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Nov 11, 2013LordSnowballOfTwenty_two posted a message on Anyone else a bit annoyed by these bland minecraft related games?I think the main reason people aren't as mad at Infiniminer is because, 1, it closed, 2. it isn't the same as Minecraft, different gameplay and different names, and these app store apps? "Mine Blocks" "TotalMiners" "BlockCraft" (Don't think they are real, but they are examples). They basically have the same features as minecraft, Heck. Survivalcraft basically has the Skyblock symbol on it.Posted in: General Gaming
Oct 25, 2013So, in 1.7 we have achievements announced in chat.Posted in: Suggestions
To every living creature on the server.
The entire server.
This will be trouble for ANY server. I don't think many care if you went into the nether, or made a cake. I know plugins will very soon replace this, but it is always a nice feature to have for anything. I don't want to be spammed in chat whenever a new person opens their inventory. Simple yet needed suggestion.
Add an option to disable these. Or at least disable other peoples achievements and leave it for yourself.
Sep 30, 2013Posted in: Discussion
smartest kid in my class. I play the most violent (Well my friends play GTA, but I play games like Skyrim but still. I kill a lot. I have played GTA anyways) I never really have the urge to kill someone xD That is just.. wrong.
I think if anything games will help that. For some at least. If they get that wedged into their brain, then yes it might be bad, but some have a little kill urge in them, if you don't go kill something (Even a bug or something can suffice) Then it will most likely go out of control. Games that have killing might calm down that rage. Of course violent games might CAUSE that in the first place. But who HASN'T been exposed to a violent game nowadays?
Minecraft isn't violent... Did I really just write 3 words in topic and a whole wall of text Off topic?
Sep 29, 2013Posted in: SuggestionsQuote from Deoriginaltrollolol
The Nether is less likely for a coffee shop to appear. A village is.
Pig villagers (Most likely where the Lava Java will appear) are more advanced, and have brewing stands. They even tamed a few skellies to work for them. And watch as your pathetic villagers huddle into a house awaiting death. Ha!
I agree with Raff
Sep 8, 2013Fireworks are usually just the same with the exception of the creeper face. Same old circles, same old sounds. I present new fireworks for people to use!Posted in: Suggestions
#1: Whistlers: Crafted using ghast tear (The closest mob that can whistle) you will craft one, fast and not so big these fireworks make a whistling sound as they go up. These have been my favorite firework out of every firework and they make a pretty cool sound in groups IMO.
#2: Diamond Rain: These are crafted with a dirt block, you send one up and it drops "Diamonds" which are actually just dirt blocks disguised as diamonds. Keep in mind, yes they can make that 1 dirt block drop about 5 more but you do have to make the firework stars and fireworks itself still.
#3: Blast: Crafted with tnt, these ones explode more than 5x the size of a regular firework. These have a large booming sound and a huge display of color.
#4: Crackle/Sizzle: These ones are crafted with a nether wart and explode, then turn to dust and sizzle away.
#5: Flash: Crafted with glowstone block these ones will not make a very big explosion and make 5 seconds of night vision for everyone in a 200 block range.
#6 Ender: One of the best ones I thought of.. We all know that little animation when the dragon dies. This is just that, except no dragon, Crafted with ender pearl. No xp or portal, ofc.
#7: Rain: These ones are crafted with water bucket, no they do not rain. But the particles fall down and disintegrate close to the ground.So these are some more variety of fireworks. Feel free to comment and suggest more.
New firework launchers! Crafted with a dispenser in middle, 2 redstone blocks on the sides, and rest filled in with quartz. These have a GUI which can be filled with fireworks, and will be activated when hit by a current. These can send fireworks up a distance from 10 blocks to 100 blocks, and can launch them to curve sideways (Shoot up left or right) or just plain straight like normal. No more clumps of fireworks, a more customized show to put on. Also has a timer to set one off (Can be set to max 10 minutes) This can also be used in maps as a timer.
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Nov 25, 2012GerbilCrab475 posted a message on Adding the missing potions. 1000 supporters and counting!Posted in: Suggestions
Right now there are 13 different potions that can be obtained in Minecraft survival mode, but there are actually a total of 27 potion effects in the game. Although some of these can be obtained in other ways it would be nice to see them as obtainable potions. Adding in these potions wouldn't just simply expand upon potions but other parts of the game as well. That's one of the reasons why potions are so great. New methods of obtaining potion ingredients helps expand other aspects of the game. Exploration, hunting, farming, fishing, trading, anything you can think of really.
