You could look through the Server Recruitment forum section for this kind of stuff.
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Sep 16, 2017Posted in: Discussion
I don't believe there is anything like that. There is split screen on console however (info here). In order for him to play with you on java version though, he will need his own account (and email). You could use any old emails you have access to to set up his minecraft account though to avoid setting up a new one (the email can be changed later at mojang's website. Here is the link).
Also, windows 10 edition does not seem to have split screen capability, despite how convenient it would be here.
Mar 23, 2017Posted in: Discussion
Perhaps give some ideas on what your interests are? If you're wanting name ideas, giving interests or potential themes can help generate ideas.
For example: your name has the word soldier in it. Perhaps "General Aaron" or "Soldier Aaron" (/some other military rank and your name that sounds cool to you) or you could do away with the military stuff altogether and go with some other interest. I'm stating military stuff because I have nothing else to base ideas off of.
You could also google a name generator and see if anything that it comes up with gives you ideas.
Jan 25, 2017FLYGUY1 posted a message on Minecraft vs Survival Craft vs Terraria vs ROBLOX vs Junk Jack XPosted in: Discussion
I would also like to add Starbound to this. Starbound is a terraria like game, but it have quite a few differences.
Pros: A literal universe to explore, different races that can give quests and make the worlds feel lived in, the tool you use to break blocks upgrades to be faster AND break in a bigger radius, steam workshop compatibility which means tons of other content of every aspect (texture packs, new weapons, new/ changed mechanics, new races, ect.) that are very easy to install. You can beam up to your ship at any point no matter where you are on the planet, you set teleport markers to get to your favorite planets from anywhere in the universe. A good variety of weapons that vary even within their own category.
Cons: The boss fights can be difficult (or maybe I just suck) but that could b be a good thing to some people. You will likely find a lot of weapons that are too weak to be effectively used because you have something stronger already.. The best way to get fuel needed to travel between solar systems is on moons that are filled with immortal insta-kill monsters that are attracted to anyone carrying any fuel.
Also for minecraft's cons, the enderman can be stopped by toggling the mobgriefing gamerule. However this means that no mob can break any blocks (creepers, endermen, withers, ect.) so that could be it's own problem. They don't break many blocks anyway, and I believe (but not 100% sure) they can't even break blocks placed by you.
The only realistically limited space is the height limit, which is like around 250-ish and the highest mountains barely go up to 100 (if even that high) which is quite a bit of space unless you want to build something REALLY tall.
I haven't really encountered many trolls in my time playing (which on some individual servers alone is easily over 100 hours of non-afk play time)
The price varies per version, however the PC is the most expensive which isn't that bad when you consider the sheer amount of things to do in the game.
and the a lack of instruction isn't a problem in every version. The console versions all have tutorials (and the mobile versions might, but I don't personally know). However, the PC has a very extensive wiki that very competently explains every mechanic and aspect of the game you could possibly have a question about. The worst part is you have to tab out of the game every now and then if you have questions.
Jan 11, 2017Posted in: Discussion
Well, I don't know too much about what perks (maybe they get to have KeepInventory during their reign?)
What I do know is this system should be not only rewarding but also engaging. I would personally also make it set up so the same player can't stay the king forever. To make it rewarding, give the king things that only the king can have. Making it engaging would be a bit harder.
Assuming you have some kind of competition that occurs on a regular basis. Maybe the current king has a hand in planning that event, for example. This would create a sense of adding to the community for the players who are lucky/ skilled enough to become king.
So, what kind of system would you be using to choose the king?
Edit: I ask, because the process of becoming king has a lot to do with what type of player will participate, and will affect how "worth it" the benefits of becoming king is to the potential kings.
May 29, 2016Posted in: Suggestions
I fully agree with this. The only problem is, what happens to a guest's inventory when they leave? Let's say for online play, the way guests are named with a (1) after the main player's username. So I am Flyguy1, and my guests would be Flyguy1(1), Flyguy1(2), Flyguy1(3), ect. (yes, the way xbox live handles guests). How would online play deal with guests?
I would imagine a guest account for a player wouldn't be able to keep the player data past logout. So let's say Flyguy1 and Flyguy1(1) play for a while on a server. We logout and later play again. When we log back on, Flyguy1 spawns where he logged out at with his stuff like normal and Flyguy1(1) logs in at spawn with nothing.
Also, I have wanted controller support for so long. The only problem is it would be a bit more awkward on PC, where it doesn't have the controller friendly crafting menus and such.
May 7, 2016Posted in: Suggestions
I have spent a ton of time in some of my worlds and even after iron most mobs are barely a problem, when I get my hands on diamonds they are a joke. I really like this idea. Not separated by dimensions to find something harder, or need to find a specific structure that might only spawn in a biome 10,000 blocks away, just keep doing my own thing in my own corner of the world and they will eventually come.
