The recomended tool to break it is an axe. Silk touch does not work on it.
Taproot is the root equivalent of logs. It grows strait down from the tree core. Roots grow from it. It decays into dirt. The recommended tool to break it is an axe, but it is tougher than normal wood, and as such takes a bit longer to break. It is crafted in the same way as wooden logs, yielding 4 planks.
3. Branches and roots
Branches and roots are most often seen with their respective outer coating (leaves or dirt). They can lose these, though. Branches could lose their leaves in winter (I will explain this more below) and roots will definitely not have dirt on the outside if they grow into air (a cave, for example).
An axe is the best tool to break either one, though if you want them without the covering, you first use some shears on the leafy branch or a shovel on the root, giving a normal root. Branches and roots can be placed like logs, but will only connect to each other if placed directly (a bit like hoppers). They also grow like this. I will repeat the image of the tree above, so you can see what I mean.
As you can see, the branches "stretch" a bit to connect. They don't connect automatically, otherwise this would result in loops. This lets branches and roots run parallel. There is even enough space between parallel branches for a player to walk between them. Sometimes, a branch is low enough for you to jump onto it: This may let you climb the tree, if there is room to navigate through the branches.
Branches (leafy and normal) and roots(dirty and normal) drop themselves. Both can be crafted into one plank per item. Leads can also attach to branches, like with fences.
I only addressed oak trees in this suggestion, for simplicity's' sake, but I can tell you the birch trees would be the same, pines would have smaller roots and jungle trees would have one core in one of the four corners and have very wide, but not very deep roots. These trees would also differ in the range that a sapling can grow with proximity to a core block.
That is more or less how trees work, but I have one more addition and one change that I think would be useful:
Players can walk through leaves and the leafy bits of branches. This makes traversing through forests much easier, but not too easy, as the branches should still hinder you. This is realistic enough, because IRL you can push away leaves, but not if there is a branch in the way. This way, you can also hide in the leaves.You can still walk on top of trees, because of how many branches there are, but you will sink in.
Bonemeal can still be used on trees, but now you use 1-2 per stage. It may cost more than it did you originally, but you do get more wood out of it.
These are additions that I personally approve of, but could see that some players could have a problem with them.
Seasons: This is not an idea to add seasons. The idea is, that, in whatever form seasons are added, trees change the colour of their leaves in autumn, lose them in winter and regrow them in spring. This has been suggested time and time before, but this gives a way of doing it realistically, by not having the data be stored in the leaf blocks themselves.
Leaves could sometimes drop sticks and/or it becomes impossible to get logs by breaking them with your fists. Instead you'd have to break the branches. This give axes a boost in necessity. (Original idea by Kilyle.)
This is the list of ASAs, or Already Stated Arguments, the list of arguments for this suggestion I have already stated to other people. It differs slightly from an FAQ because most people didn't really ask questions.
Argument: It makes future trees much more confusing.
Counterargument: It does, but also makes them more adaptable to certain gameplay features such as losing and regrowing leaves, allowing the player to have more influence on how a tree grows, allowing trees to really grow along, over and through the landscape and stopping leaves being such a hindrance in forests.
Argument: It breaks automatic tree farms.
Counterargument: Branches can be broken with pistons, I would imagine, but a BUD switch would need to be moved to the top of the farm, this is correct.
Argument: Leaf floors would need ugly branches.
Counterargument: This is true, though you can dispute if branches are really ugly. However, while this is outside the scope of this suggestion, a new recipe could be added, perhaps combining leaves and sticks, to get the old, solid leaves back.
Possible crafting recipes:
Gives 5 solid leaves.
Gives 4 solid leaves.
Another partial solution to this, which I feel could be added along with the solution above, is to press shift to stop falling through leaf blocks. This both allows easier navigation over the tops of trees, as well as letting leaves break your fall if you press shift quick enough. (Thank you to FallaciousFoxtrot for this idea)
Argument: Your textures are ugly.
Counterargument: Tough, you'll just have to live with them. I'm joking, of course: Mojang will use their own textures if they decide this is a good idea. The ones I have now are just there so you can get an idea of what the new blocks may look like.
Argument: Currently growth patterns and growth rates are among the most needy processes in keeping a minecraft server up. Wouldn't this make it a lot harder to keep a server running?
Counterargument: As far as I can tell, no, not a lot harder. The trees would at most grow at a slightly quicker rate per stage than they do now. As trees only have two stages now - saplings and grown trees - this means the new tree growth makes the tree grow much slower, which I compensated for by letting the tree drop more wood trough its branches. However, it does mean the trees take longer to stop growing, so there could be a minor increase, along with the just ever so slightly quicker ticks, but this could be optimized by Mojang; Different parts could grow more or less quicker, for example.
The supporter list:
People who directly stated their support:
Scimiguy - Created the Banner.