Rather than suggesting specific ways to obtain a potion's ingredients like how the suggestion previously did. I'm going to name a few potential options for each effect as what specifically makes it is up to Mojang in the end. Here we go.
Haste: This effect increases mining and attack speed. It is currently only obtained through beacons which isn't all to useful. Due to its effects it would make the most sense if the ingredient was obtained from mining in some way. Probably by combining an existing underground material with a food item.
Mining Fatigue (Dullness): This is the opposite of the haste effect so it would make the most sense if it was obtained by using a fermented spider eye on a haste potion.
Nausea: This effect causes the screen to wobble. It is currently only obtained by eating pufferfish. An idea I had would be if the ingredient was sold by a new priest villager (Alchemist?). Due to the strength of the potion this ingredient would be very expensive.
Resistance: This effect increases defense. It is currently only obtained through super golden apples and beacons. Since it raises defense, perhaps a new ore could be made specifically for this ingredient. It would be rare since resistance is very strong.
Blindness: This lowers a player's view distance. It can currently only be obtained through commands. Be cause of it's strength against players, it would simply be obtained through corrupting a nausea potion (another potion that is strong against players).
Hunger: This effect causes the player's hunger to go down faster. It is obtained by eating various rotten/poison foods and by getting hit by husks. Since husks give the effect I thought it would make sense if the ingredient would have a chance to be dropped by them.
Wither: It's like poison but it can kill. Because of this it would not have an ingredient but could be found in the chests found within Nether Forts.
Health Boost: Increases max health. Currently only obtainable with commands. It could be dropped by a new monster in either the Nether or overworld.
Absorption: Instantly gives temporary hit points. Only gained through golden apples and totems of undying. To get the potion one could corrupt a health boost potion.
Saturation: Slightly fills the hunger bar by one point. Only obtained through commands. Perhaps the ingredient could be a rare drop from pig.
Glowing: Highlights mobs. Given to mobs/players that are hit by spectral arrows. Perhaps the ingredient could be dropped by witches.
Levitation: Causes mobs to slowly rise over time. Only given to mobs hit by the shulker's spark projectile. Considering the fact that shulkers now have a drop perhaps it could be involved in the making of levitation potions.
Luck: Increases chances to fish up treasure. It's currently available in the creative inventory. The only right ingredient for this would by four leaf clovers.
Bad Luck: Deacreases chance to fish up treasure. Only obtained through commands. Corrupting a luck potion with a fermented spider eye sounds like a good method of obtaining this potion.
If you support this idea, add this banner to your signature. Spread the word. The missing potions must be added! To add it, just copy the code below and paste it in your signature.
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Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Aug 8, 2012Superintendent posted a message on The Dragon Thread: Let's Get the Red Dragon Into Minecraft!Posted in: Suggestions
Day of Thread: 988
Table of Contents-
Health: 80 ( × 40)
Armor: 10 ()
Hard Attack Strength: Fire effect
Spawning: One per dragon lair
Size: A little smaller as the Ender dragon
Details: The red dragon is a neutral mob that spawns in dragon lairs. They do not break terrain. They usually rest in the dragon lair, but can occasionally fly around it. If you attack it or try taking anything in the dragon lair, it will attack you. It attacks you by breathing fire on you. The "fire" is a lot of fire particles that fly up to seven blocks away. The particles cannot go through blocks. If the fire particles touch you, you get lit on fire. The dragon can breath fire for around three seconds. All of its body is protected by its scales, except for its underbelly, which has no armor. Snowballs harm it, even through its armor
Tamed Dragons: You can tame dragons as well. Dragon taming works like horse taming, meaning you get on the dragon to tame it. But you can't tame a dragon without giving it gems, like wheat for horses. Dragons will take iron ingots, gold ingots, lapis lazuli, and diamonds. When tamed, the heart particles will appear. You can now get on the dragon, but like horses you cannot move the dragon unless you put a saddle on the dragon. The movement is normal, but instead of jumping, the spacebar makes the dragon fly. The spacebar flaps the wing once, and you can flap the wings ten times before it has to touch the ground again. Each wing flap raises the dragon two blocks. The dragon will breathe fire on any mob that attacks it, not you.