I do have something to add though. Maybe they should spawn as a persistent mob (never despawns) so you can't just ignore them long till they go away.
Apr 19, 2016Posted in: Suggestions
So, punish people for making sure they don't miss? Bows are meant for ranged combat, meaning you might need to hold the bow drawn for a few seconds to make sure you line up the shot right.
This also wouldn't make much sense. In 1.9, the most punishment for using a weapon wrong (spam clicking) is you do little damage. You don't have to reattach you sword's blade to its hilt if you swing it to fast, you have to repair it as it durability goes down with each hit
Perhaps the durability does down by 1 for every X amount of seconds it's drawn? This would still encourage players to become more skilled in using a bow (so it lasts longer) while not punishing them so severely.
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Mar 1, 2018Posted in: Discussion
Personally, I only give players that play on my server a staff role. Most people that just want any staff role on any server are just in it for the power.
My advice would be to find a server that you really like and just play Minecraft. Lower end staff come and go all the time so it shouldn't be long before you are a good candidate. Besides, if you have been playing on the server and you enjoy it, you will become a staff member for the right reasons.
Jan 6, 2018ScotsMiser posted a message on Two additional new compasses Obsidian Compass & Diamond CompassPosted in: Suggestions
Expanded from an idea by KaranSeraph posted in reply to Evil_Frogurt's Gold Compass thread
[Split off from that thread to avoid thread-jacking, but linked back for credit and continuity & kept together as likely being sufficiently related to avoid a wishlist violation.]
What about a homing device that uses gold and/or redstone that helps one locate a set point of their choosing not necessarily bed or spawnpoint?
Another, good idea… possibly two
1) Points to one non resettable point (Obsidian Compass)
Redstone in the center; Gold Ingots in the corners, Obsidian in the sides
Place the newly crafted Obsidian Compass to set the point, mine it to convert it to an unplacable (except in chest/item frame/etc.) item form. (same rules as obsidian placement/mining)
2) Points to a resettable point (Diamond Compass)
Redstone in the center; Gold Ingots in the corners, Diamonds in the sides
Place the Diamond Compass to set the point, mine it to convert it to item form. (same rules as diamond block placement/mining)
If mined without Silk Touch, drops 1-4 gold ingots, 1-4 diamonds, redstone is lost. [Possibly Fortune effects do not apply?]
EDIT: Diamond Compass craft recipe added explicitly; THX to TerrariaVindicator for pointing that out…
Something other points that occured to me that may bear mentioning:
- Neither version will stack once set, so there will be a meaningful inventory cost to using large numbers of either. (Based on my understanding of the data structures in MC this may be necessary, and is – in any event – a useful restriction.)
- Neither version will display the coordinates to which it points; therefore, if one uses more than one of each, naming on an Anvil will be needed to tell one from another.
Feb 5, 2015Valiec2019 posted a message on Deeper Caves - Go Beyond the Void! [10000+ Downloads]Posted in: Minecraft Mods
There used to be legends. Legends of places below the previously conceived bottom of the Overworld. Some said that the Bedrock was the end of the line, while others said that it was just a barrier protecting us from what lies below. -DesinitDraco
Deeper Caves has been updated to 1.0.0 for Minecraft 1.7.10!
Deeper Caves has reached 10000 downloads! Thanks for trying my mod, comment if you like it (or if you don't)!
Deeper Caves is on GitHub! The repository is at https://github.com/Valiec/DeeperCaves
This mod can also be downloaded at http://kpabr.com/mcmods/deepercaves.
The mod now has a (currently lacking in content, but still growing) wiki!
For information regarding the mod, go to http://deepercaves.wikia.com/.
If you find anything missing from the wiki, don't hesitate to edit!
The mod reached 1000 downloads at 4:36:06 PM server time on February 24, 2015.
The mod reached 2000 downloads at 5:18:17 PM server time on April 14, 2015.
The mod reached 3000 downloads at 12:01:53 AM server time on June 30, 2015.
Times not recorded for 4000-6000.
The mod reached 7000 downloads at 4:45:58 PM server time on June 14, 2016.
Notice: Some websites appear to be redistributing my mod. I did not authorize them to do so. The only official copies of my mod are the ones I link to in this thread and http://kpabr.com/mcmods/deepercaves.
Other copies are not authorized and should not be downloaded since some of these sites that redistribute mods are known to put malware in with their "downloads". However, you can be sure that the downloads here are safe.
Ever wanted to explore below the Bedrock? Do pits 200 blocks deep, mazes of caverns, and compressed ores sound interesting to you? If so, you may want to take a look at this mod!
This mod is based on the Deeper Caves suggestion by kittykattykat here: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2311624-deeper-caves-caves-going-more-than-2-kilometers
At this point, there are Drop, Maze, Crystal, Compressed, Bedrock Plains, Near Nether, Near Void, Deep World, Darkness, Abandoned Caves, Far Void, Evil, and Final Labyrinth levels. All ore blocks on those levels have been added. However, Ametrine also does not have the mob-attracting effect.
