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    posted a message on Minecraft Pack
    Minecraft is Copyrighted to Mojang.

    I could not open a Mario Bros. Pizza without paying for licensing rights to Nintendo, because I'd be making money by entitling my business similarly to a game they produced. Not paying that before hand would result in lawsuit, where I would likely lose, even if my last name was Mario and I worked said business with my [nonexistent] brother.

    As he asked, did you license the use of Minecraft Pack?

    You respond that two companies have you covered on copyright, yet you fail to produce LINKS to answer his question. The matter of copyright won't really matter, it's a licensing issue of the use of the title Minecraft, because if you do not hold copyright to that title you can not hold copyright to any derived titles, as Minecraft is a unique word, unlike Scrolls and the Bethesda case, where scrolls is a dictionary term.

    EDIT: Either way it is allowable to use the term -granted- you do not obtain monetary gain from the use of the term. That is the catcher in the use of words/titles. Copyrights are held on works where one gains or plans to gain income from said work. If you don't, it's generally fine.
    Posted in: Maps
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    posted a message on Hilltop Home - Pass it on
    I DLed to see the progress and consider if I would take it, but holy craft I can't find the resources room! :ohmy.gif:

    There is also only 1 diamond pickaxe and 111 stone slabs right now in the player inventory? (whatever is being used for the sides of the walkways)

    Amazing work so far, but someone should have left a map in the inventory at least.

    I'm going to install SPC/WE and play around with it a bit before I decide if I want to take it later on, likely in a few days to a week from now. Without flying and infinite resources I don't see myself making much progress in 3 hours (finding a spot and deciding what to build).

    Edit: I'm seeing a few things here and there where somebody stopped working. Specifically there is what appears to be a church that has a trap door to and lower room where sets of 2 wood plank blocks are placed on the walls, as if to be either beds or coffins. The one side of the building is not entirely finished, missing a few stone blocks. When I walk outside and head right, there is a huge castle designed area with seats, and a podium spot, but no roof yet (unless not intended to have one). I think you guys should post signs with your names on what you are adding so we can ask the specific person for permission to pick up where he/she left off, or if their building was damaged and needs repairs, etc.

    - still open btw -
    Posted in: Maps
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    posted a message on I need storage advice please
    I just leave it there. Stock up on some pickaxes (mostly iron), a stack of torches, a few furnace, a stack or two of coal, some chests, a table or three, and some wood or saplings. Generally just the few things I'd need to prep the next base.

    Not worth dragging everything around.

    I do, however, like that centralized storage location idea. Sadly I have yet to fully understand powered rail so I don't have to push a mine cart after every so many blocks and hop back in it to go only so many more blocks. Have to get looking for maps or something to help me out there.
    Posted in: Survival Mode
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    posted a message on Salt water, Freshwater, Ect.
    I like the idea of differentiating water types. Ocean should be where ocean critters, such as the squid, will spawn. It is just so very odd that I dig down into caves to find underwater chasms and there are squid in them? Yeah, that's just awkward.

    Spring water would be clear, and only spawn from the tops of mountains or as streams. This would require a change in biomes and how worlds are generated though. So, to be honest, it is entirely iffy. But it would be a clear blue.

    Freshwater is not clean. It spawns in openings in dirt mainly, so this water is murky brown. You can catch catfish on -rare- occasion 1/30+, which heals 4 health (cooked; needs to be night to reduce that catch rate by half). Sunnies/Crappy are 1 hearts (cooked). Bass are 2 hearts (cooked). Digging dirt where there is shade can result in a 1/14 chance of worm. You need worms to catch fresh water fish.

    Saltwater is a clear aqua green, or some blue shaded green, and a darker color at that (deep ocean). It should be harmful to plants you try to grow. Sugar cane and wheat should never spawn nor grow next to salt water, and soil should wash away and not grow grass when placed near salt water. This means only sand and stone blocks will not be effected by being placed next to slat water, but salt water can turn moss stone to normal stone, by the salt killing the moss growing on the stone.

    You can gather either, but saltwater needs to be purified to result in sea salt and water. this water is drinkable. sea salt is used to preserve cooked foods. this means cooked foods need to rot after X days of being cooked without being salted and this data needs to be stored and calculated by each food item... so stacking would become an issue, and salted foods can still rot, would just take much longer.

    Salt can also be used to feed/attract deer (the mob would need to be created). You would place salt much like redstone. Deer can be hunted with bow and arrow, and will spook if they notice you, but result in deer skin and venison. deer skin crafts clothing/rugs. not very good for armor much at all. similar to leather, but still different. venison is a healthier meat than beef. it restores more one more heart of health.