Drops: A dragon drops 2-5 scales,0-3 teeth, 0-3 gold, 1-3 iron, and rarely a diamond
Health: 90 ( × 45)
Armor: 10 ()
Hard Attack Strength: 6 () plus freezing effect
Spawning: One per ice cavern
Weakness: Fire and lava
Size: Same as red dragon
Details: Frost dragons are bright blue dragons only found in mountains in taiga and tundra biomes. They stay peaceful toward you, unless there is any other dragon near, or there is flint and steel in your hand. They also attack if there is fire nearby. They still attack you like red dragons, except with ice particles that freeze you a little and do some damage. They only spawn in ice caverns, which are the dragon lairs in the winter biomes. Wherever these dragons land, snow appears much like snow golems.
Tamed Dragons: These dragons can be tamed and ridden like red dragons
Drops: 2-5 scales, 0-3 teeth, and 1-5 ice blocks, 0-3 gold, 1-3 lapis lazuli, and rarely a diamond
Health: 90 ( × 45)
Armor: 10 ()
Hard Attack Strength: 4 () plus burn damage
Spawning: One per Nether lair
Size: Same as red dragon
Details: Nether dragons are dark red dragons. They spawn in Nether dragon lairs, but usually fly around the Nether. They still try to keep near the lair in case of invaders. Nether dragons are always aggressive toward you. Nether dragons are like red dragons, they burn you and are weak to snowballs, but Nether dragons are more like a Nether mini-boss. The will see you from 100 blocks like Ghasts, and will fly at you to attack you. Nether dragons sometimes attack Ghasts
Tamed Dragons: You cannot tame Nether dragons
Drops: 2-5 scales, 0-3 teeth, 1-5 Netherrack, 0-5 gold, 1-8 iron, and very, very rarely a Nether star
Size: Around 7 blocks high, 10 long, and 7 wide
Generation: Only in extreme hills biome
Details: The dragon lair is a rare cave-like structure only generated in extreme hills biome. They only generate on cliffs and hills. It looks like a tall and wide cave entrance, but it ends ten blocks in. The walls and ground have miscellaneous ores that appear by how rare they are. If you try to mine an of the ore, the dragon attacks you
Size: Same as dragon lairs
Generation: In big hills and mountains in taiga and tundra biomes
Details: These ice caverns are rarer than other dragon lairs, basically because there are not that many suitable locations for them to generate. These caverns look just like dragon lairs, but are made of ice. There are a bigger chance of different ores on the floor here
Size: Same as dragon lairs
Generation: In the Nether in cliffs
Details: These dragon lairs are made of Nether brick and Netherrack. The Netherrack in the lair burns constantly. The ground has the same treasures as other lairs. At the back of the lair is a chest. The chest contains some valuables inside, like ingots, tools, armor, and sometimes scale armor
Details: Scales are items dropped by dragons. Scales can be brewed to make a potion. Scales are different colors depending on the dragon that was killed
Details: Teeth drop from dragons. They can be brewed to make a potion, along with crafted into a spear
Details: Armor potions are potions that increase the players defense by 50%. This potion acts like any armor, protecting you from attacks and etc. This potion is made by brewing a red dragon scale with an awkward potion
Details: When drunk or thrown, the target player is frozen for a few seconds. They are vulnerable to attacks, but all damage taken is reduced to 50%. Made by brewing an frost dragon scale in an awkward potion
Fire Absorption Potion
Details: When this potion is used, you gain a regeneration effect while in lava. Made by brewing a Nether dragon scale into an awkward potion
Details: Burning potions light the player on fire, damaging them. This potion will not count if the player has a fire resistance potion, is in water, or if he/she is beneath rain. This potion is made by brewing a dragon tooth in a thick potion
Details: The tooth spear is a longer weapon made with two sticks and a dragon tooth. You can jab with them, dealing four damage (). You can also throw them for six damage (). But a downside is that tooth spears are as weak as gold. They break faster if you throw them
Details: Dragon armor is made by using any scale in an armor pattern. It will protect you against fire, and a little bit of lava. It has 18 armor points (). The armor has durability a little more than diamond
Changelog-Original Update- 11/16/13
- Removed Star Dragon
- Removed Ender Dragon
- Rewrote flying/taming mechanics
- Fixed the formatting glitch
- Edited the thread
- Added more Q&As
- Removed birthday signature
- Added new dragon
- Added pictures to everything
- Added Table of Contents
- Added Changelog
- Added Q&A
- Edited entire thread
- Fixed entire thread
- Added signatures
Questions and Answers-Is this overpowered?