This is the second attempt to make this mod. Before I tried, another user named Koopinatorthegreatest tried to do this. However, after having lots of issues (and using MCreator), he abandoned the project. I took over and began to work on this mod.
Discussion regarding the mod has begun to clog up the suggestion thread. This thread's purpose is to separate discussion about my attempt to make this mod from the suggestion-related discussion.
To get other types of ametrine-tipped pickaxes, replace the iron pickaxe in the recipe with another type of vanilla pickaxe (e.g. stone, diamond).
More coming soon!
Resource blocks are made with 9 resources as usual.
0.1.0 (The Bedrock Plains Update):
Added Sapphire, Aquamarine, Ametrine, and Silver.
Added Drop, Maze, Crystal, Compressed, and Bedrock Plains levels.
Added Ametrine tipped pickaxes.
Added Compressed ores.
Portals now generate at the top and bottom of layers in layers, not like ores.
Blocks and items now have Ore Dictionary names.
Each layer is now its own biome.
Portals are now unbreakable.
Fixed the following bugs:
Sapphire ore missing texture.
Fixed the following bugs:
Game crashes on world creation.
0.2.0 (The Near Void Update):
Added Near Nether level.
Added Near Void level.
Replaced portals with y-coordinate checks.
Added Tenebrium ore, ingot, and block.
Improved version checker.
Possibly reduced the lag a bit (not sure by how much, it varies).
Fixed the following bugs:
Lots of lag (maybe).
Version checker displaying future versions as "0.0.0".
Fixed the following bugs:
Ores not dropping gems.
Hardness of Silver ore being incorrect.
Hardnesses of resource blocks being incorrect.
Added Final Labyrinth level.
Added Forgotten Gemstone ore, gem, and block.
Added Molten Iron to Bedrock Plains level.
Added Fragmented Bedrock Buckets.
Fixed the following bugs:
Ores not dropping XP.
Compressed ores not dropping themselves when mined with silk touch.
Added Deep World level.
Added Deep World Zombie
Added Deep World Skeleton
Added Deep World Cave Spider
Added Deep World Creeper
Added craftable Drop portal
0.4.0 (The Far Void Update):
Added Lava level
Added Darkness level
Added Abandoned Caves level
Added Far Void level
Added Dark Stone
Added Abandoned Caves Stone
Added Deep Stone
Added Deep Cobblestone
Added Dark Stone ore variants in Darkness Level
Added Abandoned Caves Stone ore variants in Abandoned Caves level
Added Deep Stone compressed ore variants in Far Void level
Added Vesperite Gem
Added Vesperite Block
Added Vesperite Ore in Darkness level
Added Void Charm
Added Barrier Layer bedrock variant
Added Heated Obsidian
Added Supercooled Obsidian
Added Cave Villages in Abandoned Caves level
Readjusted level heights to match suggestion
Reduced Bedrock Plains height to 20 blocks
Tweaked Sapphire Ore texture
Tweaked Near Void cave generation
Fixed the following bugs:
Fixed bug that allowed teleporting to the Drop level from all levels
Removed Forge example mod from source
Fixed Molten Iron having no when player is inside it and not damaging the player on contact
Added Evil level
Added Soul Stone
Added Corrupted Soul Stone
Added Crying Obsidian
Added Profundium Ore in Evil level
Added Profundium Ingot
Added Profundium Dust which fuels furnaces for 1 minute and 40 seconds (10 items)
Added Fragmented Cobblestone to Lava level
Made Fragmented Cobblestone smelt into Cobblestone
Made Fragmented Cobblestone craftable with four Gravel
Dimension and biome IDs are now configurable
Fixed the following bugs:
Fixed Molten Iron not glowing
Fixed version checker not working properly
Fixed incorrect hardness and blast resistance of Supercooled and Heated Obsidian
Added Mutation level
Added Venenium liquid in Mutation level
Added Deep variants of vanilla ores
Added Forgotten level
Added Evanescite Gem
Added Evanescite Ore
Added Block of Evanescite
Added Forgotten Charm
Added Mutated mob variants
Added Shadow mob
Increased Cave Village gen frequency
Increased experience given by smelting compressed ores
Made Entity IDs configurable
Fixed the following bugs:
Fixed certain ores being impossible to smelt
Fixed buckets not working properly with Molten Iron
Fixed cave village fountain not flowing
Fixed the bottom layers of all levels sending player to top of Maze level
0.5.0 (The Beta Update):
Made vanilla ores appear at all heights (but at 62.6% of vanilla frequency)
Changed Forgotten Charm recipe to use Tenebrium Ingots instead of Silver Ingots
Moved ores into new creative tab
Made Bedrock Plains floor and ceiling height configurable
Changed development phase from alpha to beta
Fixed the following bugs:
Fixed recipe conflict with Extra Utilities
Fixed going up from one level to another not working in some cases
Fixed issue that caused digging down through another mod's dimension to sometimes send you to a Deeper Caves level
Fixed Forgotten level not having Deep Stone variant vanilla ores
1.0.0 (The Texture Update):
Replaced most textures with new textures made by MTX1996
Added Ruby ore and block
Added Compressed and Deep Compressed Sapphire, Aquamarine, Silver, and Ruby ores
Added Rotten Planks and Rusty Iron Bars
Added Silver and Ametrine-tipped Silver Pickaxe, Axe, Shovel, Hoe, and Sword
Added Magma Stone
Addded 13 colors of Crystal blocks to Crystal and Mutation levels
Changed development phase from beta to release
This will be updated shortly with screenshots of the Mutation and Forgotten levels.