    Freshwater needs to be sterilized by boiling it. this is done by simply putting the water bucket in the furnace/oven. technically there should be an oven that runs on wood logs because a furnace emitting higher heat than an oven would result in the water evaporating into steam, losing the desired effect, and burning breads to rock consistency. and the furnace should destroy any chest/bed or other wooden object placed 1 block around it from the heat, by that block catching fire. An oven is safer, made of iron, and blocks on top of it burn, which is where you boil the water (conduction through the iron it is made of), otherwise you need a pit by using two stone and a coal in between, with three sticks above that (order in crafting table), then using flint and steel to light the flame, and placing the bucket on it (furnace like menu). Rain would set that fire out though. Would be used to brew your mushroom stew, instead of the stew being made by crafting table, which breaks realism/immersion.

    Saltwater would keep the squids. Could be able to make spears with flint and 2 sticks to help kill squids (the range of the hits are the key here, because you have to resurface for air, your depth is an issue). but crabs should be added, as there is mod for them, and underwater seaweed as suggested in the few ocean mods/suggestions. crabs would be hunted for crab meat obviously, and only come ashore onto sand, and never venture into wilderness/grass plains unless provoked and chasing a player. This also means desert should have a new tree, palm tree, to produce coconuts, with the tree producing a different type of wood from the others. If anyone argues that it is useless, I ask you then why the 3 existing types of trees all produce the same damn wood? In fact, that should change! Each tree should produce a different color and type of wood... including different wood planks, and each type be used for the creation of specific items. Palm trees will be one of the few plants next to cactus that can grow on sand blocks. This will now permit beaches, and force a new biome to be made for sea/beach landscape, as right now we just have desert and forest, which is bland, and can't have a deserted island without palm trees, and specific greenery that grows on both sand and dirt.

    Springwater would require a jungle biome, with vines scaling between large amazon trees, and there would be rivers with rocks (yes, another block shaped like an actual rock, instead of an actual block), and waterfalls from mountains feeding these rivers. no fish though, outside piranha, that you can not eat. But the best water has to have a risk.


    I wouldn't expect any of this though until after official release. As Notch said, after beta there is still going to be no end to them updating the game. He plans to go further and further. These ideas should come to fruition in time, be it by his own eventual decision, or if a member of the community makes a mod for these ideas.


    EDIT: As Vauderus eventually got around to saying though, these ideas are common, and not new. How you differentiate and go into depth in explaining your vision of implementing the ideas is what will set your idea apart. This should be done at the start of your topic, and not "I have an idea, here's just the gist," you need to think it out, and post something that breaks down and has content, and -is- well thought out.
    Posted in: Suggestions
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    posted a message on [Idea] Stunt Pad
    This idea is quite simple.

    W = Wool
    F = Feather (x6)

    W W W
    W F W = Stunt Bag (each will take up 4 blocks when placed)
    W W W

    What's a stunt bag? The actual name is probably inaccurate. I'm talking about the big inflatable air bags they use to ensure the stunt doubles in movies survive falling off buildings, or when they do similar tricks. But this is a simpler version... a huge 4x4 block pillow!

    Yeah, you should have assumed I'm talking about a block to reduce fall damage... without the need to design air brakes with water and signs. But you also can not fall through, so it doesn't destroy the usefulness of air brakes.

    If you fall too hard, or from too high, the bag reduces less impact, is destroyed, and drops 2/3 to half the materials that went into making it. Digging it by hand will compact it for moving. Hitting it with a sword/shovel/pickaxe/axe will it will break it down to 3/4ths of the materials that went into it. Arrows do nothing to it.

    I was thinking of a sand bag variant, but then arrows would logically cause a tear and break the bag, and sand isn't that great a cushion either.

    The other thing to note here, is that I've yet to see the number of an item in a craft slot alter what is made. I think it should be done. Such as with beds... doubling the blocks needed should make a queen sized bed, rather than the twin sized that takes up 2 blocks (and you can break the queen sized down into two twins, via crafting).

    This is an idea, so if that part isn't liked, that is fine. But I would like to possibly see someone make these stunt bags. It's useful because air breaks are limited in area they can cover. Nothing else can reduce fall damage, that I know of at least. It'll be highly useful when you are building mid-air structures where you need to edge out to see the edge of a block to place a block, and falling off is possible.

    Edit: I just realized that leaves blocks can also replace the feathers. A bag of leaves would be just as effective.
    Posted in: Requests / Ideas For Mods
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    posted a message on [WIP]Jelly!
    When I think of the properties of jelly I don't see how it would be used as a speed up or slow down block that you walk on.

    I see more of it being like ice, where one movement in a direction keeps you moving in that direction if you do not try to move another direction, essentially a lower movement breaking when moving on these blocks.

    It could be a landing brick though, one that cuts down the player velocity when landing on it, preventing as hard falls, but destroying the block in the process, resulting in jelly blobs, that can be used to make a jelly block, but never giving you enough blocks from 1 brick to re-create that brick (like how stairs work).

    Otherwise, your idea is to make acceleration/deceleration blocks. Why not scrap the jelly and just make acceleration/deceleration blocks?