AngryPengin (1/2 support)
People who gave me a reputation point (has precedence over the tally above):
Ouatcheur - The origin of a lot of ideas in this suggestion.
There is an awesome banner for this, created by Scimiguy:
Copy it, if you will, if you support this suggestion! Also, try pressing that little green button in the bottom right, if you do. I helps me see who supports this, even if you don't want to post.
Here is another great suggestion on improving trees, which focuses more on the amount of tree types and more biome specific trees. I advise you to check it out!
Feb 20, 2013jde posted a message on UPDATED PIX: Gryphons (Balanced flight for Survival mode)ATTENTION TO SUPPORTERS: Please support us on Reddit. This may be our best chance of getting Mojang to notice Gryphons and have them added. Please click here, upvote, comment and help us get an active discussion going: http://www.reddit.co..._survival_mode/Posted in: Suggestions
(See below for more concept art. Above screenshot is photoshopped, not a mod. All art by Papertiger)
DISCLAIMER: Please note that this is not a mod, nor a mod suggestion. This is a suggestion for Mojang to add to vanilla Minecraft.
Hello! I would like to share my ideas of how Gryphons might be a good addition to Minecraft. After deciding to post my suggestion here, I did a search and saw that there have been a few posts about Gryphons throughout the past few years. But they were quite different from what i had in mind, focused on a wide swath of mythical creatures, or mod/add-on related.
My hope is that others will share my vision for simple, balanced, non-immersion-breaking, Mojang-style Gryphons to be added to Minecraft in a future patch.
Here it goes:
A way I could see Gryphons fitting into the Minecraft universe is that in an "Extreme Hills" biome, you could find a nest either on top of a mountain, or on the side of a cliff. I imagine the nest would only be one or perhaps two blocks large and in the shape of an eagle's nest. In my opinion, the player would never see a wild adult Gryphon. The only chance they would have at seeing a Gryphon would be if they raised one themselves. Thus making them FAR more rare and special. Almost like finding diamonds. If the player were lucky enough to find one of these nests, and endured the journey to reach it, they would see an egg sitting in the middle of the nest.
The player would then follow these steps to hatch, raise, saddle and then ride their Gryphon:
- The player would take the egg from the nest and bring it back to their home/cave/castle/dwelling and place it on a block of dirt underneath a torch.
- The player would then have to wait a couple of in-game days.
- After a few days pass, a baby Gryphon would emerge.
- The player would then have to feed the baby Gryphon meat or fish once a day for a couple days.
- After a couple days of feeding, the baby Gryphon would grow into an adult, ready to be saddled.
- The player would then place a regular saddle, the type used on pigs, onto their newly raised Gryphon.
- Upon being saddled, the player's new Gryphon is ready to be mounted. But that doesn't mean the player can have unlimited, overpowered flight. No sir.
Just because the player has a Gryphon doesn't mean he or she is able to fly anywhere they want with no limitations. Far from it. This will be nothing like flying in creative mode. It will be a slight advantage over regular walking and jumping that the player will have earned.
- Instead of unlimited flight, like in creative mode, a Gryphon rider's flight would be slightly challenging yet still useful. Much like how boats function in Minecraft.
- In order to take off, and to stay in the air, the player would have to press their space bar for every flap of their Gryphon's wings. This means that the Gryphon, just like the player, is effected by the game's gravity. That way, it wouldn't feel like cheating. This may sounds difficult, but i think it would lead to a much more immersive Gryphon flying experience!
- Traveling via Gryphon would sometimes be slightly faster and more convenient than walking on foot, but in some cases it would also be a FAR worse alternative to walking. For example, trying to fly your Gryphon down into and through a cave would be a TERRIBLE idea.
If you have built a giant castle like my brother and I have, which i'm sure MANY of you have, then I have a feeling you'll understand why I think the best use for a Gryphon would be to quickly reach one of the top floors of your castle without having to climb all of it's inner stair cases and ramps.
But there would be many, many more uses, such as:
- Getting past mountains a little faster than on foot, and without the need to eat as much.
- Flying over lakes or rivers instead of having to swim.
- Safe late night traveling. That is, unless you get shot by a skeleton's arrow
- Being able to leave from the top floor of your castle or other large dwelling.
- FUN! Or atleast i think it would be.
The last thing I would ever want is to suggest an idea that would ruin the immersion of Minecraft. I believe this idea would be game fitting for Minecraft because of the wonderful animals Mojang has already put into the game. When I think of Gryphons in Minecraft, I can just picture an in-game Gryphon done in Mojang's wonderfully simple yet beautiful art style... All block-ish and colorful
No more than a boat would be. You would hardly be able to aim at someone with a bow, let alone actually hit them with an arrow from it. Hitting a player or mob with a sword would be even harder. In order to deal damage to anything, from bow or sword, you'd have to land your Gryphon and completely stop moving. At that point, you would actually become vulnerable due to lack of mobility (You cannot walk or run on a Gryphon, only fly. And take-off isn't instant, due to the need to flap your Gryphons wings.). This is not a mount intended for combat.