Most of the added blocks:
The Drop level:
The Maze level:
The Crystal level:
The Compressed level:
The Bedrock Plains level:
The Near Nether level:
The Lava level:
The Near Void level:
The Deep World level:
The Darkness level (with and without night vision):
The Abandoned Caves level:
The Far Void level:
The Evil level:
The Final Labyrinth level:
More coming soon!
1) Install Minecraft Forge (I developed the mod with 10.13.2.1291, so it is guaranteed to work) 2) Run Minecraft to create a mods folder 3) Place the DeeperCaves-0.4.1-mc-1.7.10.jar file into your mods folder inside your minecraft folder
Note: The mod connects to a server every time you open a world in order to check its version.
The URL the version checker polls also increments a counter every time it is requested, giving me a rudimentary play counter. Note that there is no player data sent: it is purely a count of how many times that URL has been requested.
Note: because of the high amount of liquids in the Drop level, add this to your JVM args: -Xss1024K"
- Download Deeper Caves 0.5.0 For Minecraft 1.7.10
- Download Deeper Caves 0.4.2 For Minecraft 1.7.10
- Download Deeper Caves 0.4.1 For Minecraft 1.7.10
- Download Deeper Caves 0.4.0 For Minecraft 1.7.10
- Download Deeper Caves 0.3.0 For Minecraft 1.7.10
- Download Deeper Caves 0.2.1 For Minecraft 1.7.10
- Download Deeper Caves 0.2.1 For Minecraft 1.7.10
- Download Deeper Caves 0.2.0 For Minecraft 1.7.10
- Download Deeper Caves 0.1.2 For Minecraft 1.7.10
- Deeper Caves 0.1.1 for Minecraft 1.7.10 crashes on world creation, so it is not included.
- Download Deeper Caves 0.1.0 For Minecraft 1.7.10
- Download Deeper Caves 0.0.3 For Minecraft 1.7.10
- Download Deeper Caves 0.0.2 For Minecraft 1.7.10
- Download Deeper Caves 0.0.1 For Minecraft 1.7.10
Public Modpack Rules (you have to follow these if you put my mod into your modpack)
- Credit me (Valiec2019) as being the mod's developer.
- Provide a link to this thread.
- If you are doing something that will allow you to make any money off of your modpack (e.g. using adf.ly), whether or not you have been or are about to be actually paid (e.g. adf.ly doesn't pay until you have a lot of downloads I think) ask permission about doing it first and wait for a response before implementing it (you can distribute the modpack without the possibility of making money from it until you get permission or if you don't get permission however).
Note: Donations don't count as "making money", as long as they are completely optional and do not affect the modpack in any way (donations affecting gameplay is an absolute no, ask me if it affects cosmetic stuff).
Another note: You do not need explicit permission if you aren't making money, but still please PM me (if you really don't want to, you don't have to) to tell me that you are using my mod (I just am curious what modpacks it's in), but in this case (just a notice, not a permission request), you do not have to wait for a response before distributing the pack.
Private modpack rules are the same, except you don't need to PM me if you aren't making money off it (though it would still be nice if it's used by a lot of people on a large server).
Modpack suggestions (you don't have to follow these, but in most cases it would improve the gameplay, but if you want to, ignore these)
- If you remove a crafting recipe because you want someone to find an item in the world (e.g. in loot chests like in Phicksur's Explorer's Modpack), make sure it can actually be found in said chests. If you made it uncraftable because you want the item to be inaccessible, leave it inaccessible. Thanks for getting me to think of this, Phicksur!
Modpack rules only apply if you actually distribute the pack with Deeper Caves in it. Just clarifying in case I accidentally scared anyone off there by making them think these rules apply just because you are running Deeper Caves with other mods or adding it to your personal copy of a modpack you play.
Apr 13, 2016Posted in: Suggestions
I originally posted this general idea at the Minecraft Suggestions subreddit, and it has so far gathered about 220 upvotes. I decided it might be interesting to see how well it does here, but upon reading the suggestion guide honestly I'm kind of worried I'm not going to get a similar response.
