Can you be more specific? How less detectable are you in leather armor? Do iron or chain mail armor have any bonuses? How much more slowly do you move with diamond armor? How does this work if you mix together armors? Are there any buffs to not wearing armor?
You need to flesh out your ideas more first, before you post here.
Yes, it says there is a chance 1-4 fruits can spawn on a cacti 2 blocks high. Any number from 1 to 4 will spawn...
It says that there is a chance (not a guarantee) of 1-4 being on a cactus more than two blocks high (so two blocks high won't count).
Anyways, I think that, if joshua trees are in a sub-biome and a few of them in each chunk, and if mummies only spawn around desert temples, I support these ideas.
Note that, before I explain anything, I should state that these will not be accessible or modifiable in survival, hardcore, or adventure mode.
So, my idea is for blocks to be introduced to minecraft that will teleport any entities that enter them to the other side of the portal. This teleportation will be instant, and then will not happen again until the entity leaves the portal block. They will appear completely transparent to players in survival, adventure, or hardcore difficulty (they can show what is on the other side, if it can be handled by the minecraft graphics engine without too much lag, or can simply leave the other player unaware of what is on the other side), and will be transparent with a faint overlay of a white nether portal texture to players in creative mode.
To get them, one must be in creative mode. Upon placing a portal block, it will check to see if it is adjacent to any other portal block. If it is not, it will prompt the player that placed it to name the portal and assign the portal to which it teleports entities by typing in the target portal's name. If it is, it will take the same name and target portal as the adjacent portal block. If it is adjacent to two or more different portal blocks, it will copy from one of them at random, and then force the other adjacent portals to match it. If a portal's target portal is itself, it will not teleport entities.
If a portal block is left-clicked by a player in creative mode, that block will be broken. Any adjacent portal blocks will be unaffected by this. If a player in creative mode right-clicks a portal block, the player can reassign the target portal or rename the portal. Players not in creative mode may not place blocks on a tile that already has a portal on it. If a player in creative mode does this, it will replace the portal.
These portals would mostly be useful for mapmakers, as they can now include interesting puzzles and maps that wouldn't otherwise fit in 3-D space. It can also be used by redstone mechanisms to transport arrows/items/minecarts/etc, allowing for instant signal communication or instant item transportation.
I do not support this idea. I think that the length would be impossible to balance. It would either be not long enough to be worth the potion, or be too long and become a broken weapon.
I would not mind seeing the status effect implemented into minecraft for mapmakers and modders to use, but I do not think the potion would work well.
I do not support this. The inventory has 36 slots, plus spots for armor and the offhand slot. I have found that, if I leave items I don't plan on using in a chest, that I never even reach 36 slots.
well, someone has to be there to put the pirch there, so this is impossible.
No, that person can always just leave and the chunk will be unloaded. Once a chunk is unloaded, no events will be processed in the unloaded chunks (mobs won't spawn, already spawned mobs won't move, water and lava won't flow, redstone mechanisms will freeze, etc).
I would actually support optional LAN server passwords. When opening a world to LAN, at the screen where you set everyone's game mode and cheats, there could be an option for inputting a password. If left blank, passwords are not required, but if a password is typed into the box, then all connecting players need to input a password.
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Can you be more specific? How less detectable are you in leather armor? Do iron or chain mail armor have any bonuses? How much more slowly do you move with diamond armor? How does this work if you mix together armors? Are there any buffs to not wearing armor?
You need to flesh out your ideas more first, before you post here.
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You can already get apples from trees.
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It says that there is a chance (not a guarantee) of 1-4 being on a cactus more than two blocks high (so two blocks high won't count).
Anyways, I think that, if joshua trees are in a sub-biome and a few of them in each chunk, and if mummies only spawn around desert temples, I support these ideas.
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0
Note that, before I explain anything, I should state that these will not be accessible or modifiable in survival, hardcore, or adventure mode.
So, my idea is for blocks to be introduced to minecraft that will teleport any entities that enter them to the other side of the portal. This teleportation will be instant, and then will not happen again until the entity leaves the portal block. They will appear completely transparent to players in survival, adventure, or hardcore difficulty (they can show what is on the other side, if it can be handled by the minecraft graphics engine without too much lag, or can simply leave the other player unaware of what is on the other side), and will be transparent with a faint overlay of a white nether portal texture to players in creative mode.
To get them, one must be in creative mode. Upon placing a portal block, it will check to see if it is adjacent to any other portal block. If it is not, it will prompt the player that placed it to name the portal and assign the portal to which it teleports entities by typing in the target portal's name. If it is, it will take the same name and target portal as the adjacent portal block. If it is adjacent to two or more different portal blocks, it will copy from one of them at random, and then force the other adjacent portals to match it. If a portal's target portal is itself, it will not teleport entities.
If a portal block is left-clicked by a player in creative mode, that block will be broken. Any adjacent portal blocks will be unaffected by this. If a player in creative mode right-clicks a portal block, the player can reassign the target portal or rename the portal. Players not in creative mode may not place blocks on a tile that already has a portal on it. If a player in creative mode does this, it will replace the portal.
These portals would mostly be useful for mapmakers, as they can now include interesting puzzles and maps that wouldn't otherwise fit in 3-D space. It can also be used by redstone mechanisms to transport arrows/items/minecarts/etc, allowing for instant signal communication or instant item transportation.
0
I do not support this idea. I think that the length would be impossible to balance. It would either be not long enough to be worth the potion, or be too long and become a broken weapon.
I would not mind seeing the status effect implemented into minecraft for mapmakers and modders to use, but I do not think the potion would work well.
0
I do not support this. The inventory has 36 slots, plus spots for armor and the offhand slot. I have found that, if I leave items I don't plan on using in a chest, that I never even reach 36 slots.
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I don't support this idea. It sounds like you are trying to add a new potion that does nothing the existing wither and poison potions can't.
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I get teleported to a vacuum cleaner on the ISS. Thanks for the free ride to space!
I wish for the next poster to endure the curse of Achilles.
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That should get the train back on track.
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No, that person can always just leave and the chunk will be unloaded. Once a chunk is unloaded, no events will be processed in the unloaded chunks (mobs won't spawn, already spawned mobs won't move, water and lava won't flow, redstone mechanisms will freeze, etc).
1
I would actually support optional LAN server passwords. When opening a world to LAN, at the screen where you set everyone's game mode and cheats, there could be an option for inputting a password. If left blank, passwords are not required, but if a password is typed into the box, then all connecting players need to input a password.
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What happens if the receiving perch is in an unloaded chunk?