Thanks for reading and sorry for the giant wall of text.
I would like to thank Theriasis for their wonderful guide on how to post on the suggestion forum. I tried my best to follow their advice!
CONCEPT ART :
Click this spoiler for even more concept art and photos.
Dimninds!NOTE: This photo is an inside joke and purely for fun. We do NOT suggest that Gryphons should EVER shoot diamonds. Or dimninds. Click this spoiler to proceedRoostsSpecial thanks to Papertiger for all of the awesome concept art, avatars and signature banners!
You guys have given me many awesome suggestions so i decide to place the most game fitting and balanced ones here:
Disclaimer: I will try my best to describe your guys' ideas and list the names of the people who have suggested them. Let me know if i miss something!
Disclaimer II: This thread is rapidly gaining support and unfortunately i can't always keep track of who has suggested what. I'm most likely to miss some people who deserve credit, sorry. Let me know if i do!
0. HEALTH, HUNGER AND MORTALITY (pinballboy7, Droideka30, Papertiger, zeel, ErasmoGnome, IonicTiger): One of the most talked about suggestions. The idea that tamed Gryphons should have health, hunger and be killable by mobs, other players or enviromental conditions (lava, etc.). It has also been suggested that if your Gryphon gets hungry enough, it will bite/peck at you in frustration, buck you off if you attempt to mount it, or even go off and eat wild animals and/or livestock (pigs, chickens, sheep, cows).
1. Soaring (Papertiger, Droideka30, zeel, crazeenuthead): You should be able to hold down the space bar to make your Gryphon soar, once you have already achieved altitude and speed
2. Wild adult Gryphons in the sky (Papertiger, Paradox01010, zeel): You shoud sometimes be able to see wild Gryphons flying high up (out of reach) in the sky. Perhaps flying in the direction of where a nest and egg is. This would most likely be rare.
3. Walking (Kisdee, RobertFrans): Instead of strictly being able to fly and hop, a mounted Gryphon would be able to slowly walk on the land as well. It would be unable to move up and down blocks (like a pig), but you could just press spacebar to flap its wings in order to hop up to where ever you are trying to get.
4. Breeding (Droideka30, Papertiger, zeel): If you are lucky, and skilled enough, to obtain two Gryphon eggs, and now are the proud owner of two Gryphons, you should earn the right to breed them. Once Gryphons breed, they would lay one egg. It has also been suggested that tamed Gryphons can only breed during a full moon and that when bred in captivity, Gryphons need a "Brooding box" in which to lay their eggs. See Papertiger's brooding box concept art here
5. Gryphon melee attack (Paradox01010, zeel): Your Gryphon would be able to do damage and/or a knockback to enemies that you dive at with it. This would be hard, but if you were able to steer your Gryphon properly, you would inflict damage fairly.
6. A special way to take the egg (Moosemunchee, zeel, RobertFrans, IonicTiger, zapper990): The idea that the player shouldn't simply be able to punch the Gryphon egg until it breaks and then pick it up. Perhaps the player would have to use a pickaxe with the Silk Touch enchant, a piston, minecart and rail, diamond pickaxe, shovel or something else. It has also been suggested that Gryphon nests and eggs should spawn only in the spring and despawn in the fall, meaning that you can never find them in the winter.
7. DOGFIGHTS! / Sky Jousting/ Sky Duels (bebe33, Papertiger, Paradox01010): It would be awesome, wouldn't it?
8. Visual roll while turning (bebe33): The idea that a Gryphon should roll slightly while turning, for visual effect. Much like how a bird rolls as it turns in real life.
9. Pitch (bebe33, zeel): The idea that you should be able to pitch your Gryphon up and down while flying. Pitching it downwards will increase your forward momentum. Pitching it upwards will increase altitude.
10. Thrust (zeel): The idea that you should be able to choose the level of thrust per wing flap based on your timing and space bar usage. (Half flaps, full thrust flaps, etc).
11. Wing angle and banking (zeel):Quote from zeel
Wing angle: Space bar controls flapping, the W A S D keys control the angle of the wings. W angles them down/forward, S andgles back, A and D angle them opposite each other (A: left down, right up. D: left up, right down). This causes role/banking, witch lets you turn, basically A and D let you turn. Flapping while holding one of the W A S D keys will cause thrust in that direction. With W flapping will thrust you forward (no keys basically only gives you upwards thrust), accelerating you. S will cause the flap to come forward, giving reverse thrust, to slow you down (or fly slightly in reverse when taking off). Flapping with A or D will tighten the turn.