Minecraft currently has just two metal ores: iron and gold. Iron is the metal of the warrior; of it can be crafted strong tools, armour, powerful defensive golems and secure doors. Gold is the magical metal; its uses include making godlike apples, healthy carrots, and speedy tools that can be enchanted well.
Being restricted to two metals is really kind of limiting, however. A new ore could open up a third door to many possibilities. A third metal could complete a triangle of some sort.
That said, I present to you: Copper, the metal of the mechanic.
Why copper, and not tin/titanium/lead etc.? - Copper is in the (ethnic?) minority of metals, having a colour distinct from indeed any other element in the whole periodic table. The only other coloured metals are gold (which we already have), osmium (light blue tint), cesium (similar to gold), and tantalum (which is distantly dark bluish). Since copper has such a distinct colour, it is unlikely to be confused with iron as opposed to adding something like silver.
On the topic of colour, copper would also complete a series of "medals" (gold as gold, iron as silver, and copper as bronze), which could be useful for a select few builds.
Is a new ore 100% necessary? - Probably not 100%, but certainly a pretty high %. For one, this game is called "MINE"craft, and therefore players would expect to see a lot of ores - in reality, we just have 8, one of which spawns exclusively in a separate dimension, and another which only spawns in a specific biome. Therefore, in a common spawning biome such as Plains, a miner can expect to come across just 6 ores.
Similarly unfortunately, an ore has not been added to the game for over 3 years. An ore that spawns only in the Overworld has not been added in 4. The kicker: an ore that is a metal has not been added since Classic, in one of the earliest updates ever made public. After SEVEN years without any metals being added, our wait time looks to be long since over for a new one.
Any other benefits to adding this ore? - Well, at the very least, it adds variety to the underground. You could definitely argue that granite, diorite and andesite did the same exact thing, but these blocks are completely useless and inventory-clogging unless your intention is to use the for building, and most of it is either thrown into lava, dropped to despawn, or used to temporarily bridge over gaps. With copper, this would be different. Copper would be much more likely to be kept, due to its uses, and people would actually want to mine for it. Of course this does not make copper DA BEST ORE BLOCX IN DA GAM!!!!!!, but at least it's something.
Following the trend of gold spawning up to layer 31 and iron to layer 63, copper ore would generate up to layer 95, in identical vein sizes to the other two metals. Currently the only ore that spawns in mountains is coal, so variation is needed there. Ore veins would generate ten times per chunk in most biomes except for Mesa, savanna and desert biomes, where it would generate 20 times per chunk.
It requires a stone or better pickaxe to mine. Like the others, it would drop itself, be smelted into an ingot, and could be crafted into many different things.
The ore would give as much experience as iron does when smelted.
First of all, copper could be used to craft the ordinary things:
- Block of Copper: normal mineral block, 9 ingots, can be crafted back into them. The texture could maybe be a coil of wire, and could be oriented like logs, hay bales, pillars, etc, or possibly just look like the other ore blocks. It would be able to power beacons.
- Copper Pressure Plate: about halfway between iron and gold pressure plates' sensitivity
- Copper Wire: This is essentially a copper nugget. Craft 9 of these from 1 copper ingot, and craft them back into one. You will need these wire items later in the post. THESE WOULD NOT BE USED TO TRANSMIT REDSTONE SIGNALS
- Trading: Villagers would buy copper ingots for about as much as iron ingots.
- We have gold, "silver" (iron), but we have no good representation of bronze. Unless we get copper of course. Not neccesarily the strongest point, but it applies.
Copper would most likely NOT have any tools or armour sets. I'm not completely against there being any, but there is no point in there being any added.
As for uses of copper that make the game significantly different, and better, while not being ridiculously complex and calling for an update's worth of features and changes? I'm not sure. But the main thing that stands out is more redstone stuff.
1. Logic Gates
These would look kind of like repeaters and comparators in their block models. They would be crafted with copper wires in certain shapes defining the type of logic gate desired. Logic gates can indeed be built using existing redstone pieces, but they are bulky and some can have an undesirable delay due to the usage of redstone torches.
The inputs of logic gates would be located at the sides (i.e. left and right).
They could be right clicked on to invert them (e.g. OR becomes NOR, AND becomes NAND)
The recipes are as follows: (replace sticks with copper wire item)
(The repeater is essentially already an OR gate I know, but at the same time the OR gate block kind of acts as a file since you can invert it into a different gate)
2. Block Dispenser/Drawbridge
A bigger addition would be a sort of block that acts like a "block dispenser", just like the drawbridge from Tinker's Construct. What this would do is be filled with a certain amount of blocks, and when powered, would lay these blocks out in front of it, and retract them when unpowered. Drawbridge blocks could also be used for things such as compact redstone doors, rather than actual bridges, but the actual possibilities created by this block comes to a new infinity.
