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    posted a message on Clay Pot (Multiple Uses)
    Yes, because Minecraft needs more decorative items. A flowerpot's a great idea as well.
    Posted in: Suggestions
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    posted a message on Social Overhaul
    +1.

    Thoughts:

    1) Everyone saying "eww, steam" - I know social networking can get out of control, but the costs are greatly outweighed by the benefits of being able to connect with your friends in Minecraft. It's an absolute must in any multiplayer game. I'd be surprised if a friends list doesn't exist by or before commercial release.

    2) Trade box is an absolute must - but obviously people shouldn't be able to trade items between worlds. As long as people can only trade items within the same world, by meeting physically in person (like in a MMORPG), there's no problem with that. This is especially vital for RPG/RP servers, where trading is common.

    3) As others have said, ranking doesn't seem necessary.

    4) Additional suggestion - guilds. Let players join guilds, and have a guild page, where they can read updates, visit the guild server, and let guild leaders create and assign ranks and powers to their members.

    5) Additional suggestion - some sort of global blacklist for griefers. How exactly this would be implemented would probably require an entirely different thread. In some form though I really want this, this way on servers we don't have to panic and get paranoid every time someone new comes in.

    6) Additional suggestion - a favorite servers list. Players can bookmark servers. This is another one I expect to see before release.
    Posted in: Suggestions
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    posted a message on New Clothes
    I wanted to make this exact topic, but figured someone else did it already. Good show!

    You also brought up some uses I didn't think of, such as team jerseys for spleef. Mainly, it seems like an odd omission there's no wool armor analog.
    Posted in: Suggestions
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    posted a message on The ORIGIONAL Hangable Clock Topic!
    Yes, in line with my opinion that Minecraft needs more furniture/decoration items to alleviate the problem of empty houses. In addition, this one has an actual function - great!
    Posted in: Suggestions
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    posted a message on Minecraft plushies
    Yes yes yes! This game needs more decorative items, I'm sick of having giant empty houses.
    Posted in: Suggestions
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    posted a message on Stayin' Alive: Realism Survival Mode
    Proposed: A realism/hardcore survival mode. This would be an optional variant of survival mode for single player and multiplayer. It can be played on any difficulty except peaceful, and I stress that this is a new game play mode. I believe I'm not the first person to suggest this by far, but I hope to bring some new ideas to the table and possibly bring together some smaller suggestions by others.

    I. Hunger and Thirst
    The core of any realism mode. Players must now both eat and drink to stay alive. The player has hunger and thirst meters which deplete automatically with time (how fast depends on the difficulty). The hunger and thirst bars will also deplete during strenuous activities such as jumping, swimming or using tools. The thirst bar depletes faster while in a desert biome.

    To fill the hunger meter, the player must eat. Apple trees will be added to the game, and cows will now drop steaks to add a couple more food sources to the game. Food now restores only a minimal amount of health (0.5 to 1 heart at most), new healing items being the primary form of health restoration. For restoring health, see section II. To fill the thirst meter, players must drink water or milk. Milk also slightly restores the hunger meter.

    Eating uncooked meat, unpasteurized milk or unboiled water carries the risk of food poisoning or parasites. For more on disease, see section II. Milk and water can be boiled by placing them in a furnace or campfire.

    Campfire:
    :|: :|:
    :Coal: :|:

    As cooking/boiling is now more significant, the campfire will be introduced as a temporary furnace for on the go travelers. Once the campfire is placed on the ground, it is automatically "fueled." This fuel lasts for 100 seconds. Once the fuel is gone, the campfire cannot be reused.

    II. Health

    Food and drink no longer restore the player's health. To restore health, the player must use healing items. Each healing item also helps to cure diseases, which will be explained below.

    Bandage (x2):
    :White: [String]
    [] :White:

    A bandage restores 3 hearts of health and cures bleeding.

    Splint:
    :|: [String]
    :White: :|:

    A splint cures broken limbs, and cures 2 hearts of health (but only if the player had a broken limb, otherwise the splint is useless).

    Medicine:
    [] :RedShroom: []
    :////: :Water: :////:
    [] :Glass: []

    Medicine restores 5 hearts of health and cures food poisoning and parasites. (The empty bucket is returned after crafting; the glass constitutes the bottle).

    Diseases and Injuries:

    Players can now incur more specific injuries and diseases. When a player incurs one of the following, an icon will pop up above his health to indicate it.

    a. Bleeding - Whenever taking damage, there is a chance to bleed. The more damage taken at once, the higher the chance of bleeding. While bleeding, the player loses 0.5 hearts of health every 6 seconds. Bleeding is cured with a bandage (see above), or ends automatically after 60 seconds.

    b. Broken Limb - Whenever the player falls, there is a chance of breaking the limb. The higher he/she falls, the higher the chance of a broken limb. When the player has a broken limb, he moves more slowly, and incurs hunger/thirst more quickly while performing strenuous activities (jumping, swimming, tool use, fighting). A broken limb is cured with a splint (see above).

    c. Food poisoning - Whenever the player eats uncooked meat, there is a chance of incurring food poisoning. With food poisoning, the player recovers 0 health from food or drink (down from the usual 0.5-1 hearts), becomes thirsty more quickly and has blurred vision. Food poisoning is cured with medicine, or goes away automatically after one in-game day.

    d. Parasites - Whenever the player drinks unpasteurized milk or unboiled water, there is a chance of acquiring parasites. With parasites, the player recovers 0 health from food or drink (down from the usual 0.5-1 hearts), becomes hungry more quickly and has blurred vision. Parasites are cured with medicine, or go away automatically after one in-game day.

    e. Extreme Hunger - If the player's hunger meter is too low, it takes longer to use all tools, and the player is more vulnerable to injury (i.e. he takes additional damage). If the meter hits bottom, the player dies.

    f. Extreme Thirst - If the player's thirst meter is too low, it takes longer to use all tools, and the player is more vulnerable to injury (i.e. he takes additional damage). In the desert biome, the player's vision is severely blurred and may hallucinate (i.e. seeing monsters or blocks that aren't there). If the meter hits bottom, the player dies.

    III. Torches

    In realism mode, torches don't stay lit forever. A torch, once lit, stays lit for one in-game day. After that, the torch becomes a used torch. A used torch may be relit (while placed) with flint and steel. Six used torches can be placed in the crafting table to create one stick.

    It may also be possible to create longer lasting fire sources, such as oil lamps or even lava lamps, but I'll leave that for the masses to decide.

    IV. Difficulty

    As I stated before, realism survival mode may be played on any difficulty except for peaceful. In addition to the usual difference, difficulty in realism mode may also affect:

    a. The rate of hunger and thirst
    b. The chance to incur diseases or bleeding/broken limbs
    c. The length of time torchlight lasts.

    V. In Conclusion

    This was my first time posting in the suggestions page (and the Minecraft forums!), so I hope I've made a good contribution in my first attempt.

    I welcome any additional suggestions, comments, questions and (of course) criticism. A realism survival mode turns our beloved sandbox into more of a game/challenge, but more options never hurt anyone.

    In particular, my concern with realism is how easy it might become for the player to create some underground farms, hole himself up and stay alive with ease. Any suggestions on how to avoid that situation would be greatly appreciated (possibly a sanity meter that requires the player to go outdoors once in a while?).
    Posted in: Suggestions
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