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    posted a message on Replace the Void
    Quote from flaminghawk83

    This has not point. What is the point for having this if you can't get out anyway?

    Furthermore, how would one be able to access to the Void?
    The whole purpose of Bedrock in a Survival world is to prevent access from the
    Void. Adding the ability to float in the Void would either make Bedrock or this
    concept completely pointless.
    Posted in: Suggestions
  • 0

    posted a message on The above users avatar is your father/mother!
    The next person should love to be my son/daughter.

    Isn't that right, "father"?
    Posted in: Forum Games
  • 0

    posted a message on The next poster is ...
    Perhaps... perhaps not.
    The next person should lock their doors.
    Posted in: Forum Games
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    posted a message on @e, The Entity Target
    Quote from Badprenup

    Sounds neat. Reminds me of the Wabbajack from the Elder Scrolls that could transform creatures randomly. I think functionality should be added to convert one mob to another, so it could make all Skeletons become Spider Jockeys or all Zombies into Endermen.
    I made this post while keeping in mind about not adding anything else new along with this. However, perhaps an advanced system of teleportation systems might accomplish this, but the teleporting would have to take place in one spot in order to have it look like a "conversion" rather than a mob teleporting in a fixed spot while another mob in a different spot to leave.
    Quote from bebe33

    ...I might as well shut up before I start a flame war.
    Unless it's too late.
    Probably is.
    Though I dunno about a zombie alarm...seems useful only in survival, where you're not liable to have a command block.
    The zombie alarm may have been a lame example. I actually thought this idea up from the concept about a mob door opening up once all of a certain type of mob were eliminated, funny enough.
    Quote from Saoryn

    Oh, this would be amazing for my map. My plan was to have a boss room locked from the inside until the boss is defeated, until I found out there's not really a decent way to detect a mob. Only workaround I've found is having a drop from the entrance door so you can't get back out that way, and having the boss drop a lever at 100% chance to unlock the iron door exit.
    Coincidentally, this concept inspired me to create this suggestion. It's funny why I haven't put this in with the other ideas in the first place.
    Posted in: Suggestions
  • 0

    posted a message on Smelting Gravel
    I'm not sure I'm onboard with the following suggestion. In reality, flint is formed through pressure, not heat. Then again, a game that matches reality as much as possible is less fun than an imaginative game that breaks from the rules of reality.
    My point is that it doesn't seem to flow with the nature in Minecraft, and the suggestion was made out of an annoyence for a mechanic.

    Note: If you dig up Gravel with a tool containing the "Fortune" enchantment, the chances of obtaining Flint increases to the point where you'll get 1 Flint for every block.
    More info on the subject can be found here:
    http://www.minecraftwiki.net/wiki/Fortune#Tool_Enchantments
    Posted in: Suggestions
  • 0

    posted a message on You put a Lever in my Where?
    I find your suggestions involving the Torched Furnace and the Scaled Cauldrons to be alot better than the "Trapped Chests" that Minecraft has now. With the Furnace and Cauldron, you can hide the redstone much easier than with a Trapped Chest, as you can still look through the crevices to fing the not-so-hidden Redstone.
    Overall, this deserves more support.

    Note: As said above, a Redstone-activating Chest has already been added, in case you want to update your thread to prevent any confusion.
    Posted in: Suggestions
  • 0

    posted a message on @e, The Entity Target
    Quote from Insurrection

    I was baffled as to why this wasn't a feature to begin with. Bonus points if it can differentiate between passive mobs (Cows, pigs, etc) and hostile mobs.
    Actually, you can. Like hostile mobs, passive mobs have their own Network ID. That is, unless you're talking about an individual mob. I don't think it'd be possible for that, but then again, I don't know much about how the programming would work.
    Posted in: Suggestions
  • 6

    posted a message on @e, The Entity Target
    The Entity Target

    Introduction
    Ever since the 12w32a Snapshot Release, the Command Block has grown as a miracle in the hearts of mapmakers famous and unknown. However, what if you were told that the Command Block has more potential than it shows? The abilities of the Command Block can stretch to new horizons of oppritunity by adding one new simple target. That target would be "@e".