3. Timer Block
Something else from a mod that could work out well would be a timer block, which outputs redstone pulses after X seconds pass. I think this is from redpower but I could be wrong.
4. Usage in existing recipes
Copper ingots could possibly replace iron ingots in the recipes for pistons and activator rails. Iron is an ore aimed more at combat than electronics, and as such using copper to craft these would make more sense.
5. Copper Bricks
What about a brick block made of copper? Or, on that subject, multiple copper brick blocks which have different coloured patinas on them, for lots of building variation? In real life, compounds of copper come in a huge variety, and as such may make interesting building materials.
So basically, while iron is used more for decorative and durability reasons, and gold being a more sort of magic oriented material, copper would be a sort of electrical/automation based metal.
Some potential colours could be:
- Orange: normal pure copper
- Pink: normal pure copper
- Red: copper(I) oxide
- Cyan: copper carbonate
- Black: copper(II) oxide
- Dark Blue: copper(II) sulfate pentahydrate
- Lime Green: copper(I) chloride
6. Wire Coil and Pipe Block
Continuing the trends of decorative blocks, wire coils would be crafted from 4 copper wire items (identically to wool), and would also probably be craftable back into wires. These could be oriented like pillars, logs, bone blocks, etc. There could also be a hollow decorative "pipe" block with identical properties.
7. Copper Compass
This would work similarly to the regular iron compass, except pointing to a different kind of location: Instead of directing you to world spawn, this would point to the player's most recently slept in bed. Useful for servers, and people who built their bases far away form world spawn. If the bed is missing or obstructed, or none have been slept in yet, it would point to world spawn point instead.
These are only a few suggestions I threw together and I'm pretty sure that about everyone else has something better to add onto the list. Suggestions are welcome. And anyone willing to make textures is also welcome because my ones just don't look very good.
List of proposed textures:
Block of Copper
N0tnat (Reddit post)
Various textures by Dinoking872 on the reddit post
Copper nugget? by Cerroz
I'll probably flesh out this thread some more to look more presentable as well in the near future.
May 5, 2016Posted in: Suggestions
Another well received idea of mine, so much so that it spawned a fan video.
The idea is fairly simple: it involves adding a new type of door, which reacts differently to redstone than any other door;
- When not powered, a player (or villager) can open it freely by hand, like wooden doors. Zombies can break it when in this state.
- When powered, the door would be locked in its state, and cannot be opened or closed, like an iron door. It will stay like this until unpowered. It would also be resistant to zombies when locked.
This mimics the behaviour of real life doors, which stay open or closed forever until you use a key to (un)lock them again.
The recipe for the golden door would be as expected; 6 gold ingots in a tall rectangular pattern.
There could also be a golden trapdoor, acting like the wooden door except vertically. These would be crafted with the expected recipe.
Why does it have to be a golden door? Mainly because gold and iron are the only two existent metals as of now, and only iron has a door equivalent. It makes more sense to have the other metal have a use as well, and since gold is generally portrayed in game as a "magical" metal (with the better enchantments, golden apples, etc.), it kind of fits with it having these properties.
Leave opinions below!
May 17, 2016Badprenup posted a message on Movement Improvements - Automove and Align to DirectionPosted in: Suggestions
I was thinking about a couple small ideas for improving movement in Minecraft while boating across an ocean to kidnap Villagers. They are more about improving quality of life than anything crazy like crawling or wall jumps or anything like that.
A long time ago you could automatically run in a direction by pressing the movement keys in the direction you want to go, then tapping Alt. You would keep moving in that direction indefinitely and could move the mouse (but the mouse would be stuck on the window). To my knowledge that is fixed, but I suggest the ability to bring it back in an improved form.
There would be a new key for automove, we'll say M for now. How you use it is you press and hold the movement keys you want, press M, and the game will act as if those keys are pressed until you press M again or any movement key (movement keys are WASD, Space, Shift, and Control. Mouse movement is not counted so you can autorun and guide using the mouse). This frees you up to rest your hands or to do other things.
Like type! Trying to get somewhere but need to talk to your friend? Set up automove and then you can use the chat command to talk or enter commands. Automove won't be disabled if you press M or a movement key while in the chat box, and the direction you are going doesn't count as keystrokes so you won't start typing "wwwwwwwwwww" while automoving forward. Not much of a talker? How about taking the time you would be spending piloting your boat 3000 blocks to fiddle around in your inventory, maybe craft some torches or something?
Or maybe you have nothing to say and your inventory is all neat and organized, but you used the brainpower normally dedicated to holding W down to coming up with an awesome Minecraft suggestion. Well, considering how opening chat or your inventory frees up your mouse to click on other things, go ahead and open your browser window because while automove is enabled you will still move, even if you aren't in the Minecraft window anymore. Provided you don't accidentally run off a cliff you can browse the internet to your heart's content.