No, dragons are not overpowered. They don't break blocks, and don't seek you out to kill you. When you ride them, other people can hide or fight.
But the flying is overpowered...
Nope. It would be hard to shoot/breathe fire while on a dragon. But you still can. Meanwhile, people on the ground can shoot up at you pretty easily. Remember that you can crash a dragon.
What if servers don't want dragon?
There would be a new option in the server properties file that you can change. It would say "spawn-dragons=" and you say "true" or "false". Also, a new gamerule would be added called "dragonGriefing" would be added.
Don't say this is OP, because the dragons have limits and weaknesses.Just to make clear, the dragons CANNOT BREAK LANDSCAPE.These would be hard to use as a griefing weapon. If you think they are too hard to beat, ask yourself why you attacked them in the first place.
Do You Support This? Put this in your signature!Please hit the button to support!Comment and give feedback!Thank you!
Jun 13, 2013Posted in: SuggestionsBELLSA MECHANICAL SOUND BLOCK
Bells are a block whose main purpose is to create deep, loud sounds. There are two varieties of bell; Iron and Gold. These two bells have different properties and are used in different ways. I will cover them below.
CraftingBells are crafted in the manner shown below.
Bell RingsKEPT HERE FOR HISTORICAL PURPOSES ONLY!
Gold bells must be placed on Bell Rings which are crafted like so.
Gold Bells are the larger type of bell. They are an entity and therefore has health. Bells visually resemble a cube with a thicker doughnut shaped ring around the bottom with the clapper inside.
Gold bells may be tolled by either physically pushing the bell or using a piston to push it. Redstone cannot be used to toggle it as it is an entity. A lead can also ring the bell if it is attached to the bell. Simply using a mechanic from my other thread, pull the rope in and release it.Gold bells, when struck produce a deep tone. Gold bells can damage entities too if it hits them whilst in motion.
Bells slowly degrade over time and will show cracks. There are three stages; Freshly Cast; Damaged; Severely Damaged. Every strike has a 1 in 2 chance of reming 1 health point from the bell.
There are two different kinds of gold bell; a small bell and a large bell. The different sizes give it a louder sound and larger radius of influence.
Small bells are 1x1x1. They can be heard 64 blocks away. Small bells have 100 health points and therefore can be, with luck, rung around 200 times before breaking.
Large bells are 3x3x3. They can be heard 256 blocks away and have a very deep sound. Large bells have 500 health points and can be rung around 1000 times before breaking.
Damaged bells may be repaired by right clicking them with gold ingots for 8 hearts, gold nuggets for one heart and a gold block for 84 hearts.
But wait, there is more! Bells can be enchanted!
ENCHANTING BELLSGold Bell items can be enchanted in an enchanting table. They can only be enchanted at Level 50 or higher. This is to help balance it and also to show how more xp is required to 'cover' the entire bell surface. It also means the player has to work harder to obtain the levels.
A bell can only contain one effect unless you use an anvil and enchanted books. Enchanted books can thus also receive these effects however at a considerably rarer level than items.
There are a few enchantments available to bells. These are listed below.Black is common, Orange is medium and Red is rare.
GROWTH I - IV
This enchantment lasts for a day before wearing off.
It increases the speed at which crops mature and trees grow. A 25% increase for Level I, a 50% for II and so on.
HARVEST I - IV
This enchantment lasts for a day before wearing off.
It increases the number of drops you can receive from a crop. 50% more for I, 75% for II and so on.
DOWNPOUR I - II
This enchantment lasts for a random amount of time above 5 minutes.
This makes it rain. II has a chance to make a thunderstorm.
This will last until it starts raining again or it turns night unless activated during the night in which the it will stay clear for a random amount of time.
This enchantment makes the rain go away and clouds to disappear.
UNBREAKING I - III
This enchantment lasts forever
Similar to tools, it reduces the speed at which a bell takes damage.
FERTILITY I - IV
This enchantment lasts for a week.