    What the Target Is
    For those who don't have much knowledge of the Command Block, a target needs to be issued in order for it to execute a command. As of now, only 3 targets exist, which goes as follows:

    *@p: Focuses on the player closest to the Command Block executing the command
    *@r: Focuses on a random person
    *@a: Focuses on everyone

    Note how all these targets affect the players. The Entity Target, however, will focus either on every entity rendered (including players, since they're Entities as well1), or a single group of an entity, such as affecting only Zombies or Minecarts.

    How the Target Works
    The Entity Target, as stated above, will affect all entities, or every entity that shares the same Network ID. For the target to effect all entities, the target will simply be stated as "@e". For affecting only the Entities with a single network ID, the target would be written as "@e[Network ID]".

    Examples
    */xp @e 1L: This gives every entity, including mobs and non-living objects such as Paintings, 1 level of XP.
    */enchant @e[51] 48 2: This gives all rendered Skeletons the Power II Enchantment on their bows.
    While these examples are just theoretical, they are meant to show how the target works.

    The Possibilities
    A good suggestion always kepps in mind how it will benefit players when added to Vanilla Minecraft, so this section is dedicated to how the target can create beneficial experiences with mapmakers and map players alike.

    Mob Detection with /testfor
    What's a suggestion involving executing commands on entities without the topic of Mob Detection? With the command "testfor @e[r='radius']", all entities within range of the activated Command Block will have said Block give off a signal (more info can be found with SimplySarc's fantastic video explaining it2). Hook a Command Block to a clock and you have just created an entity detector. You can replace "@e" with "@e[Network ID]" to have it detect only one type of Entity or connect multiple Command Blocks with the same command to detect multiple entities.

    Scenario: Zombie Alarm
    A command block located under your Wooden Door holds the command "testfor @e[54][r=15], and is set on a clock. When a zombie walks within 15 blocks of your door, the command block will give off a signal, powering a Note Block in the process, thus alerting you of the situation.

    Scenario: Painting Key
    Again, the command block holds the same command as before, but contains the ID for Paintings, so the command is now "testfor @e[9][r=2]". If a player places a Painting in a certain area, the Command Block will give off a signal, activating the output. You can hook this up to an Iron Door or make it secret by hooking it up to a Piston Door.

    Scenario: Mob Door
    This little concept is based off of those doors in RPGs that open up after you defeat a boss. Like the Zombie Alarm, it will detect any Zombie in a 10 meter radius, which would cover a small room. However, the command block won't emit a warning when activated, but close a door. Once every Zombie in the room is defeated, said door will open, letting you pass.
    The situation, like almost every other scenario, can apply with any mob, such as Skeletons, Spiders, or even the Wither itself. In fact, multiple doors can stand in the same room if one desires.

    Entity Removal
    Are those pesky mobs lagging your client? Does looking at them just annoy you? Worry not, for the "@e" command will get rid of these nusiances for you.

    Scenario: Mob Disposal
    Just type in "kill @e" to get rid of every generated mob, or "kill @e[NetworkID]" to get rid of only one type.
    *Note: Only entities with health will be affected, as stationary entities and items have no health to my knowledge (it'd be pretty convenient and spooky if they did, though).

    Teleportation and Item Furnishment
    Basically, this teleports any entities to a certain location with "tp @e x y z" and/or gives entities items with "give @e 'Data Value3' [amount] [damage value]". Why these two are fit together is explained in the following scenario.
    *Note: Only Zombies, Skeletons, Wither Skeletons and Zombie Pigmen will have the ability to gain anything.

    Scenario: Custom Spawners
    A system of command blocks is set up inside a rom with a Mob Spawner. The following command blocks are activated in a specific order:
    *testfor @e[54][r=10]
    *give @e 298
    *tp @e[51] x y z
    When a Skeleton spawns (or is at least in range), it will activate the output of the first Command Block, which will active the 2nd, which gives the Skeleton a Diamond Helmet to wear. The 3rd block is activated, which teleports said Skeleton to the certain coordinates.

