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Jan 21, 2013...I need to rewrite what I already wrote because I hit the back button. So sorry if the thread is lacking...kind of angry at myself. Anyway...Posted in: Suggestions
The closest thing I saw when I search this idea is here. But because it's piratically a year old and it doesn't seem to have gone anywhere I thought I would suggest an updated version of the idea because of the new addition that's coming to Minecraft. The Redstone update is great for this because we now have Redstone Blocks, which I think can be use on Power Rails.
The idea is upside down Tracks and anything that goes with that. What I am thinking kind of is a way to auto plant things like wheat, and unfortunately that's all I can think of for it besides epic roller coasters.
So by adding Slimeballs to the Rails that can be made they can be attached upside down on all blocks besides Dirt, Sand, Gravel, and Soul Sand. Now, Minecarts are the same way, they can go upside down to, by adding three Slimeballs on the bottom row, Minecart at center and a Slimeball on the top center so that you can sit in the upside down Minecart. Other wise there are normal Minecarts, but they can't go upside down. So there are three Minecarts. Normal, Sticky Minecarts which you can place a Chest, Furnace or any of the new stuff from the Redstone update in, and the third, the Seated Sticky Minecart which can take you upside down. I suspect if you were to use any kind of Minecart with this added it would be the Sticky Minecarts because they can do everything.
Does anyone see any possibilities with this? Or is it just me doing a long rant on a useless idea?
Mar 12, 2013MoSteel7 posted a message on FTB - Ultimate Mod Inspired Survival Server; Whitelisting RequiredServer is Dead! Server is Dead! Server is Dead!Posted in: PC Servers
WE HAVE SWITCHED TO THE ULTIMATE MOD PACK.
Our old application thread: http://www.minecraft...rs/page__st__20
We're a whitelist, FTB Ultimate Mod Pack, community-based survival server. We will keep a relatively small playerbase of around 40 people or so. There really isn't much more to it. Sever is kept on 24/7 and resets every 2 hours to keep lag down and in case of server crashes max time needed to wait, 2 hours.
We have a few rules that you will need to follow.
- no griefing or ruining for other players in anyway
- we would like to keep the world as aesthetically pleasing as possible, so you are not allowed to leave half torn down trees, dig straight down or make dirt pillars (without removing them) and filling in creeper holes, not covering them (with like blocks) etc.
- respect your fellow players
- be mature as well, younger kids aren't likely to join us cause of maturely level (this can be overruled by your answers in the application below)
- no stealing items
Will you follow the rules:
How often can or will you be on:
Do you work well with others:
Do you tend to rage, and if so, towards what:
We're not too picky.
We also use Skype some, if you have a mic and are willing to chat with us, please do, but only after being whitelisted and we're comfortable with you on the server. Addedly, Scytheknight, or I will PM you if you are whitelisted so we don't spam the thread with short messages saying "you're whitelisted" other then that please place your application here. Any questions as well, here.
We look forward to accepting you.
Server ID: 126.96.36.199
A little side note, if you have applied and you get no reply within a week, you haven't been accepted. Please don't reapply in this case. (conditions may vary.)
To those who have been accepted, please log on within a week of being approved or reply to me so I know what is going on with your situation such as you're on vacation or something so that I can keep your slot opened. If I get no reply within that week or I see that you haven't logged, I will unwhitelist you so as to get more users that are on more often. It's really hard to say if I will give a second chance, we want friendly people and mature so if you're both of those I hope you will respond to this, and if not, sorry.
Jan 29, 2013Posted in: Suggestions
A quick add to this for movements, not sure if I can add my own but I didn't see this on the list, but a roll animation that you can do by...lets say tapping the space button or something. The idea for this came from the Legend of Zelda, and when you fall off a high enough ledge you roll. So I was thinking if applying this to MC, you lessen fall damage if you roll right after jumping from a large height. This will save you in some cases but if the height is high enough, no. Also you need at least 4 blocks of air in front of you--when you land--to do the roll. Landing and rolling is about timing and that saves your life.Thoughts?
I'm kind of half awake, sorry I couldn't phase this better.
Edited: Never mind, I went back to check the OP...this was there. XD.
Jan 19, 2013Posted in: SuggestionsQuote from Pencilshavings5
Possibly surrounding an enderchest with wool? This would make caving a lot safer.
IF the idea is like this, then it's a portable Ender Chest and should be connect to the Ender Chest, so instead of placing the Ender Chest and having it break to just the Obsidian you can keep it on you at all times. But I still think it should be more expensive because of the benefits, maybe three more Obsidian on bottom, Ender Chest in middle, two Ender Eyes on either side of the Ender Chest, Wool in top both corners and string in the center top. Maybe?
Dec 28, 2012Posted in: SuggestionsQuote from Blimpsmagee
IM Getting So Much Negetive Comments and this is just an idea!
It's your fault for being butthurt over the negative comments, some people such as yourself can't handle criticism. It also helps not to suggest completely out worldly suggestions and try to stick with the theme of Minecraft instead of diving into space themes.
Dec 24, 2012MoSteel7 posted a message on [x64][1.15.X] Ovo's Rustic Pack: Redemption v1.7 WIP [Updated: 2020-02-20]I think my love for this texture pack wound increase more of the creator of the texture pack would include more random mobs. With the chickens, pigs, wolves, pretty much every animal. I know the creepers already have a few texture packs and it seems zombies and other things are biome specific like vines on zombies in a swamp which is cool. Just a suggestion.Posted in: Resource Packs
Dec 23, 2012This is just a stupid request, if there is a mod for it, use it, otherwise don't complain. The fans of Minecraft are just terrible and critical of each update. Be happy with the change and don't complain. Be happy Notch and his team continues to work on Minecraft instead of dropping it. I have never seen any other game that's do dedicated to making it's fans happy and even then they still can't. Stop playing the game if you don't like it, that is all.Posted in: Suggestions
Also taming anything is retarded to me, the mobs we have and are tamable are fine by me. I don't want a tamable bat, or a dragon which I hear rumors may come out. They already screwed over Skyrim by adding Dragons as mounts in the latest add-on.
Anyway rant is done.
Dec 22, 2012MoSteel7 posted a message on [x64][1.15.X] Ovo's Rustic Pack: Redemption v1.7 WIP [Updated: 2020-02-20]Posted in: Resource PacksQuote from Dro357
I'm having the exact same problem. I went into my NVIDIA control panel, and reset to the default settings, and it didn't help. Anyone got any other suggestions? This is my most used texture pack, but the floating pixels in front of my items are driving me insane. Thanks in advance!
Quote from loardvader
ALMIGHTY THEN! I found what i did wrong and fixed it, heres another working items.png (i tested it in game and all seems fine)
Also, to make it a little easier for people to make the change:
0. Make sure the image file you download is indeed called items.png (change the name when you download it)
1. Locate and open the texture pack zip with winzip, winrar or 7zip, whichever you have
2. Open the sub-folder in the zip called "gui"
3. Drag and drop the new items.png into the gui folder, and your all done.
Follow the above instructions.
Dec 20, 2012MoSteel7 posted a message on [x64][1.15.X] Ovo's Rustic Pack: Redemption v1.7 WIP [Updated: 2020-02-20]I love this texturepack, I just don't know where to go to report bugs but I thought I can do so here. So here's what I've noticed, and this is only with things I've tested. Watermelon slices have some random floating texture when you hold it, as well as most weapons such as pick axes and axes. They have some floating texture that's separate from the initial item. I'll still use the texturepack, I just hope you go through all items to make sure none of the floating texture remains in the next update of this texturepack. Thanks for listening.Posted in: Resource Packs
- To post a comment, please login.