It increases the drop rate for crops and apples as well as passive mobs by 25% for I, then increasing by 10% every level up.
SPEED IThis enchantment lasts for a day.It increases the speed which furnaces cook, brewing stand brew etc.
RANGE I - III
This enchantment lasts forever.
This basically increases the range of the enchantment by 10% for every level.
PEACE I - VIThis enchantment lasts for an entire day and night.
This enchantment reduces the rate at which hostile mobs spawn. 5% for Level I, 10% for Level II, 15% for Level III, 20% for Level IV, 25% for Level V and 30% for Level VI.
The enchantments affect the area that you can hear the bell in. That is, 64 blocks for normal and 256 for large.
Now you may be thinking; this is too overpowered! Not so. Enchantments speed up bell damage. Well, all of them except unbreaking. Enchantments also cannot be used more than once every 15 minutes. If you attempt to use one within 16 minutes of previously using it, it will ring but no effect given. This is to spur you into making multiple bells for different effects.
An idea may be a room of bells that you can use to control things. Or perhaps a little bell tower in your farm which speeds up growth.
INTERACTION WITH VILLAGERSGold Bells are also found in villagers. A small sized bell will spawn along with the church in a new structure at the top of the church resembling a small bell tower. A lead will hang down beside it which priests can pull.
These bells will have Unbreaking III on them and thus will hopefully never break.
Priests will toll the bell daily at sunrise, signalling the start of a new day. During zombie sieges the priests will also toll it. Tolling bells will also make villagers stop and walk towards it as long as the bell continues to toll as long as it is not during a siege or other attack.
Iron Bells are smaller and resemble more common classroom bells. They are mounted on walls like item frames and ring when a redstone signal is applied to them. These bells may be tuned like note blocks by varying the power of the signal.
Iron Bells can be heard up to 64 blocks away.Iron Bells last forever however their sound is much softer and higher pitched than gold bells.They are cheaper and are good for indoor usage where sound range is not important.
They also produce a sound as long as a current is applied to them making them good for alarms and other attention grabbing uses.
UsesBells have many possible usages that are outlined below.Gold bells can be used for churches, clock towers, bell towers and other places where large, stereotypical bells are needed.Iron bells are more versatile and can be used in railway stations, schoolhouses, homes, boarding houses, signal boxes, hospitals, shops, announcements, morse code, as an alarm, signal, alert or doorbell and much much more.
I believe that bells would be a beneficial addition to Minecraft as they are a simplish concept which can bring much to the game.
Questions Asked By Spaceboot1What can bells do that noteblocks cannot?1. Gold Bells are visually more complex.
2. Gold Bells are deeper and louder than noteblocks.
3. Gold Bells can be heard over 64 blocks away.
4. Gold Bells possibly could attract passive mobs.
5. Iron Bells are higher pitched and have a different sound.
6. Iron Bells play as long as they receive power.
7. Iron Bells are visually smaller than noteblocks.
8. Iron Bells would be more visually appealing than noteblocks in certain circumstances.
Aug 16, 2013Noobgalaxies posted a message on New mob in the Nether: Nether Spiders! Source for jump boost potions!THREAD STATUS: Closed, unless somebody gives me some actual reasoning and advice of how I could keep this thread goingPosted in: Suggestions
I have been mentioning that I have DISBANDED this thread, however ever since it was necroed out from the depths of the forums, I see flame wars everywhere.Please refrain from using hurtful language and if a staff is seeing this, consider closing the thread unless some improvements can be seen.
Note: For the last time, THESE THINGS WON'T SPAWN IN THE OVERWORLD!!!
Before you read this, I would love to thank..
