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Apr 18, 2012Yeah, this would be useful. Actually, it would be nice if trap doors could be free standing (remained placed when the side block was destroyed), so that you could have trap doors where the bottom aligned to the floor, without putting them adjacent to a wall.Posted in: Suggestions
Apr 16, 2012Wait, so you specifically input a seed in order to get the diamond quickly, and you think that's a problem?Posted in: Suggestions
I have bad news for you - you can always get diamonds quickly by inputting a specific seed. Just find a seed where you can reach diamond level by a convenient cave, memorize where to mine for diamonds in that seed, and boom, diamonds within a minute.
If instead, you mean that the game will be too easy in general, then fear not, finding a village immediately is fairly rare, finding one with a chest even more so, and finding diamonds in that chest a further unlikelyhood. It's going to be a once in a blue moon type occurrence.
Apr 16, 2012The problem with "just look at the wiki / videos" is those spoil too much. You jump straight from "how do I punch trees" to "here's every recipe, the behavior of every mob, and how to build everything you need". Having a tutorial would actually be less spoilers, and let people discover more on their own.Posted in: Suggestions
The problem with "just play it and figure it out" is that it's nearly impossible to actually do that. I bet that most people who claimed to do so actually started out by watching videos, reading posts, and/or watching a friend play Minecraft. The majority of recipes are not that intuitive, and many of the mechanics are quirky enough you're not likely to grasp them spontaneously, especially with no way to tell what you're doing wrong.
Apr 6, 2012One thing that always comes to my mind with shopkeepers / trading is the classic "but what if you just stab him and take the stuff for free" question. In some games, they just make this impossible, but I don't think that's a good fit for Minecraft. Villagers are already slayable, and Minecraft operates on a more sandbox "here's the goal, solve it how you want" method rather than a "story based" method.Posted in: Recent Updates and Snapshots
Nethack has a similar situation. A shop is just a room with items. The shopkeeper is a normal creature. The shopkeeper is pretty damn tough, but if you can slay it, then you can just take the stuff. Or if you can outrun it, you can at least grab one thing. I think that's more the model for Minecraft to emulate.
There's a problem though - Villagers are already known to not be super tough. Luckily, Iron Golems definitely are. So here's how I would set up a shop:
1) Stone walled room. To be mean, use Stone Stairs, arranged sideways so they form a wall with little windows. They're 5x slower to mine through than Cobblestone, while not being valuable like Brick.
2) Locked chest. It can be broken like a normal chest (maybe a little more durable), but not opened normally.
3) Shopkeeper. Does not carry the inventory on him, he retrieves it from the chest as necessary.
4) Iron Golem. If the player attacks the shopkeeper, tries to break the walls or chest, or dumps liquid inside the shop, it will become hostile.
Of course, even with these measures, it's still possible to plunder the shop. By building, trickery, or just brute force, you can get rid of the golem, and then take what you want. Which I think is fine - Minecraft is a game where you make your own rules. But it does mean that a single shop should probably not a have a huge supply of valuable items.
Apr 2, 2012I could see them being annoying in SMP combat, but I think that could be fixed by just making a ghost/blur effect that a human player can recognize but mobs aren't smart enough to.Posted in: Suggestions
And why would mining while invisible be a problem?
Apr 2, 2012Errorsatz posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)I like it.Posted in: Suggestions
What happens if you surround a light source with 2+ different colors of glass though?
Apr 2, 2012Currently, 'The End' is a bit lacking in results. You build up, seek out a stronghold, make your way there, fight the Enderdragon - and then nothing changes. You get a text scroll of dubious merit, and then you're back to normal with nothing to show for it. You don't even keep the XP unless you brought in an enchanting table and used it there.Posted in: Suggestions
So, I'm proposing to make a change in the world, and one that will be worth noticing. Once you defeat the Ender Dragon, then either:
1) The Endermen are gone.
2) The Endermen are now afraid. Instead of attacking when you make eye contact, they teleport away.
Either one could be interesting.
Obviously, this makes getting Ender Pearls more difficult, which brings me to the second part - the Ender Egg. This is simply the egg that drops from the Ender Dragon, made collectible. Its purpose is simply to be used in a recipe that creates Ender Pearls from some common substance (coal maybe, or eggs, or snowballs).
Like the buckets in a cake recipe, it's not consumed.
Would this be too powerful? I don't think so. By the time you have the Ender Egg, you've faced every challenge the game has to offer, at least combat-wise. And even with unlimited Ender Pearls, the damage taken means you can't exactly spam them. But regardless, the recipe could easily be adjusted for greater difficulty - make it consume clay balls, or magma cream, or even diamonds (should definitely give more than one pearl in that case).
I think this would be an useful and cool use for the egg, without huge changes required.
Mar 29, 2012Errorsatz posted a message on How do I get to a particular map point after pressing f3?You have to walk. There may be some mod that has coordinate-teleportation, and I know SPC has high-speed flying, but by default there's no such method.Posted in: Survival Mode
Mar 28, 2012Errorsatz posted a message on Any Changes You'd Like To See To The Enchanting SystemPosted in: Discussion
One way to do this is that enchanting always requires a fixed amount of XP (not levels). So for example, let's say enchanting an item required 50 XP. You'd need to be L5 to do so, and at that level it would eat almost all your XP, dropping you back to L2. If you were level 50, you could enchant three items before you even dropped down to 49.Quote from Sven_The_SlayerI would much rather keep the effort I put into leveling up. If you get to level 50 you should be able to enchant as many level 50 items as you want, assuming you have enough "currency" whatever that currency may be but I would settle for the other suggested fixes but every one of them would require an over haul. Enchanting is not useful to vanilla players in it's current state, if you want to use it you are required to make an XP farm. There is no way to earn enough xp to through normal gameplay.
Levels could still matter in terms of improving what enchantments you got. True, this would mean that you could stay at a high level, producing a lot of enchanted items, but I think that would actually be good. Maintaining a high level means that death becomes really dangerous, especially in PvP servers where people would be tempted to hunt you down for your XP.
And it fits more with the way the rest of Minecraft works. If you have a small quarry, you can only make iron tools, if that. Once you have a near-bedrock mine with farms to supply your needs, you can produce diamond stuff pretty regularly, and iron/redstone by the chest-full. You don't lose that after making a single tool - in fact, you don't lose it at all unless somebody destroys your entire base.
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