Dec 28, 2011RusticRedemption posted a message on [x64][1.15.X] Ovo's Rustic Pack: Redemption v1.7 WIP [Updated: 2020-02-20]Posted in: Resource PacksNOTE: Do not send PMs to the RusticRedemption Account, instead just post in the topic.
This is the continuation thread for Ovo's rustic pack, now slowly being completed by the community. We will try to keep this post updated as people submit textures. Find Ovo's original post HERE! All PMC traffic has been redirect to this thread. Ovo has let me know that he is currently done working on textures for good, along with playing Minecraft. However, he did say that he will try keep his PMC page updated with what we release.
Add-On packsTo install, add the zip to the resource pack folder, and activate it in Minecraft! (Optifine required)
Shader FilesNormalmaps and speculars for use with shader packs
Block ModelsAdditional models and textures for various blocks in minecraft.
Get it Here!
CTM & Random Mobs
Extra connected textures for many blocks, random & biome-specific mobs:Get it Here!
CTM Shader files add-on: Get it Here!
Ovo's Classic GUIAn older style UI for people who do not like the current UI - WIPv1.1 for 1.10.X ~ LoardVader
Ovo's Transparent GUIA transparent UI style for epople who do not like any of the other styles. - WIPv1.1 for 1.10.X ~ LoardVader
1.6.X - 2019-07-28
Change log 1.6.4 - 1.14.X [Update brought to you by Takkantis]
- Recipe_Book.png UP
- Anvil.png UP
- Blast_Furnace.png UP
- Brewing_Stand.png UP
- Crafting_Table.png UP
- Dispenser.png UP
- Enchanting_Table.png UP
- Furnace.png UP
- Generic_54.png UP
- Hopper.png UP
- Horse.png UP
- Inventory.png UP
- Shulker_Box.png UP
- Villager2.png UP (incomplete)
- Advancements.png UP
were packed in with the gui images, so i separated them and then reworked them.
- Absorption.png UP
- Blindness.png UP
- Fire Resistance.png UP
- Haste.png UP
- Hunter.png UP
- Invisibility.png UP
- Jump Boost.png UP
- Levitation.png UP
- Luck.png UP
- Mining Fatigue.png UP
- Nausea.png UP
- Night Vision.png UP
- Poison.png UP
- Regeneration.png UP
- Resistance.png UP
- Slow Falling.png UP
- Slowness.png UP
- Speed.png UP
- Strength.png UP
- Unluck.png UP
- Water Breathing.png UP
- Weakness.png UP
- Wither.png UP
(Most particles were just transferred from the single image they were all in, to multiple images except a few so I'm just going to list the ones i directly changed or created.)
- Bubble.png UP
- Damage.png UP
- Effect 0-7 (made a mix of ovo's particle and a remade version of the default)
- Heart.png UP
- Lava UP
- Fishing Hook (Technically an entity now, but was in the particle image.)
- Cod_Bucket.png ++
- empty_armor_slot_boots.png UP
- empty_armor_slot_chestplate.png UP
- empty_armor_slot_helmet.png UP
- empty_armor_slot_leggings.png UP
- empty_armor_slot_Shield.png UP
- End_Crystal.png ++
- Iron_Nugget.png UP
- Phantom_Membrane.png ++
- Pufferfish_Bucket.png ++
- Salmon_Bucket.png ++
- Tropical_Fish_Bucket.png ++
\Paintings\ (just converted from a singular image to individual images.)
- Rain.png UP
(slightly edited to make the rain lighter and tried to avoid getting those gutter streams.)
Change log 1.6.2 - 1.14.X
Added & Updated Textures (++ = Added | UP = Updated)
-xxx_dye [Takkantis] ++/UP
-observer_back.png [Takkantis] ++
-observer_back_on.png [Takkantis] ++
-observer_front.png [Takkantis] ++
-observer_side.png [Takkantis] ++
-observer_top.png [Takkantis] ++
-birch_trapdoor.png [Takkantis] ++
-oak_trapdoor.png [Takkantis] ++
-dark_oak_trapdoor.png [Takkantis] ++
-jungle_trapdoor.png [Takkantis] ++
-spruce_trapdoor.png [Takkantis] ++
-acacia_trapdoor.png [Takkantis] ++
-jungle_door_top.png [Takkantis] UP
-acacia_door_bottom.png [Takkantis] UP
-acacia_door_top.png [Takkantis] UP
-jungle_door_bottom.png [Takkantis] UP
-acacia.png [Takkantis] ++
-birch.png [Takkantis] ++
-dark_oak.png [Takkantis] ++
-jungle.png [Takkantis] ++
-oak.png [Takkantis] ++
-spruce.png [Takkantis] ++
-acacia.png [grumptumtugger] ++
-birch.png [grumptumtugger] ++
-dark_oak.png [grumptumtugger] ++
-jungle.png [grumptumtugger] ++
-oak.png [grumptumtugger] UP
-spruce.png [grumptumtugger] ++
-acacia_boat.png [Takkantis] ++
-birch_boat.png [Takkantis] ++
-dark_oak_boat.png [Takkantis] ++
-jungle_boat.png [Takkantis] ++
-oak_boat.png [Takkantis] ++
-spruce_boat [Takkantis] ++
Change-log 1.6.1 - 1.14.X ~ This update brought to you by Takkantis.
File name discrepancy fixes:
- smooth stone / slab block
- raw / cooked fish items
- lapis lazuli item
- cocoa beans item
- ink sac item
- bone meal item
- music disc strad item
- compass item
Small Cauldron fix/tweak to block and item
Missing files replaced
- Blast furnace Top [Takkantis]
- Chest fix [melonthrids]
Added & Updated Textures (++ = Added | UP = Updated)
Change-log 1.6 - 1.14.X
Added & Updated Textures (++ = Added | UP = Updated)
- barrel_top [Takkantis] ++
- barrel_top_open [Takkantis] ++
- barrel_side [Takkantis] ++
- blast_furnace_top [Takkantis] ++
- blast_furnace_side [Takkantis] ++
- blast_furnace_font [Takkantis] ++
- blast_furnace_front_on [Takkantis] ++
- Stripped_Oak_Log [HystericalFalcon] ++
- Stripped_birch_Log [HystericalFalcon] ++
- Stripped_spruce_Log [HystericalFalcon] ++
- Stripped_jungle_Log [HystericalFalcon] ++
- Stripped_acaiea_Log [HystericalFalcon] ++
- Stripped_dark_oak_Log [HystericalFalcon] ++
- Blast_furnace [Takkantis] ++
- Brewing_stand (updated) [Takkantis] UP
- recipe_book [Takkantis] ++
- recipe_book_icon [Takkantis] ++
v1.4.1 for 1.10.X - [2016-09-29]
- Fixed issue with Minecraft saying the pack is incompatible.