Myself, for thinking of the idea and making it an actual thread(Hehe)
My virtual dog muffins, for being adorable
Stealthman917, for being an awesome supporter by sending me in game images, ways to improve this thread, and currently making a mod for this idea
Mark719, creator of the magical crops mod, who is also creating a mod for this idea
Voxelizer, for making the most awesome suggestion banner I have ever seen, and making this thread have awesome pics to go along with the idea
And finally, everybody who has supported me to the front of the suggestion page
Another thing that nobody has been confused with but MIGHT be confused with is this thread:
It is also about a nether spider, only that it doesn't set the player on fire, it spawns very rarely, it's extremely giant, it creates colonies, and it has a stage of growth with male and female. So if you're a staff member, please do not lock this thread for redundancy, because this thread is completely different except for the fact that there is a spider in the nether. Also, a lot of people are supporting this. I don't want to let them down...[/size]
[size=medium]Lets see how many hostile mobs are in the overworld(excluding bosses.) Endermen, creepers, zombies, skeletons, spiders, cavespiders, slimes, silverfish, and witches. Overall 9(Sorry if I forgot to mention one).[/size]
[size=medium]Lets count how many hostile mobs are in the Nether. Ghasts, Zombie pigmen, magma cubes, blazes, and wither skeletons. Overall 5, and 2 of those can only be found in rare nether fortresses, while zombie pigmen only attack you when provoked, making them actually neutral.[/size]
[size=medium]This is the main reason why I think there should be a new mob in the nether.The nether is supposed to be an unforgiving place, it's literally Hell in Minecraft. And yet the only real threat you face are falling off cliffs into lava/low ground, and Ghasts, which can be easily killed with one blow of a bow. It just seems to make little sense how the Nether is so easy to tackle. [/size]
[size=medium]So here is a new mob I wish to present:[size=large]The Nether Spider.[/size][/size]
[size=medium](Picture created by Voxelizer. Thank you for your support!)[/size]
[size=medium]The reason I chose a spider as the new mob is because[/size]
[size=medium]1. A Nether Spider sounds pretty cool, don't you think? [/size]
[size=medium]2. You remember the most useless sword enchantment of all... Bane of Arthropods. I wanted to make a reason that makes Bane of Arthropods an enchantment worth getting.[/size]
[size=medium](Thank you Stealthman917 for the awesome ingame pics! [/size][size=medium])[/size]
[size=medium]Profile(Health, damage, etc)[/size]
[size=medium]Here is the profile. The Nether Spider will share the same size, health(16 hit points) and texture of a normal spider, only that it's red. However, it will move as quickly as a Cave spider.[/size]
[size=medium]The reason this mob will be very dangerous is because they could not only climb walls, but [size=large]they can jump 3 blocks high[/size], and once contacted with the player, it will set the player on fire. They will have the same spawn rate of magma cubes.[/size]
(Picture created by Voxelizer. Thank you for your support!)
In easy mode, it will give 3 hitpoints of damage(1.5 hearts of damage), while setting the player on fire for 2 seconds.
[size=medium]On normal mode, it will give 3 hitpoints of damage([/size][size=medium]1.5 hearts of damage)[/size][size=medium], while setting the player on fire for 5 seconds.[/size]
[size=medium]On hard mode, it will give 5 hitpoints of damage(2.5 hearts of damage), while setting the player on fire for 8 seconds.[/size]
[size=medium](Amount of damage has been changed because apparently a lot of people found it too OP, and a simple experiment proved it...).[/size]
[size=medium]When contacted with a wither skeleton, there will be a very rare chance that there will be a wither jockey(As rare as wither skull drop rates).[/size]
[size=medium]When killed, they will drop 2 strings 50% of the time, a spider eye 30% of the time, and a new item called [/size]Nether Spider legs 20% of the time. [size=medium]What Nether Spider legs does is very special.[/size]
[size=medium]1. It can be used as food, it will refill 2.5 hungerbars, however, it will give you a poison effect for 9 seconds.[/size]
[size=medium]2. You can feed it to dogs.[/size]
[size=medium]3. Because nether spiders jump pretty high, when nether spider legs are brewed with awkward potion, it will result in a [size=large]potion of jump boost[/size].[/size][size=medium]A normal potion of jump boost will last for 3 minutes, while you can jump 2 blocks at once. When you use redstone to increase the duration of the effect, you get it for 7 minutes. If you use glowstone to increase the power of the effect, you can jump 5 blocks at once(Thank you Dungeon_Raider for reminding me about potion duration/effect changes.).[/size]
[size=medium][size=medium](Picture created by Voxelizer. Thank you for your support!)[/size]
[size=medium]So Whaddya all think? Is this balanced enough to be in the game? Reasonable, logical feedback is appreciated![/size][size=medium][/size][/size]
I would appreciate it if you copy and paste this banner into your signature.
Thank you Voxelizer for creating the most awesome banner I have ever seen!
Another banner that I created myself, which is an achievement banner.