    BTW, I recall there are already mods for edible jelly, at least one, by using one of the item drops from creature mobs. Forget what it does exactly.
    Posted in: Mods Discussion
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    posted a message on Enderman Idea
    Love this thought. I actually assume this will be how they will work, granted the update list on MinecraftWiki pointed out that there are the rumored plans for NPC villages, so if Endermen are not building their own villages, I see no reason why they are picking up and taking blocks in the first place. In fact, I think they are building ruins inside mountains, where it is dark, and that they dislike daylight, but do not die in it.

    We'll see by 1.8's release if your idea is actually already in the update.
    Posted in: Suggestions
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    posted a message on Lendermen
    Who said Lendermen have to help? Sometimes, helping is the most annoying and harmful thing you can try to do.

    Also, this means that they would need to do the exact same thing as Endermen to obtain a block to place somewhere.

    And who knows, maybe Endermen are as rare as speculated and they steal blocks to build their own shelters elsewhere (remember there is a suggested change log for 1.8 which included towns of NPCs, and suggesting these NPCs are varied and each will remain in the game until killed)? What if there are only X (let's say 5) Enedermen and they themselves never die durring daylight but rather simply run to the shelters they build out of those stolen blocks? Now they become a very interesting bunch indeed.

    So you have these Lendermen, and they steal blocks from the surroundings to help you build a fortress? How do you tell them where to place them? What is they analyze the landscape and notice what looks like to them a living place and try to fill in the doorway with sand, thinking they are helping? Now they are not so useful, but indeed funny. Or, if they try to build you a shelter by deconstructing the one you built? Even more hilarious!


    So, they could be a big pain or the most amusing idea ever, unless they just drag blocks to you based on the ones you seem to be gathering. Which could also be a little problematic. It would be however cute to see one pick up flowers... oh wait, that would actually be kinda creepy. :ohmy.gif:
    Posted in: Suggestions
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    posted a message on The Eye Block - Detects blocks and entities
    Quote from 0utlawGrrl

    Love this idea, though I think the eye should only be triggered by entities. I don't see the purpose of it being triggered by blocks.


    I would want it to know when my crops have reached a certain height so when it sees the crop at it's height it will trigger the pistons to go off and make the automated farm that much more accurate. However, it would be best if there was a version looking down, so then I could put one for each crop.

    X = block
    P = piston
    E = eye

    Step 1
    X E
    X
    P X
    P
    X C
    X X W

    Step 2
    X E
    X
    P
    P
    X C
    X X W

    Step 3
    X E
    X
    P C
    P C
    X C
    X X W

    Step 4a
    X E
    X
    P C
    P C
    X C
    X X W

    Step 4b
    X E
    X
    P | C
    P | C
    X C
    X X W

    * this is where the pistons push the crops into the water, and all the way down to the collection point.
    ** looking down it focusing on the individual plant it is keeping an -eye- on, thus more accurate farming.


    This "eye" is similar to a laser trip wire. I can't understand how people think it serves no purpose in addition to pressure plates. And the fact that the first one made can not work beyond 1 block sight is a problem, so I do see a need for this beyond the similar idea that is limited in range. Though both not being able to look down nor even up bothers me. I think it entirely unfair that I see responses to this idea based on reaction to the experiences with a similar yet different block. Pretty sure that is why he asked it not be mentioned and stated how this was/is to be different.

    I do not see a need for a TV, but instead a simple signal block that will light to show that the circuit has been tripped. It's going to be a nightmare to otherwise rig each TV to show what block/mob each eye is being tripped off by.

    Personally, I feel it should sense all movement, of mobs and blocks. The idea of making two variants of what can trip it gives too much freedom of use, and breaks the realism. A laser trip wire/eye can not identify what trips it, just that it has been tripped. Though if we wish to get technical on realism, then there needs to be a counterpart block to the laser wire that has a glass/mirror, otherwise the trip would be in constant tripped mode. You can look into countless bank heist and museum theft films to understand what I'm talking about. The eye is similar, and it is this lack of need for that other block that sets it apart from a laser trip wire.

    For this to be a true eye though, it would be sensing for the lack of light in front of it, and that which obscures the light would trip it to active whatever you have attached to it. Eyes are light sensors, not laser trip wires. It would need to sense an anomaly in the light level in its vision. So if something passed by and made the light level 6 instead of 10 then the eye would trip. At least, that is how a realistic eye would work, because it is a light sensor.

    I love the idea of both the light sensor and laser trip/motion sensor (which is what you seem to have described and mislabeled as an eye/light sensor, and understandably so, as they are so darn similar with one major difference of how they trigger). However I also do not agree with any ideas of a self detonating trip box, and see potential need for a T, -, |, L, and + directional eyes/laser trips, but will settle for down/up/single side ones to not overwhelm.

    I hope you can get the distance to work out. :3
    Posted in: Suggestions
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