v1.4 for 1.10.X - (2016-09-21)
<span style="color: #993300;"><span style="color: #993300;"><span style="color: #000000;">Change-log 1.4 - 1.10.X Added & Updated Textures (++ = Added | UP = Updated) Textures Blocks nether_wart_block.png -Schlutt ++ bone_block_top.png -Schlutt ++ bone_block_side.png -Schlutt ++ redstone_dust_dot.png -speedygunner UP redstone_dust_line0.png -speedygunner UP redstone_dust_line1.png -speedygunner UP cauldron_side.png -Takkantis UP cauldron_top.png -Takkantis UP carrots_stage_0.png -Serrinatta UP carrots_stage_1.png -Serrinatta UP carrots_stage_2.png -Serrinatta UP red_nether_brick.png -Schlutt ++ Entity Bear polarbear.png -Schlutt ++ chest normal.png -Takkantis UP trapped_double.png -Takkantis UP trapped.png -Takkantis UP ender.png -Takkantis UP Skeleton stray.png -Schlutt ++ stray_overlay.png -Schlutt ++ Zombie_Villager zombie_butcher.png -Schlutt UP zombie_farmer.png -Schlutt UP zombie_librarian.png -Schlutt UP zombie_priest.png -Schlutt UP zombie_smith.png -Schlutt UP Items reeds.png -Serrinatta UP potato_poisonous.png -Serrinatta UP potato_baked.png -Serrinatta UP potato.png -Serrinatta UP carrot.png -Serrinatta UP carrot_golden.png -Serrinatta UP </span></span></span>
-Updated to 15w36! (except new command blocks and zombie villagers)
-Added banner textures
some missing GUI interface (Bars, resource pack arrows, server
selection, spectator widgets, world selection, new stats icons)
-Changed ender eye item (+: it's a lot better now (sorry whoever drew that one that we had before) -: no animation for now)
-Changed golden apple a little bit (removed 'plastic' look)
-Updated enchanting table GUI (at last)
-Updated widgets (missing buttons for Realms invitation messages and difficulty lock)
-Updated inventory GUI (for 1.9)
-Fixed firework explosion: for some reason light particle was removed
-Removed annoying line on red carved sandstone block (i remember someone asked for this)
i made tipped arrow projectile different from simple arrow, it's subtle, yet noticeable
For ORR resource pack contributors: added vanilla textures as reminder to change them
2014-11-14 – 1.2.1
- Rotated redstone line texture to be the right way
- Added empty potion bottle texture
2014-11-14 – 1.2.1
- Rotated redstone line texture to be the right way
- Added empty potion bottle texture
2014-05-12 - 1.1.5
- Actually added flower textures
- Actually Added base horse textures (still no armor)
- Changed redstone repeater texture to match redstone comparator (also, added animation for activated repeater)
- Added leaves textures for new trees
- Fixed steve.png texture (basic skin)
- Fixed redstone dust texture
- Added iron trapdoor texture
- Removed colored glass texture with permanent textures
2014-03-12 - 1.1.4
- Added flower textures. [Allium, Houstonia, Oxeye Daisy, syringa]
- Added base horse textures.
- Added slime block
- Added new stone and smooth stone textures
- Updated widgets.png
- Other small changes
Eventhough Ovocean basically gave permission for people to use his texturesfor people to use to continue on their own flavor, it cannot be said the same for those who have contributed to Redemption. You MUST ask permission within this thread or you will be reported! Do not PM us for permission as it will be ignored or you will be told to post your request in this thread.This community thread and texture pack are maintained by Apachey, LoardVader,and Pythros.
Texture submissions are always wanted! New textures of missing stuff and re-textures of existing stuff, all submissions will be considered for inclusion (especially any missing textures).
- Llamas (including "decorations" and "spit")
- Totem of Undying
- Vex (and vex_charging)
- Observer block (back/front/side/top)
- Shulker (other 15 new colors)
- Shulker shell (item)
- Shulker box (block) shulker_top_(16 colors).png
- Horse GUI edit, move saddle/armor position and add llama carpet thing
- Map (items) change to blank map and then add map_filled_marking.png
- Map_icons.png (map) edit adds monument/mansion icons
- Nitwit villager
- Nitwit zombie
- Husk (zombie variant)
- Magma block (animation)- Some horses/donkey/mule including skeleton horse +zombie horse
- Boats (all 6 types)
- Elytra (entity) + item
- Shield + item (entity/shield_base.png & shield_base_nopattern.png)
- Frost block (4X frosted_ice_0.png to frosted_ice_3.png)
- Brewing stand GUI edit for blaze powder slot
- Sweep attack (entity/sweep.png)
- Status effects (levitation, glowing, luck, bad luck)
- End gateway portal? (particlefield?)
- End gateway beam? (entity/end_gateway_beam.png)
- Redstone lines, dot and overlay
- Snow golem derp face
- Clock and dial, + compass (old textures exist but need to be updated)- Chicken minor edit (neck texture?)
<span style="color: #993300;"><span style="color: #993300;">textures blocks frosted_ice_0.png frosted_ice_1.png frosted_ice_2.png frosted_ice_3.png magma.png observer_back.png observer_front.png observer_side.png observer_top.png structure_block.png structure_block_corner.png structure_block_data.png structure_block_load.png structure_block_save.png entity boat boat_darkoak.png boat_acacia.png boat_birch.png boat_jungle.png boat_oak.png boat_spruce.png enderdragon dragon_fireball.png illager evoker.png fangs.png vex.png vex_charging.png vindicator.png llama decor decor_black.png decor_blue.png decor_brown.png decor_cyan.png decor_gray.png decor_green.png decor_light_blue.png decor_lime.png decor_magenta.png decor_orange.png decor_pink.png decor_purple.png decor_red.png decor_silver.png decor_white.png decor_yellow.png llama.png llama_brown.png llama_cremy.png llama_gray.png llama_white.png spit.png shulker particle.png shulker_black.png shulker_blue.png shulker_brown.png shulker_cyan.png shulker_gray.png shulker_green.png shulker_light_blue.png shulker_lime.png shulker_magenta.png shulker_orange.png shulker_pink.png shulker_purple.png shulker_red.png shulker_silver.png shulker_white.png shulker_yellow.png zombie husk.png alex.png elytra.png end_gateway_beam.png shield_base_nopattern.png sweep.png gui container shulker_box.png brewing_stand.png [Needs Update] horse.png [Needs Update] icons.png [Needs Update] inventory.png [Needs Update] items acacia_boat.png birch_boat.png broken_elytra.png clock_00.png to clock_63.png compass_00.png to compass_31.png dark_oak_boat.png elytra.png end_crystal.png jungle_boat.png map_filled_markings.png oak_boat.png shulker_shell.png spruce_boat.png structure_void.png totem.png map map_icons.png [Needs Update] particle footprint.png </span></span>
Here's Ovo's pack style in his words:The best description I can make of the style I was going for is by showing what's already done. But in a wordier manner, I would say It's inspired by nature, hand-made stuff and fantasy; relatively simple and round shapes with a few details; colorful yet not too saturated ; no flat color plastic looking stuff/always have a bit of natural grain.
Looking for Pocket Edition? JacquesRemy has converted this pack over for us! Their thread is over here!
OVO'S RUSTIC PACK: REDEMPTION FOR ANDROID
Rustic Redemption Image Vault
Images are located in their respected folder as it were if it was in minecraft.jar.(Google Drive) -- Click on open folder to view contents as a thumbnail. If you can a weird error when trying to download from the link above, you have third-party cookies blocked in Chrome like myself, Pythros. You will need to add an exception. To do so, go to Settings\;Privacy\Content Settings\Manage Exceptions under Cookies and
add ..]googleusercontent.com, then press OK.If you find any errors in naming or missing credits, send a PM to LoardVader describing what is wrong and he will fix the problem. But please follow this guideline to make it easier to understand the problem!
Ovo's original credits:
JohnSmith for the water and lava animations.
Ghost2 for the HD paintings re-composition.
Someone unknown, Misa, Sumpumpolis, XSSheep, Ovocean for the font.
Misa, we are currently using some of her buffs and de-buffs textures as place holders.