Aug 5, 2013TL;DR: There would be a new Golden Porkchop, made with a porkchop and 8 gold ingots. It restores 5 meat legs, and can be made into Potions of Saturation and Hunger.Posted in: Suggestions
Hello, everyone! I have a new idea that will be great for Minecraft. It gives a use for pigs (since they are now obsolete due to horses being implemented in 1.6.1) and adds 2 new potions!
I've been playing Minecraft recently, and I've noticed that since 1.6.1, pigs no longer have a special ability! Cows give you milk, which makes cows special. Sheep give you wool, which makes them special. Pigs used to be the only rideable mob, which made them special until 1.6.1, when horses were added (don't get me wrong, I love that they added horses, but they make pigs obsolete). Horses are rideable, and that was the pigs' special feature, so now they are no longer special. I also noticed that there are a lot of effects that don't have potions. Then, I got an idea! Introducing,
The Golden Porkchop!
This Golden Porkchop would restore 10 hunger (5 meat legs), 15.3 saturation*, which would make it the food with the most saturation and the second most amount of hunger restored (the first is a whole cake, which gives you 12 hunger). It would be crafted with a cooked porkchop and 8 gold ingots. It wouldn't work with a raw porkchop, it would have to be cooked first.
This Golden Porkchop would not only a food, but it would also be used as a potion ingredient! If you brew an awkward potion with a golden pork chop, it would become a Potion of Saturation! It would give you the Saturation effect for 1 minute. Also, the potion would have a scarlet coloring. Zombies with the Saturation effect would not attack you or Villagers**. Spiders and Cave Spiders with the Saturation effect would also not attack you**. Sheep with the Saturation effect would not eat grass**. Any animals with the Saturation effect cannot be fed**.
Also, if you brew a Potion of Saturation with a Fermented Spider Eye, it would become a Potion of Hunger! The Hunger effect is already in the game. There is a 30% chance to get it via eating a Raw Chicken, and an 80% chance to get it via eating Rotten Flesh, but as of now, it has no potion. This new potion would be dull green. Sheep with the Hunger effect would eat grass 3 times as quickly**. If there is fully grown wheat nearby, then Cows, Sheep, Horses, and Mooshrooms with the Hunger effect will walk up to it, eat it, and enter love mode**. If there are fully grown Carrots nearby, Pigs will walk up to them, eat them, and enter love mode. Cave Spiders, Spiders, and Zombies with the Hunger effect would move twice as fast to attack you**.
In conclusion, this suggestion adds a new use for pigs, a new really useful food, and 2 new potions, which is why I believe that this should be added into Minecraft.
I hope you all like this idea! Please vote in the polls and give me your comments! Also, if you support this idea copy and paste the banner below into your signature (the banner is in the spoiler), and don't forget to click the rep button in this post! Also, check out my Lapis Fish suggestion! Thank you!
This is the banner.If you support this idea, paste the text below into your signature, take the periods out of [.url=, [.IMG], [./IMG], and [./url], and then unlink any active (blue) links in your signature.
If you did it right, it should look like this and take you to this thread when clicked.
Credit for this banner goes to SoulReturns
credit for the Golden Porkchop texture goes to MamiZomBie
*credit for the amount of saturation goes to XDGrangerDX
**credit for the mob effects goes to jokrage
Aug 6, 2013Posted in: SuggestionsSlimes - Helmets For All![represent]
Recently, when playing Minecraft, I've noticed that slimes have a very small part in the game. I'm not here to change that; I simply wish to introduce, for lack of a better term, an Easter Egg. Not unlike zombies and skeletons, slimes would have the ability to wear scaled headgear. Of course, according to the size of the slime in question, any helmet to be worn would have to be stretched, either larger or smaller.
I think a helmet on a slime is relatively reasonable. Here's why:
Effect on Slimes - Slimes would be another 'customizable' mob in the game, meaning they could be given specific helmets to make them appear different than normal slimes. Of course, they could spawn naturally with helmets on, with the same rates as zombies for these.
They would be uncommon, as slimes go. Slimes are already uncommon. Therefore, slimes with helmets would be a rare occurance. This would up the slime's health at the normal rate, and all slimes produced when their 'parent' slime is killed would NOT have the helmet of their parent. The chance of the 'child' slime having a helmet is the normal rate. If a slime were to pass over a helmet item, like if it were to kill a player holding or wearing a helmet, it would have a chance at picking it up and wearing it for itself.