Remember that any movement key you hold will be stuck when you activate automove. If you hold W and activate it, you run forward until you turn it off. If you hold Shift and W, you sneak forward. Space and W lets you swim and/or hop like a lunatic forward until it is turned off. Control and W makes you sprint until you hit a wall or lose too much Hunger. Hunger lowers like it normally does.
There are a couple caveats though. First things first, pressing Escape will pause the game in singleplayer so you stop moving. Unpausing makes you return to automoving. But in multiplayer, pausing cancels autorun, strictly so you aren't in your resource pack menu and running into lava. At least with chat and your inventory you can kind of see what is happening, more or less. Second, this does not count as actual input, so you can't autorun into a wall forever to avoid getting kicked for AFKing. However mouse movement (while in the Minecraft window) , chatting, and pressing keys in your inventory count as input.
Next up is aligning yourself to a direction. Have you ever noticed how hard it is to run in a perfectly straight line? Running through your strip mine only to constantly have to adjust your mouse lest you clip the edge of a side tunnel and start running down there or cancelling your sprint. There would be 2 keys for this, one that rotates you clockwise and one that rotates you counterclockwise (J and K for default). The key will automatically align the way you are facing to a cardinal direction, snapping you to the next cardinal direction you would meet while rotating that direction.
Say you are facing northwest. If you press K you will rotate clockwise to face due north. If you press J you rotate counterclockwise to face due west. If you press J and then J again you would first rotate to face due west, then rotate a full 90 degrees again to face due south. The rotation isn't instant though, it takes as long to rotate as it would while in a boat turning normally with A or D, even while walking or on a Horse. Also, holding one of the keys spins you in place.
This is mostly so you can align yourself down a path without fear of getting stuct on a wall or so you can walk down the incomplete wall of your mansion without fear of accidentally falling off the side. It is a convenience thing more than anything else, designed to free up micro-corrections with the mouse on long trips and for general safety when walking.
Finally, these can be combined with automove, and J and K count as movement keys. So you can absolutely make yourself spin like a top or run in circles, just for the heck of it.
Apr 23, 2016Posted in: Suggestions
Combat is a big part of the most recent update. Why not some additions to banners to compliment these changes?
(Note: These pictures are more for reference than a 'final polished' look.)
Symbol added would be the; sword, axe, shovel, hoe, pick, shield, regular potion, helmet, chest, legs, boots, bow and arrow. Essentially the things related to typical combat.
(Example of positioning in crafting.)
The tools would have all 8 angles of MInecraft. As for the armor and potion, it would have a standard, centered image (much like the current icons available.)
It would require a golden tool (or armor) to apply the image. For balance purposes.
Simple, but can be a huge, aesthetic impact on things like castles, or town builds.
Apr 20, 2016Tynvale posted a message on Andesite, Granite and Diorite Stairs/Slabs [Both Forms]Posted in: SuggestionsAndesite, Granite and Diorite Stairs/Slabs
I was messing around with textures and had the idea to make normal and polished stairs/slabs using the new stone types added in 1.8.I decided to see if they could work well in the game by building a small house and I really think it fits well.
Image Album - http://imgur.com/a/KOusX
Whats your opinions? Do you think it works well?
Apr 17, 2016Posted in: Suggestions
It's that hypercritical Cerroz guy that lays on the deep criticism on suggestions. Now you guys can return the favor. I admit that a lot of these do not fit survival that well, I but I still believe these could have some use in adventure maps. You can guys can suggest as many potion effects as you want, I will add all the good ones without hesitation.
Not all of these are meant for normal survival.
Last Update: April 18, 2015
- Add more effects.
- Use actual colors to show off each effect's color.
The unluckifying Curse is taken from my Ancient Zombie suggestion. Negates ALL forms of healing by disabling health regeneration and health potions. Changes the health bar to purple:
Effect Color: Dim Purple
The weakening Vulnerability does two things, it will make players and mobs more susceptible to only environmental by 2hp, such as lava, fire, fall damage, etc... The second thing this does is 'sequel' negative potions effects. So getting with "Poison" while Vulnerability is active turns that into Poison II.
Effect Color: Light Dim Purple
Sequels: II - Increases the damage vulnerability by another 2 hp.
The helpful Immunity does two things, it absorbs 2hp of environmental damage, and weakens how negative potions effects affect you.
Effect Color: Sky Blue
Sequels: II - Negative potion effects have heavily reduced duration and absorbs another 2hp of env damage; III - Same as 2, but negative potions can't affect you at all.
Till I can get my... Satisfaction - freezes the hunger bar where it is. A smart player would only acquire this when their hunger bar is full. You don't want to freeze your hunger when it's too low. No one wants that. It will make the hunger bar look like this:
Effect Color: Brown
The flutter, feathery Lightness will stop you from trigger pressure plates, tripwires and stomping away planted crops. Slows falling.