Jan 17, 2013jak0theshadows posted a message on The Next Evolution for in game Interfaces! [300+ Support!] Now with lots of Pics.I think the top half of the inventory (the armor, skin, and 2x2 crafting grid) should be available from any in game interface. They could be added to the sides of the pre existing interfaces and be used to more quickly do simple tasks e.g. open a chest and make some torches and leave left over ingredients in the chest (This could possibly need three separate interface interactions just for the one simple task). Or be able to equip armor directly from a chest or crafting table .Granted the 2x2 grid is redundant in the crafting bench popup but I think that would be a small thing compared to rest. I also thought that could allow some new crafting mechanics which could be cool or use in multi stage crafting where you can do multiple small crafts on the 2x2 grid and put the outputs in the 3x3 to make something else. I will think of some more specific examples at some point but I do think that there is some potential there. In addition an additional way to close the in game interfaces would be nice. My preference would be for just clicking outside of the active interface (which I see as being akin to "looking away" from what you are working with. This however is just a side idea. I don't see it as unbalancing anything as the mechanics are not changing. It would just let you do more with out having to go back and forth a lot. Let me know what you think. Below are some of the ideas I had for how this could be utilized with specific interfaces. Most of which have pictures with them now. Let me know some of the ways this might make your Minecraft experience better/easier and I will list them along with your name.Posted in: Suggestions
(All other pictures are within the 'spoiler' sections below.)
- You could use items from the Chest in small crafting recipes (e.g. torches, died wool, sticky pistons, etc.) and put left over ingredients or the output back in the chest all on one screen.
- Take the countless bows you get from a skeleton grinder and repair and store them without switching back and forth to your inventory.
- Grab you armor and equip it all at once.
- Build with a stack of items on one grid then move out put to a secondary stack on the other grid (e.g. make a full stack of pistons on the 3x3 grid and move them to the 2x2 grid that has a waiting stack of slime balls.)
- Craft your armor and equip it no waiting.
- Possibility of multi table recipes that need both grids to craft something/s.
- Craft 2 stacks of torches at once. -Minebun321
- If you have everything in a crafting table except for a stick, you could use the 2x2 grid to make more sticks. -Warrior916
- Smelt you item then craft with them (e.g. iron to shears, cactus to green wool or different dyes,)
- Make fire charges to fill it as you need them, so you don't waste materials. - AnonTheMouse
- Enchant armor then equip it.
- Craft Shears and enchant them.
- Craft ingredients (e.g. sugar, blaze powder, magma cream, etc.) then brew with them.
- Buy armor and immediately equip it. - AnonTheMouse
- Break apart an Emerald block for use in buying
- Uncraft the material to start it from a storage block without having to pause after building the base. - AnonTheMouse
- Remove armor you have equiped work with it, either repairing or adding enchantments, then put it back on with no back and forth.
- So you can dye leather armor. - ValorCat
- To make non stackable items out of stackable items to quickly fill your inventory - Linkruler and personal experience. (this may call for a three by three in the creative interface.)
Feel free to use my Signiture banner if you would like.
Aug 29, 2012Super-Large Idea: Movement ImprovementPosted in: Suggestions
Please read the whole idea before replying.
It took me quite a while, actually weeks, to make this with the help of my awesome technical adviser, Jareth, and I recently revised the whole thing in preparation for posting it on the Minecraft Forums, so this is a little long! The idea is simple, but the explanation is complex. I propose that the movement animations for the player be revamped to look cooler and more realistic, and new movement capabilities be added. An example of this would be the Minecraft Smart Moving mod, which you can find out more about, watch videos of, and download here. However, it can be improved upon, for it is only an imperfect method for better movement. The main problem with that mod is that almost everything is over-complicated requiring multiple precisely timed button-presses to do a relatively simple task, like jumping head-first/diving. Please note that these suggestions require some sort of stamina bar. It might be an actual bar you can see, or a number in the code. I'll let Mojang decide. (I will assume it's an invisible variable, on the presumption that Mojang thinks there are enough bars to monitor already.) I've hidden many paragraphs in spoilers, for ease of access.
There should be variations of each animation, these are just examples and general ideas of how they should look. Also I guess this is a good place to mention it would be nice to be able to turn your head at least 90 degrees. =)
Instead of flailing arms and legs, you fall backwards and quickly get up.
This is the animation we have now:Looks kinda silly, right? When players get hit, sure, they can fly back a little! However, who really does the flail arms and legs uselessly thing? We need a more macho animation:In this animation, you fall down backwards after being hit and flying some. If you are knocked off a cliff, you flip into the falling position, where you can do abilities explained later in this topic. You jump back up quickly though, after less than a second. You can still fight back in that brief moment on the ground, but you can't move. You're on your feet long before your opponent can get ready to sprint-hit you again. When you are hit, your stamina could go down, simulating pain and battle fatigue.
Varies the weapon swinging to make it less boring and repetitive.
Wait! Why am I talking about getting hit before hitting? We swing weapons with the same, boring, old, up-down, up-down swing. What we need is some variation! Let's swing swords, axes, pickaxes, and shovels sideways, spin, and stab! "Hi-yah! Slice! Boom with the lightning!"-The Lost Hero. We could have Steve slash sideways for a devastating sprint attack, and cleave downwards when jumping/falling! This concept is awesome, because if you can make different animations for different actions, you can also vary the damage caused! Each swing would take a little stamina, and your swings would be slightly delayed (and perhaps deal less damage) if your stamina is low. When it is out, you will be unable to swing your weapon until it regenerates to above the "low" level.
Swimming and Underwater Swimming Animations:
Makes swimming look way more real.Let's be realistic, do you really swim this way? In fact, can you swim this way? Let's have Steve at least swim horizontally. Your stamina bar would decrease slowly, forcing you to tread water(swim without pressing forward) until your stamina has recovered to the low amount, or sink(swim down at an angle instead of forward). The Smart Moving mod does the swimming animation nicely!Also, swimming down is implemented in the mod. Can you imagine doing the above stroke underwater? This expends slightly more stamina than swimming, but not so much that it runs out before your air bar.<<<<<<<<<<
Makes you fly like superman!
<<<<<<<<<< Throwing Animation: Adds a non-existent cool-looking throwing animation.
The current flying animation is cool, like I mean who doesn't like walking on air?(okay that was a really bad pun.)I like it, but we can do better.Boom! This wouldn't change the flying movement any, unlike the SM mod, unless you set the setting that makes it go straight towards where you're looking, changing your altitude. Personally I find the current way that doesn't change that useful for seeing if two blocks are at the same height, but that's just me.Throwing things would be nice too. Splash Potions (that should get thrown farther, like Snowballs and Ender Pearls) would be boss with this animation. Snowballs, Eggs, Eyes of Ender, and Ender Pearls would also benefit! Stamina would be affected and effect throwing the same way swinging a sword does.<<<<<<<<<<
Makes you realistically flail your arms when falling.Yeah, people just stay in the same position with their arms at their sides and look down when falling. In reality, we scream very heroically and flail our arms, like this:
Should these ideas be implemented, you would be a more versatile warrior, miner, and Redstone engineer! You would be able to look cooler, attack better, throw farther, jump higher, kick harder, skydive longer, swim farther, dive from higher, crawl more stealthily, hang off cliffs, climb up walls, impersonate Endermen, roll up stairs, use both hands, and ride the Enderdragon! Oh, and I guess now is as good a time as any to say that all human-type mobs can do this too... *Zombie apocalypse starts*
Adds the ability to dive headfirst while you're in the air, accelerating your decent.