Why Do I Want This In The Game? - My reasoning behind this is that it just adds one more fun thing into the game. Slimes would be considered just that little bit cooler. Currently, they don't do much. They drop slimeballs, yes, but they are only used in three crafting recipes. Not that I don't like them, I just think they deserve that extra push toward being an icon in Minecraft.
Slimes having helmets would add another whimsical, funny thing into the game. Mojang has proven that Minecraft is full of these, from the splashes on the title screen to 'Minceraft' and mobs being flipped upside-down by naming them Dinnerbone or Grumm.
Spawning - Only naturally spawned slimes would have a chance to be spawned with a helmet on. These chances for slimes to spawn with helmets are similar to those chances of skeletons or zombies to spawn with a helmet; in short, it wouldn't happen a lot. Skulls on the slimes would never naturally spawn - it's only in Creative Mode and for mapmaking purposes. Same with pumpkins; no slimes can spawn with pumpkins on their heads.
Rendering - In the picture shown at the top of the post, the helmet appear to be sunken in to the slime's head. This is not how it would appear in-game; it was simply convenient when I was creating the image. Perhaps the helmet, when worn by the slime, would have small bits of green ooze on it.
Skulls would be rendered similarly to the way they are on the player - a box enveloping the slime would be home to the texture of the skull or pumpkin.
Occasional Behavior - Besides there being the possibility of slimes wearing helmets, skulls are another variable. Skulls can be worn directly by the slime, similar to helmets. It's really quite funny - a slime wearing a skull is portrayed as a giant skull that hops around. Useful for adventure maps, but mostly for laughs.
Pumpkins and Skulls - Slimes also would have the ability to put on pumpkins, but would not naturally spawn with pumpkins on them. Getting a slime to wear a pumpkin is only obtainable through one legitimate method - throwing a pumpkin of your own onto the slime. Of course, for mapmaking purposes, NBT tags could be edited to give the slime a pumpkin or skull appearance. The vanilla pumpkin texture is used, apart from using the slime's face. A slime cannot spawn naturally with a pumpkin on its head.
These are slimes, but with skulls covering their entire bodies. They look no different from vanilla skulls, apart from the face of the vanilla slime.. The size the skull is stretched to depends on the size of the slime. Observe, a few models I've made of slimes wearing skulls or pumpkins, their faces overriding the vanilla skull/pumpkin face.
NBT Tags - This suggestion is quite NBT intensive, considering nearly everything in it would require the use of new or existing NBT tags. When a slime picks up a helmet, the use of an existing NBT tag would be used, obviously to check if the slime has a helmet on. This applie for helmets, skulls, and pumpkins alike.
One new NBT tag would have to be added to the game if this suggestion were to be implemented. This NBT tag would apply to all naturally spawned slimes, giving them the ability to wear helmets. This applies to both underground and swamp slimes. The tag would be triggered if the slime is being spawned in one of the two scenarios listed above, henceforth giving the slime the potential to wear headwear.
Drops - Slimes with naturally spawning helmets would have a small chance to drop them, similar to zombies and skeletons. Perhaps if a 'parent&' slimes doesn't drop their helmet (only occurs naturally) one of the children would take the trait of the parent's helmet. Of course, if you were to give a slime a helmet, they would have boosted chances of dropping it if they died, so as to give back your resources.
Modifications to Solidity - If a slime were to have a helmet, skull, or pumpkin on, they would become 'solid.' This means that you can jump on top of them, as they are a surface. In this case, you could use them as an entrance to a secret passageway, ride on them, and even make a floor out of them (not endorsed.) In the event that you do mount a slime with headgear, the slime will continue its vanilla behavior and jiggle around, jumping occasionally.
Support - Do you support this? Do you want this in vanilla Minecraft? If you like this idea, and the cute pictures of the slime models I made, use this banner to show your support!
Please post your ideas/comments/criticism in the comments, and leave a +1 if you like the idea!
Feb 3, 2014Man, the bullying thread is turning into a strife of bullying. Where one side continues to try and point how each other's insecurities and faults. It is like mutual bullying, but we will call it an argument for the sake of this thread.Posted in: Politics, Philosophy, News and Science
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