    Conclusion
    The Entity Target will give us the ability to work with mobs at new levels. The examples I listed are only basic ideas for what the target can give us. There are many possibilities to come with it, such as far-distance Item travel, Item-to-XP traders, Zombie Counters or even the ability to summon a Pig with Dirt. Who doesn't want that? With the Entity Target, it will open new doors for a greater experience not only for mapmakers, but for the average player too.

    TL;DR Version
    The Entity Target (@e), will assist in commands, as it will affect entities such as all Mobs, including Players, and stationary Entities. This can provide many opporitunities to the table such as Mob Detection, Custom Spawners, Removal of Entities and much more.

    Extra Notes
    *The commands listed (without the relations of "@e") are linked in the References section4.
    *The following is not entirely based on "Mob Detection" and is not a wishlist, as it involves the situations of what a single subject can accomplish.

    References
    1. http://www.minecraft...net/wiki/Entity
    2. Link Removed
    3. http://www.minecraft...iki/Data_values
    4. http://www.minecraft...t/wiki/Commands
    Posted in: Suggestions
  • 3

    posted a message on more heath
    To be fair, the only mob not considered a Utility or a Boss that has more health than you is the Witch. All of the others have the same amount of health as you, if not lower than that, as seen here:
    http://www.minecraftwiki.net/wiki/Health_and_Damage

    Like how everyone else is saying, wearing Armor, as well as equipping Swords, Bows and Potions, will give you a better advantage towards your enemies. Even with enchantments, you'll have an even better advantage towards your enemies.
    How effective armor and swords can be are found here:
    http://www.minecraftwiki.net/wiki/Armor
    http://www.minecraftwiki.net/wiki/Swords
    All of the types of Enchantments can be found here:
    http://www.minecraftwiki.net/wiki/Enchantments#Enchantments

    However, if we were to get rid of all Armor and weaponry, we still have the fact that we can generate our health back just by filling our Hunger Bar at least 9/10 of the way, which can be easy with a large enough food source. In fact, as long as you keep your Hunger Bar filled 3.5/10, you can sprint from combat if necessary.

    More info about Food and the Hunger Bar can be found here:
    http://www.minecraftwiki.net/wiki/Food
    http://www.minecraftwiki.net/wiki/Hunger

    I hope this information helps you realize on how Steve shouldn't gain a health boost.
    Posted in: Suggestions
  • 0

    posted a message on New Potions and Enchantments! [Hoopla for all the support!]
    Seems like you need another enchantment for the Shears. Why not this:

    Skinning
    Skinning allows the player to obtain items from a selected mob when "shearing" them.
    Max Enchantment: Skinning II

    Skinning I
    A sheared mob will take half a heart of damage for each right-click, with a 20% chance of
    "skinning" that mob, obtaining 1 of its common drops.

    Skinning II
    A sheared mob will take the same amount of damage as Skinning 1, but will have a 10%
    chance of obtaining 1 of its common drops.
    Posted in: Suggestions
  • 0

    posted a message on Cubeaism - Old gods and new
    It's very creative how you managed to create a religion for Minecraft. Let's give this man a round of applause!
    Posted in: Discussion
  • 0

    posted a message on OutBreak Survival Server [LWC][Towns][McMMo][Dynmap]
    Might I say that this server is great. Keep up the good work, guys.
    Posted in: PC Servers
  • 0

    posted a message on Improvement Chain Game
    Quote from Vikezor

    The should be pronounced "Po-tie-awns"

    The sun


    The sun needs to be 3-D and cast rays. The moon should be 3-D as well.

    The Stars
    Posted in: Forum Games
  • 0

    posted a message on Improvement Chain Game
    Quote from astrotrap

    Breeding should make more animals.

    Wheat.


    Wheat needs to be formed in meadows as fields. If I'm right, farmland won't be destroyed when walked on, so it won't affect Wheat.

    Melons
    Posted in: Forum Games
  • 0

    posted a message on Improvement Chain Game
    Quote from astrotrap

    Arrows should be able to one-shot things sometimes

    Spawner Eggs


    Spawner Eggs need to be thrown like we do with Eggs.
    Who wants a Creeper Fight?

    Breeding
    Posted in: Forum Games
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