Suggested Controls: Space while you're in the air.
The SM mod also introduces diving, what they call "head jumping"! What the mod should have done, though, is to cause the player to dive automatically when falling directly above water. That would be toggle-able, because it could potentially be annoying. Of course you could take manual control of diving by holding the Space while falling, because it accomplishes nothing else, and is natural! Diving accelerates your fall, and if you're on fire, this can put it out. This doesn't need to reduce stamina much, as jumping would take stamina.
Adds the ability to kick, dealing heavier damage and knockback, but taking more stamina than a punch. A possibility is that it moves single blocks with low blast resistance backward one block.
Right Mouse Button with empty Secondary Hand.I need to kick stuff!!! If you haven't noticed already, you can punch, but how come there's no kick? Kicking would deal more damage, and give extra knockback. This is a neat suggestion: Make kicking a block move it like a piston! Of course, you wouldn't be able to move rows of blocks, just a single one at a time, like in the game Cubis. Also, things would get crazy if people could move Bedrock or Obsidian! "SWEET! You can kick holes in the bedrock!! Check it! *kicks* AHHHHHHHH---NOT THE DIAMONDSSSSSSSSSSSSSS!!!!!!!!!!!!!" Best feature: You can kick down wooden doors and break thin glass windows, if the /gamerule command is set =)>>>>>>>>>>
This new move replaces sneaking. You are able to move in tunnels one block tall, and can't fall off block edges.
Shift Key on the ground.
Forget the stupid sneak position! It's absolutely no help in dodging Blaze fireballs, and is generally useless when compared to this:Crawling makes the player one block tall and two blocks long, instead of the other way around. You can dodge Ghast fireballs, go in midget tunnels, and a whole bunch of other neat things! This makes sneaking unnecessary, so to crawl, we can use the Crawl button, which just happens to be the old Sneak button(Shift). Of course, when crawling, you wouldn't fall off block edges, like when you're sneaking. Now sneaking is totally useless, and you can hide in your wheat fields! However we can still keep sneak around for those who like it, inactive with no default control.
Charging your jump lets you jump up to two blocks!
Hold Space to charge, and release Space to jump.
In the Smart Moving mod, they introduce charged jumping. The mod makes it hard to do fast, when you need it, by making the player sneak before jumping. Jumping is easy, and let's let it remain so. Hold the jump button(Space) to charge. Release to jump.This would be the only time the current sneak position is used, when you're charging the jump, the sneak position is automatically entered. Stamina would deplete slowly while charging, and violently decrease during the jump, depending on its power.
I'll mention here that you can also jump sideways and backwards, charged or not. =)
Slows your fall and allows greater horizontal movement while falling.
Press Shift while you're in the air!
If you hold the Shift while falling, you will act like a skydiver to slow your descent, but if you land like that, you will take extra damage. While falling in the skydiving position, you can use the arrow keys to direct your fall.This could inspire some interesting sports, for instance an often fatal competition where people jump off cliffs and dodge obstacles on the way down, then plunge into water. Instead of water, some could use lava without the foreknowledge of the players, so they are forced to slow themselves down to land somehow and not get scorched!
Ledge Grabbing and Climbing:
Ledge Grabbing allows you to cling to a block-sized ledge and shuffle sideways along it, while Ledge Climbing allows you to climb up onto the ledge you're grabbing.
Press Shift in the air near a ledge to Ledge Grab and press the forward key to Ledge Climb.Also done by the SM mod, ledge climbing and grabbing would make a useful movement. It could be done by pressing Shift while in the air next to an edge. This means that you can jump and grab, or fall and grab. This would override skydiving. I mean, when would you not want to grab the edge instead of falling and dying? Climbing up onto the edge would be done by pressing the forward button while grabbing the ledge:Shuffling sideways would be done by pressing the left and right buttons. This would take stamina for as long as it's done. Moving while grabbing would take even more stamina, especially climbing. When the low position is reached, players would be unable to climb up; attempting to do so would raise the player some, but reduce his stamina dramatically. When a player has no stamina left, they will let go and fall. If your fall speed is too great, trying to ledge climb would result in slower speed, but you would take reduced fall damage and keep falling.>>>>>>>>>>
Lets you get on top of/over 2 block high walls with ease.
Lazy Vault: Jump after Jumping at a 2 block high wall. Speed Vault: Jump after Jumping while Sprinting at a 2 block high wall.
This is a modified idea from Cobalt32 on the original post. There can be multiple types of vaults, some that are faster and harder, some slower and easier. I will put two vaults into this topic. The purpose of a vault is to get over two block high barriers faster or using less stamina than Ledge Climbing, which can be quite slow. So, first is the Lazy Vault, it takes less stamina than a Ledge Climb, but still gets you up two blocks. To do this, jump at the wall and when you're near it and in the air, jump again, and hold the button until you're over. In this vault you place your hands on top of the barrier, and swing your legs up and over one at a time. If you let go of the jump button while you're not over, you collapse onto the fence and take a little damage.If you had wanted to charge your jump instead, you usually would have stayed still while charging. In the Speed Vault, you have to sprint-jump then strike and hold the jump button until you're over, but it quickly throws your body parallel to the ground and over the wall, saving your hide from the 20 skeletons shooting your back! Unless you forget to hold the jump button, then you fall onto the fence/wall and take moderate damage, but hey, you can still get over! If you're not dead.There's an automatic setting that lets you do a Lazy Vault when single jumping near a wall like this, but you can't do Speed Vaults when it's on. It's like in Mario Kart, you can do Automatic Drift(easier) or Manual Drift(Harder, but you get speed boosts).
Wall and Ceiling Climbing:
Wall Climbing allows you to climb up walls and fences that have half-slab to full block sized holes in them, and Ceiling Climbing allows you to grab certain blocks like Iron Bars and hang from and/or swing across them.
To wall climb press forward against a wall with half-block to full block sized holes in it, press Shift to stop vertical motion. To Ceiling Climb press Shift in the air while directly beneath a grab-able block(Iron Bars, Fences, etc.), then use WASD to monkey-bar under grab-able blocks.This would be an alternate way of climbing up walls and fences, using gaps like slabs and even whole blocks in the face of a wall. Just press forward like the wall is a ladder. To stay at your elevation, press the Shift, like you're on a ladder.Also, certain blocks like Iron Bars support ceiling climbing. You can swing across lava lakes! Use Shift while in the air and below a grab-able block, like a fence. This would take the same amount of stamina as ledge grabbing, and moving with the walking buttons would take as much as sideways movement while ledge grabbing.<<<==========>>>*Catches breath* Well, that was all the easy stuff. Now take a break, look at Boats Evolved, discuss genetic defects in Creepers, and read on for the good stuff!<<<==========>>>
Block Moving: Allows you to pick up blocks one at a time and re-place them elsewhere without breaking them, slowly using stamina according to the blast resistance of the block.