Turning: I have already mentioned two ways to turn, but here is the in depth part. Holding W and looking will cause a very slow turn, holding A or D (whatever direction you wish to turn) will cause you to bank in that direction, this makes the turn much tighter. Using both turning methods at the same time is even better, and causes you to bank much more. If, once you have banked to the maximum level, then flap the wings you will turn drastically in that direction, though you will lose a lot more speed than you would in a normal turn.
See also zeel's ideas for flight mechanics
12. Armor! (zeel, papertiger, Droideka30, IonicTiger): The idea that Gryphons should be able to equip special Gryphon-only armor. There would be leather, iron, gold and diamond versions. The better the quality of the armor, the higher movement speed penalty the Gryphon would suffer due to the weight. It has been suggested that you only find these pieces of armor in Strongholds.
13. Inventory (papertiger, Droideka30, zeel, IonicTiger): The idea that you should be able to place an item similar to a saddle bag or pouch on your Gryphon's back that would act as a chest and the Gryphon's inventory. This may or may not be where you would equip Gryphon-only armor at.
14. Talon grab (SkarmorySilver, papertiger): The idea that your Gryphon should be able to grab things with it's talons on command while mounted. Possible things Gryphons could grab: mobs, players, items, blocks. To make it balanced, if your Gryphon did grab a mob or player, the mob or player would still be able to aim up and attack the Gryphon and/or it's rider. With this form of balance in mind, the player would be able to use it's Gryphon to drop mobs from great heights, inflicting falling damage. This would be at the risk of the Gryphon and the Player's health and well being, however.
15. The Spire (IonicTiger): Click here to view IonicTiger's idea for a Gryphon nest atop a spire:
What if the nest, instead of spawning on the side of a cliff, would spawn on a massive spire that, depending on the hight of the mountain it spawned on, would range any where from a mere twenty blocks high, or a staggering hundered blocks high, and wouldn't end until it reached a few blocks above cloud level, thus forcing you to fight the adult gryphon?
The spire would be a jagged piller of rock, twisted and craved by the wind, as it has stood for a millennium, awe inspiring by its sheer size.
The design of it would have to be carefully considered; if too thin in, it would look a bit... strange; I would prefer it to be at least 7 blocks by 7 blocks, but, players would be able to tunnel right under the tower (assuming that it was hollow), and build a dirt tower to come out right under the egg.
You could fill the inside of the spire with lava, but this would be massively off theme.
Possibly the easiest solution to this problem would be to have to tower made of obsidian, and it would not be hollow. You could tunnel under it, but it would be easier to just fight the mother.
Also, as a few pages back there was talk of gryphons, being the most noble of beasts, collecting treasure, why not have blocks of gold, diamond, and emerald embedded in the spire?
They (the aforermetioned valuable minerals) would randomly spawn in the outer most layer of the spire, but there would only be a maximum number of only six blocks spawning in a tower that could be a hundred blocks high, so even getting them would be a mighty challenge.
16. Lance and saddle mounted lance holder (firewave15): firewave15 has suggested that there should lances and saddle mounted lance holders that the player could use from Gryphon and also possibly Horse back. The saddle mounted lance holder would be required in order for the player to maintain control of his mount whilst using a lance. The lance would do damage based on the speed that your Gryphon is traveling upon the point of impact with an enemy. The lance would have a longer reach than a sword, making it ideal for mounted combat. But it would be useless for anything else. The mounted lance holder would most likely break after a set number of uses, perhaps 50.
17. Fear of fire (IonicTiger): The idea that Gryphon's should be afraid of fire, and will not fly within 5 blocks of any fire. This would add balance to PVP ground vs air combat, making players on the ground slightly more defended from Gryphon riders. Players on the ground would still be vulnerable to a Gryphon rider's bow and splash potions, however.
Quote from IonicTiger
It would prevent gryphon riders from totally dominating the battle-field, but would be small enough as to not render gryphon useless in PVP.
CALL TO ARMS... AND TWEETS... AND REDDITS!
I encourage all of our supporters and/or bannerlords to tweet @Dinnerbone and @Jeb_ so that they can become aware of Gryphons and perhaps add them in a future patch. It worked for the "Colored glass" suggestion. They tweeted and got noticed and now have a good shot at having their idea added. We can do it too, guys!
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EDIT LOG: There are now some concept screenshots further on down this page in a recent post. Added a game breaking? section. Added amazing concept art, avatar and banner by Papertiger. Added a "Supporter Suggestions" section. Added a poll. Added "tweet and support us". Added banner info and bannerlords. Added more concept art inside of spoilers. Added call to arms... And tweets, replacing the old tweet section. Added a disclaimer about this not being a mod or mod suggestion, but rather a vanilla suggestion.
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