Effect Color: White
The burden of being Stranded will prevent you from using any kind of portal. Nether Portals and also End Portals will do nothing for you, so you better get comfortable in whatever dimension you're in at that time.
Effect Color: Dull Red
The attractive (lol get it?) properties of Magnetism will increase the range of gathering items, meaning you stand farther away from them. This also applies to experience orbs. (suggested by jomancool55)
Effect Color: Light Grey
Sequels: II - Slight increase of gathering range.
Looking at your hand and discovering your Green Thumb will increase the rate at which crops grow (+10%), but only when you stand near them. This includes cacti and sugar cane. This doesn't work for Nether Warts.
Effect Color: Dim Aqua Green
Sequels: II - Increase crop growth rate by another 10%.
Gravity will not respect Weight too much. Jumping height and distance are reduced, and sinking in water is increased, making it harder to swim back up. Levitation will also not work while this is active. (last part suggested by coolcat430)
Effect Color: Dim Orange Red
The strange acquired taste you get from Vampirism will, as expected, sometimes steal health from your victim. Let's hope you don't fight another vampired player, or you'll be stealing from each other forever. Each hit has a 15% to steal health. Only 2hp can be stolen at a time.
Effect Color: Dark Crimson Red
Sequels: II - Chance increased to 20%; III - Chance increased to 25%
♫ I hear you Knocking, but you can't come in. ♫ Each time you hit a player, something from his inventory will drop (but their currently held item always drops last). Mobs sometimes drop something while they're still alive, but only 2 items, so you can't heal them and camp-collect from them. The chance to knock items out is 15% per hit.
Effect Color: Bright Yellow
Sequels: II - Chance increased to 20%; III - Same as previous, but there's an extra independent chance of 5% to make two items drop at once.
You can feel the presence of others with your acute Awareness. This may be a bit obsolete because of spectral potions, but I'll present this anyway. Mobs and players near you have an outline, the outline is more pronounced the closer they are. Hostiles are outlined in red, neutral mobs are in yellow, friendly mobs (or players on your team because of server settings) have green, and normal non-team players are in white.
Effect Color: Bright Orange
Sequels: II - Increased sight range by 10 blocks; III - Increased sight range by 25 blocks
Don't know where you are? Must be Amnesia. This will slowly drain your XP away. 4 exp points (not levels, points) per second. (suggested by needoriginalname)
Effect Color: Coral
Sequels: II - Doubled draining speed.
In your Confusion, your WASD controls will be scrambled. This randomized per every time you get this effect. (suggested by needoriginalname)
Effect Color: Dark Yellow
Life couldn't exist without Fornication. With this active, your very presence will sometimes trigger villages and mobs to mate. This chance is 2% per tick. (suggested by needoriginalname)
Effect Color: Red hearts, rather than swirls
Sequels: II - Chance increased to 4%
Your thoughts are not your own during a Hallucination. You'll see non-existent mobs walking around, some blocks changing textures on you, false explosions and fires happen near you out of nowhere.
Effect Color: Yellow-Red Swirls
Sequels: II - Hallucinations are more intense.
Anyone who's played Skyrim should know that being Over-Encumbered is no fun. You can't pick items.
Effect Color: Dim Amber
Sequels: II - All items in inventory are dropped.
The captivating effects of Taming will have bones/fishes work on wolves and ocelots on the first try. Horses will instantly love you and not buck you off.
Effect Color: Dark Aqua
You needs to have good smarts in your brainal region so you can haves the smart peoples think thoughts. But seriously, Intelligence will increase your XP gathering by 15%.
Effect Color: Light Brown
Sequels: II - Gathering is increase to 20%.
In a game like this, you always gotta be Crafting something. You will get 1.5x of the items you craft, so mass producing 20 loaves of bread will grant you another 10. This idea's a bit weird, as sometimes it might require shift-clicking for this to work best.
Effect Color: Light Olive
Sequels: II - Craft double items.
Oh the Humanity - will disable your ability to do damage to and take damage from players. So only mobs are your combatants.
Effect Color: Darker Aqua
You can really turn some tables here, as Dire Aspect (another enchantment-thing, I know) will grant you extra 2hp damage to the Enderdragon, the Wither, and Elder Guardians.
Effect Color: Off White
Sequels: II - Doubled damage.
You'll know you have the Haunting when undead mobs spawn more frequently around you.
Effect Color: Brownish Green
Crawl out through the fallout with Radioactive. The closer enemy mobs and players are to you, the more damage they'll take per second.
Effect Color: Tan
Sequels: II - Extra 1hp damage per second.
And that's it for now, I hope you enjoyed the read. I'll keep adding more of these until my face falls off.
Jan 3, 2016Posted in: Recent Updates and Snapshots
Use an axe and go for critical strikes. Even though the sword does more DPS, it won't on an enderman since they teleport when hit. An axe does more damage per hit hit and will recharge by the time the enderman is within striking distance.
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