Middle click while pointing at a non-Bedrock/Obsidian block.So here's the deal: Endermen can move blocks. Steve can't. What's up with that? Yeah, he can destroy and re-place blocks, but that can take too much time. If a lava trap spews lava in a room with Redstone all over the floor, instead of switching to a pickaxe and mining the floor to plug the gap, by which time all the hard work and time you put into those circuits has gone to waste, you could just grab the nearest block and block the hole. The middle mouse button sounds like a good candidate for such an important function! You could place the block by middle-clicking, and hit with it using the left one, effectively disabling the current selected hotbar item while carrying a block. Carrying a block would be a minimal stamina drain. Also, you can't pick blocks from flat surfaces, there's nowhere to grab it. So if a block is part of a wall, tough, but if it's lying on the ground or it's a stalagtite, or part of a ledge, yeah, you can get that diamond ore from the far side of the lava river! But you can't pick it straight out of the wall. You gotta do it like a man, and lose it in the lava!>>>>>>>>>>
Rolling lets you roll. Fall damage is reduced if rolling when hitting the ground.Suggested Controls: Roll(F or Crtl) button while optionally pressing a direction.This is a hard one. It's literally the problem of "How to Make a Brick Roll". If the animation is fast enough, no noticeable mesh errors will be visible. Hopefully no weird bugs will result from being hit/shot/other while this is happening. Rolling would require it's own button to use, perhaps the "F" key or the Crtl button. You could roll sideways, forwards, and backwards. During the backwards roll animation in third-person view, you would face the camera while rolling before turning back around. If in first-person view, you should note that the camera will roll during the sideways rolls, not the forward and backward ones, to avert the confusion of the camera flipping over. In third person, you would just see Steve roll. This will be very useful as a dodge move, but take like a third of your stamina! Another plus is that if you hit the ground rolling, your fall damage is decreased! Even when you roll straight into a wall... but then you get collision damage(ouch). The picture for this has proven too hard for me, as I said, you can't really make it look good unless it's really fast. Or you have joints, which would rock, but I'll leave it out of this idea in case I make it look too complex. (What it isn't already?)>>>>>>>>>>
Lets the player use two items independently at the same time, one item in each hand.
Left and Right Mouse Buttons.
At one point, the duel wielding of items was reportedly being worked on by Mojang. This would be very useful, for obvious reasons. I will give my two cents as to how this should work. First of all, the Left Mouse Button would control the Left Hand, and the Right Mouse Button the right hand. This would be reversible in the Options, and I would do that to match the primary finger to the primary hand, as I am right-handed.This could be confusing, even though it shouldn't matter, because either way still functions the same. When used, an item would do its main action, with some exceptions. An item's main action is what it does best, for instance, a Pickaxe would break/hit the target, but a dirt block would be placed. This means that you can't break a block while using two blocks. You can use two swords to do fast damage, but you wouldn't be able to block attacks, and your stamina would deplete very fast. When targeting a mob, a block cannot be placed, so using a block would hit the mob. If wielding only one item in your primary hand(the one you click the left mouse button to use), the controls revert to semi-normal. This means that you do the main use for the item with your Left Mouse Button, and do its secondary use them with the Right Mouse Button. The same goes for the secondary hand, except the left and right button's functions are swapped, so main use with right button. This effectively means you can block with a sword. Also if you click on a block with a GUI with a hand not holding a tool and not empty, it opens the GUI, or if you have two empty/tool holding hands, the Right Mouse Button will open the GUI. The controls are reverted to normal in two other ways: You turn duel-wielding off in the options (underlined for clarity), or you use an item that requires two hands to operate, like a Bow, or a Map. Another hotbar selection indicator is needed for the secondary hand. Scrolling the mouse-wheel up would move the primary selector; down, the secondary. The hotbar would be much easier to manage with Item Drop-Down Keys! When either of the selectors selects an item that requires two hands, the other selector disappears until the item is deselected. Each item has a designated stamina usage, or it uses the default amount, the same as punching. Mining with two pickaxes may be fast, but it takes a lot of energy. Hitting with a feather only takes as much energy as punching!>>>>>>>>>>
Allows the player to grab hold of and ride a mob. The player can hit the mob while doing this.
Middle mouse button while near to and pointing at a mob.
This idea is crazy! I hope you like crazy, because you're telling Mojang if this should be added. If you hold the middle mouse Button while you are within 2 blocks of and looking at a mob, you will hop on its back and let it take you for a ride! As long as you hold the middle mouse button while looking at the mob, the mob will try to shake you off and go crazy trying to get rid of you, and you will slide a little left and right, but as long as you look at the mob(if you're sliding off right look more left to stay on), or until your stamina runs out, which it will, fast, you'll stay on. You'll still be able to hit the mob, but slower, as you'll be holding on with one hand, and it will use twice the stamina. Watch out Enderdragon! Now I'm the backstabber!This would be risky, as you could suffer suffocation, fall, and drowning damage as well as the possibility of getting lost on the Enderman Express, falling into lava or the Void, getting blown up while riding a Creeper, and/or getting attacked by other hostile mobs nearby. I would assume you get a little bashed up as they move, maybe a couple hearts here and there... and of course you'd get shot in the back by nearby Skeletons, Wither Skeletons, Blazes, and Ghasts. However, this could have great benefits, as you could attack and kill mobs without them being able to harm/run away from you. Used in combination with the Potion of Fire Resistance, it would be easier to collect rare Ghast Tears and Blaze Rods by skydiving at your airborne target and clamping onto it, a skill only the best and luckiest could pull off. Whole new YouTube channels could be created off this feature alone! Imagine: Ghast Riders: Season 3!
I love this idea by koopachris =D
"You should be able to ride players as well. To make it be useful but not OP in PvP AND outside of PvP encounters, I propose the idea of dyanmic shaking. A fancier way of saying "The harder you shake, the faster they fall off". If you want to carry an inexperienced player through a certain spot, you can move slowly and turn gently. It will use up hardly any of their stamina at all. If someone jumps onto you and starts attacking, though, you can shake them off more quickly by jumping around and shaking your view around. The harder you shake, the faster their stamina drains and the farther they get thrown off. Each would have a cap, of course."
I think it would just be consistent to have all mobs try to shake you off like this, depending on the difficulty level, to make it harder to ride them. Passive mobs would settle down after a while, so like you could ride a cow, and it would go crazy but after a few seconds it'd just let you ride it =)
It would be cool if we could sit down too. =) (Idea by Ouatcheur)
This bit is a sample of what the controls could be like if all the ideas in this topic were implemented:
No Items Held:
Left Click: Punch
Right Click: Kick
One Item Held in Right Hand:
Right Click: Main Use
Left Click: Secondary Use
One Item Held in Left Hand
Left Click: Main Use
Right Click: Secondary Use
Two Items Held:
Left Click: Primary Item Main Use
Right Click: Secondary Item Main Use
Middle Click: Block Move
Middle Click ad hold on mob while within 2 blocks of it: Mob Ride
Hand or Right Mouse Button on GUI Block: Opens GUI
On ground: Forward, Left, Back, and Right
On ladder/vine/Wall Climbing: Up, Left, Down, Right
Ledge Grabbing: Ledge Climb, Shuffle Left, Shuffle Right, If possible, Wall Climb.
On ground: Jump
On ground, hold and release: Charged Jump
In air: Dive
In air, right after Jump next to 2 high wall: Lazy Vault
In air, sprinting right after Jump next to 2 high wall: Speed Vault
In water: Swim
On ground Holding Shift: Crawl Jump
Shift:On ground: Crawl
In air: Skydive
In air near ledge: Ledge Grab
In air under grab-able block: Ceiling Climb
On ladder/wall: Hold position
Note 1: I think the "F" key is better than Crtl because I use my pinky finger for shift, making it hard to do Shift+Crtl.
Note 2: You can roll from almost any position, like crawl-roll, air-roll, jump-roll, etc.
Double-tap W+anything is sprint and makes it go faster, but uses more stamina(think sprint-crawling). Keep in mind that all the controls should be configurable!
I realize the coding to implement this would be complex, and this could take a whole update(or 2) in itself. Perhaps Divisor will add these suggestions to his mod, and simplify the controls as suggested, and Mojang will work with him. I will leave the details to them. I'm confident our team at Mojang can pull it off!
I would like to thank, first of all, Markus Persson aka "Notch" for creating Minecraft! Also, I would like to thank all of the Mojang team, including two persons commonly known as "Dinnerbone" and "Jeb", for assisting Notch in his work and being awesome, and Michael Shepherd-Finch, for being the coolest former Mojang on Get Satisfaction Moderator ever! Also several other people deserve credit, including Jareth, for introducing me to the Smart Moving mod and co-authoring this topic, ThesurusRex84 for the Google SketchUp models, and a bunch of former Mojang on Get Satisfaction members, including werty8472, Doug, Jonathan Hall, The_Schnebbz, Cobalt32, 42ah42, and ShadowSplicer, for being awesome and generally helpful. Also I would definitely like to thank 42ah42 for moderating the Ender-Forums.
These next people all had something to do with the Smart Moving mod, which I used for some of the pictures and to develop my idea, so I'll thank them for that: Divisor for the Smart Moving mod and the PlayerAPI, BlackDragonIV for the tutorial videos, Jamioflan for the ModLoaderMp, and Risugami for the ModLoader.
And if there are any modders willing to take this challenge...
Feel free to contact me, and I'll hook you up with anybody else that's working on this... Right now there's nobody =/ If you could do this that would just be really awesome!
Please Read Before Commenting: FAQ!If you have any questions at all, please read the whole topic or at least the pertinent section before asking! Most of these are from posts on this topic, so don't be surprised if you see the same wording in a reply somewhere. =)Please hit the like button even if you think Mojang will never add this, more like theoretically increases the probability!
Frequently Asked Questions:
Isn't this just a clone of the Smart Moving mod?
Please do not tell me that this is a copy of the Smart Moving Mod, it isn't! The SM mod does not include Rolling, Mob Riding, Duel Wielding, Skydiving and other things included in this idea. It's key combinations differ vastly from these and in my opinion are inferior. Besides, posting "There's a mod for that" is against the rules.
Hasn't some of this been suggested before?
I'm sure a lot of this has been suggested. But has it been suggested in this combination of movements designed to work together? I doubt it.
Y US CAN HAZ NO SNEAKING???
You can have Sneaking, it's just not assigned to a key by default.
Doesn't this give you a huge advantage over mobs?
Whoever said zombies couldn't do these things too? It'd only be realistic if they could. Also, assuming zombies couldn't crawl, crawling is a relatively slow movement, you'd probably take at least 10 damage points(5 hearts) before you got through a one block hole, and if you were running for shelter, it'd usually be because you were getting killed already.
Will this lag my computer/server?
Absolutely not. The Smart Movement guys did it with no lag on my low-end system, in fact I get less lag(I have no idea how) than I do with default. Mojang can do that too =)
How would creepers get back up from knockback?
Wouldn't skydiving be useless because you'd fall really fast anyway?
I've found you can fall about 54 blocks in 2 seconds normally. So from world height to bedrock, that's like 9 seconds normally, and skydiving would probably make it 10 to 13 seconds. Count off 13 seconds and you'll see that's pretty long.
Won't this break all out builds and maps?
About breaking builds: "Unless they really had lame forts... Forts and castles generally have walls higher than 4 blocks. As for the rest, I'm sure people will figure out how to unbreak them, after all, this is minecraft! people improvise, when something doesn't work, they fix it, when something new is added, they take advantage of it. Minecrafters solve problems with their creativity! We aren't a stupid people! We are intelligent, and that's why minecraft is fun! The awesomeness outweighs the oldness of builds. =) New builds will just be awesomer than EVAR!"About breaking traps: "How could wall climbing and ceiling climbing make a trap useless? unless it has holes in it's walls or fence/iron bar ceilings, you couldn't use either in a trap. TNT traps would still be as hard to escape as ever. Pit traps wouldn't be as effective with Skydiving and Rolling, but you could easily put lava or fire or cactus or something in the bottom to kill the person falling, or make it deeper, but all a pit usually does is put another player in a continent spot to kill him/her. That's not even counting the dispenser, crushing, drowning, and void traps, and all of the other traps!"
Oh crap, zombies will be trampling all over my fence-protected farms! Now what?
I guess mobs would be "lazy" and not climb over unless they're stalking the player(s). Unlike spiders, they couldn't just wander into a fence and climb over. As fences are generally used around farms, and usually you don't farm at night(well at least I don't), fences should still serve their purpose.
Can you add bendable limbs and/or more joints to this?
I considered that when I was writing this topic, but I don't want to make the idea seem way too far-fetched. However I fully support more joints, because "the closer we get to those kick-ass blender animations, the better!"
Stamina sucks. =(
Well, if you want people climbing walls to the sky limit and ceilings across the nether and rolling forever, and skilled people riding mobs until they die of hunger damage(of course they'd be killed by the mobs they're riding long before that) Also the stamina bar is invisible, it's not like you'd ever notice it; all it really is is a limit on how long/fast you can do stuff. I know people who would spam enchanted duel blades forever...
How do I get in the "We love this post" banner?
To get the "We love this post" banner you just put
[represent]at the end of your post. =)
Do you support any other ideas?
Yes! I really wish that the MC forums would let us have 2 urls, so we could have pics and a link! And nametags shouldn't show through walls. Also Boats Evolved rocks! I actually based the form of this idea somewhat after ThesurusRex84's idea, putting a paragraph or so then a picture to illustrate. =) I strongly support Boats Evolved, so here's a link for those who haven't heard!!!
This is freaking awesome!!!
That wasn't even a question.
I know that.
Incomplete Rotating Movement Improvement Signature Banner!Show your support and awesomeness by putting the code below in your signature!
Look up Movement Improvement under suggestions![img]http://signavatar.com/23425_s.gif[/img]
It's different every page refresh!
If you liked it a lot, spread the word so we can get mojang to take us seriously!Oh, and don't forget to upvote and answer the polls! =)
Also if you'd like to make a mod for this that would be epic, because it would be awesome and maybe it would make Mojang more likely to add it. =D
Jan 21, 2013Strottinglemon posted a message on Witch Overhaul! Broomsticks, Bat-splosions,Snowman Power-Up, Hats, and Cats! (Derpy Concept Art Included!)Posted in: SuggestionsWitch Overhaul
Greetings fellow Minecrafters! Whilst browsing these forums I have noticed distaste and hate for the witch, a mob commonly seen as a half-baked afterthought. Well I say we should shove it back into the oven until baking is complete! Here's a pile O' ideas that I came up with to improve them! (And one that I stole from another thread)
Currently the Witch spawns in a simple two block tall hut.
(rarely, often times these huts are empty)
I believe that the hut should be a place where a portion of the fight takes place, not just a spot to stick a witch. Here's an imgur album of a wonderful hut created by Marken4 on Reddit. Not only is it more aesthetically appealing, it provides more space to fight.
The hut is now protected by a witch's curse, and you cannot destroy any part of it without killing the witch. You can open the door, however.
Currently you can kill the witch easily with a stone sword, no armor, and a bucket of milk just by spam clicking it. A witch should be more of a mini-boss. As you're traversing a swamp, you should keep an eye out for them just in case you accidentally bump into a witch that you're not prepared to fight.
When you first walk into a witch hut, you're greeted with this.
You came to the wroooong neighborhood. (also pretend that brewing stand isn't there)
Cats! That's right, cats! Witches are known for keeping tons O cats around. They also serve a purpose! When you first enter the hut, the witch will chuck potions at you like normal. It will have a new animation, however. Its folded arms sort of thrust outwards as it throws, giving the player a chance to slash at the potion with his sword before it explodes, though it throws potions a bit faster now and will buff itself more frequently while backing away from the player like the new skeletons do.
Once the player gets the witch's health down to a certain point, which should take about 15 or so hits depending on difficulty, POOF! A cloud of black smoke arises and the Witch becomes an identical cat. All the cats in the house enter panic mode, running about like frightened ocelots.
(in that chest there, there's some normal goodies like glowstone dust and brewing stuff (rarely potions) that the witch currently drops)
You have to remember which is witch! (hehe) If you hit the incorrect one, POOF! It 'splodes in a poof of debuffing black smoke, giving you minor weakness and slowness, making you susceptible to the witch's potions. The effects stack with each incorrect cat you smack. When you hit the right cat there is a poof and then the witch comes out again. This repeats 2-3 times, the cats becoming increasingly more frantic. Next comes my favorite part!
The witch hops on a magical broom and flies out of the door! If you blocked the door, the witch will break any blocks in its path to escape.
The witch will fling potions at you from above! It takes 7 shots from a skilled marksman to down it on easy, 10 on normal mode, 15 on hard. If you're not a skilled marksman, the witch swoops lower occasionally where you can get in a few swipes with your sword. When at last the witch is defeated a new death animation plays! The witch explodes into a flurry of black smoke, twenty or so bats spawning on its death point and fluttering about.
As requested by UnleggerDripper22, witches WILL NOT despawn. If you go after it, get owned, and run away, the witch won't dissapear.
Once a witch dies, it dies permenantly. The hut does not spawn any more witches.Due to popular demand, witches will now respawn in their huts after a long while as long as the hut is intact. A new witch will have a 5% chance of spawning every day 2 minecraft weeks after the witch has been killed.
Squirrelboy pointed out something interesting. Every player has different play styles, so theoretically someone could just run up to the door and pour lava inside. My idea for a countermeasure is if the Witch detects that it is being burnt by lava, it will automatically deploy an 8:00 fire resistance potion to make it invulnerable to your attack, leaving you open for potion bombardment.
When the witch is engulfed in the batsplosion, the broom slowly drifts down to the ground, ready for a new owner!
Don't flip out yet- the broom is NOT something you can zip to sky limit in half a second with! Think more of a hovercraft type deal. Since you're not as magically powerful as the witch, the broom only hovers 5-15 blocks off the ground. The broom is not craftable! The only way to get it is killing a witch.
It functions similar to a boat. If you crash it into a wall or are shot by an arrow it returns to its item form. Unlike other items, the broom will never despawn both in item form and entity form. You have to be very careful when using it, though, because if you die riding it somewhere far away from your house you may never be able to find it again.
The broom is further balanced by the fact that you have to enchant it to keep it flying. When the witch dies, the broom has zero durability. If you stick it in an enchanting table, you'll find one enchant available: Flight, a level 10 enchantment. Enchanting it brings the durability up 1/4 of the way. You can enchant it multiple times to get the durability higher, meaning to get it to full durability you'll have to enchant it 4 times and spend 40xp. As you fly around, it slowly goes down and you lose speed and height. With a broom at full enchant you can travel about 500 blocks at full speed, which is a bit faster than a boosting pig at 15 blocks off the ground, 500 blocks at the normal speed of a pig at 10 blocks off the ground, and 200 blocks at a speed between walking and sprinting 5 blocks off the ground. When the durability runs out you can hover 1 block off the ground and travel at walking speed. You can also boost by double tapping W (same as sprint) to add 1/2 your current speed to the broom at the cost of durability.
The turning controls for the broom should be touchy, so it feels magical and unpredictible. Acceleration should be from 0 to max speed in 2.5 seconds.
(These numbers are NOT set in stone and they can be tweaked further)
Hopper Qidditch in Minecraft, anyone?
This is from thread by avisioncame, go there to look at some ideas people posted and rep him and stuff.
My thoughts: When wearing it you look snazzy AND it adds +2 blocks/sec to the speed of the broom regardless of the durability.
ANY (good and bad) Potion effects applied to you while wearing it will be multiplied in strength and time by 1/8.
It should also upgrade snow golems to potion throwers. Right click a snow golem to put a hat on it. Right clicking a hatted golem will open up a GUI similar to a dispenser that you can drop potions in for the golem to throw.
D'aww, isn't he adorable? Who's my cute potion throwing death machine? You are!
An alternative to the potions, as suggested by peppertyce, is to have the golems throw magical snowballs instead of potions as to not change the base attack. Let me know which you like better!
This is not only awesome, but provides incentive to track down multiple witches for your potion hurling army. To get your hat back, strike down the golem like the cruel ******* you are. Again, give this guy and other posters in his thread credit.
Think that the broomstick and hat are waaaayyyy too rare? FEAR NOT! Due to popular demand, normal witches like we have now will be changed so that they're a semi-rare swamp enemy, perhaps 2.5X rarer than endermen, and they only spawn in swamps. They function more or less like they do now, only their skin is tinted green and they're named "wandering witches". (name not final) They will drop brooms 1% of the time and hats 3%.
So yeah! Any criticisms? Did I get my numbers massively wrong? Is the whole thing stupid? Let me know!
Jan 5, 2013No it isn't an edible cauldron. It isn't mushroom stew either. It's stew in a cauldron.Posted in: Suggestions
To make it you click on the cauldron with:
•bucket of water
and one of these last ingredients
*raw beef (dark red beef stew)
*raw chicken (light green chicken stew)
*brown mushroom (dark green vegetable stew)
*raw pork (light red pig stew)
So what's so special about stew in a cauldron?
It has 3 portions, so it heals your hunger an can be used 3 times.
Dec 22, 2012Okay, lets point out biomes that are to rare. Specifically the mushroom biome.Posted in: Suggestions
I understand that the the biome is suppose to be rare in all, but really, ive made 5 games in minecraft and there was not one mushroom biome. I would really love to make a house on one of those beautiful mushroom islands, but, nope. To rare, and also pretty unnessesary. I think that mojang should put at least one mushroom biome per world so you can at least have a CHANCE at finding one. Thats all i have to say about biomes.
Now lets go to certain mobs like
slimes. Like i said about the mushroom biomes, i understand that there supppose to be rare. But somtimes i want to be able to make sticky pistions, how can i if i cant find the slimes to make the pistions sticky? The most slimes i have ever found in a world is ten, and trust me, it took a while. I understand how to make a slime farm but that still truthfully doesent work. Needs to be less rare.
Skeliton riding spiders are a pretty awesome. They look cool AND they drop a lot of stuff (including a sattle if lucky) but again, just to rare. I practically never seen these before. I just happend to be at the right place at the right time when i noticed it. At first i thought it was a glitch, nope. I killed it and got all the stuff. I would love to enjoy that experiance again but i cant ever find them. A good solution is to make more rare than most mobs, but less rare than it is now. Thats all about mobs.
Lets now discuss ores, emeralds.
Well for one they are basically useless, all they are used for it to trade with villagers. But no one even does that hardly. AND for the poor miners who actually do want to trade with the NCPs, there to rare to find. I found 2 emeralds in the five worlds that i made. To rare, very unnessesary.
Lapis Lazuli, i can actually handle lapis. But i think it needs more uses than making blocks. So not very unnessesary, but pretty dull.
Well thats all i have to say about the stuff thats just to rare. Hope you can find some things you can agree with.
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