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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Jan 1, 2016Posted in: Suggestions
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.
Dec 31, 2015Posted in: Suggestions
So it now takes 182 hits to start breaking my opponents diamond armor, and only 265 hits to break it all. So, for full unenchanted diamond armor, I would only deal 145 hearts of damage before the enemy's armor breaks (58 hearts minimum if the armor is fully enchanted).
I think that a better use for a dagger would be something more like what real life small weapons are used for. Using a dagger should, instead of breaking armor, have a chance of ignoring due to the fact that a small blade is easier to control and find weak spots in the enemy armor, but deal less damage (instead of reduced durability) due to the smaller size of the blade.
Aug 23, 2015Mulan15262 posted a message on What comes to mind when you think of the colour "Purple"?Posted in: General Off Topic
Bonus points to anyone who understands why this is what I think of.
Aug 15, 2015Posted in: Forum Games
You are a very sadistic human being, and obviously not asleep as no one can be that mean without thinking about it. This page is also not yours as I claim it for the great US of A.
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Nov 25, 2012GerbilCrab475 posted a message on Adding the missing potions. 1000 supporters and counting!Posted in: Suggestions
Right now there are 13 different potions that can be obtained in Minecraft survival mode, but there are actually a total of 27 potion effects in the game. Although some of these can be obtained in other ways it would be nice to see them as obtainable potions. Adding in these potions wouldn't just simply expand upon potions but other parts of the game as well. That's one of the reasons why potions are so great. New methods of obtaining potion ingredients helps expand other aspects of the game. Exploration, hunting, farming, fishing, trading, anything you can think of really.
Rather than suggesting specific ways to obtain a potion's ingredients like how the suggestion previously did. I'm going to name a few potential options for each effect as what specifically makes it is up to Mojang in the end. Here we go.
Haste: This effect increases mining and attack speed. It is currently only obtained through beacons which isn't all to useful. Due to its effects it would make the most sense if the ingredient was obtained from mining in some way. Probably by combining an existing underground material with a food item.
Mining Fatigue (Dullness): This is the opposite of the haste effect so it would make the most sense if it was obtained by using a fermented spider eye on a haste potion.
Nausea: This effect causes the screen to wobble. It is currently only obtained by eating pufferfish. An idea I had would be if the ingredient was sold by a new priest villager (Alchemist?). Due to the strength of the potion this ingredient would be very expensive.
Resistance: This effect increases defense. It is currently only obtained through super golden apples and beacons. Since it raises defense, perhaps a new ore could be made specifically for this ingredient. It would be rare since resistance is very strong.
Blindness: This lowers a player's view distance. It can currently only be obtained through commands. Be cause of it's strength against players, it would simply be obtained through corrupting a nausea potion (another potion that is strong against players).
Hunger: This effect causes the player's hunger to go down faster. It is obtained by eating various rotten/poison foods and by getting hit by husks. Since husks give the effect I thought it would make sense if the ingredient would have a chance to be dropped by them.
Wither: It's like poison but it can kill. Because of this it would not have an ingredient but could be found in the chests found within Nether Forts.
Health Boost: Increases max health. Currently only obtainable with commands. It could be dropped by a new monster in either the Nether or overworld.
Absorption: Instantly gives temporary hit points. Only gained through golden apples and totems of undying. To get the potion one could corrupt a health boost potion.
Saturation: Slightly fills the hunger bar by one point. Only obtained through commands. Perhaps the ingredient could be a rare drop from pig.
Glowing: Highlights mobs. Given to mobs/players that are hit by spectral arrows. Perhaps the ingredient could be dropped by witches.
Levitation: Causes mobs to slowly rise over time. Only given to mobs hit by the shulker's spark projectile. Considering the fact that shulkers now have a drop perhaps it could be involved in the making of levitation potions.
Luck: Increases chances to fish up treasure. It's currently available in the creative inventory. The only right ingredient for this would by four leaf clovers.
Bad Luck: Deacreases chance to fish up treasure. Only obtained through commands. Corrupting a luck potion with a fermented spider eye sounds like a good method of obtaining this potion.
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Oct 25, 2010Starfrish posted a message on UNOFFICIAL Official BLUESTONE DUST discussion/support topic.**IF YOU LIKE REDSTONE CIRCUITS, YOU NEED TO KEEP READING.**Posted in: Suggestions
I posted a suggestion a while back involving bluestone dust. Now, it seems as though a few other people are using the word bluestone in their suggestions. I just want to be clear that this is based on the FIRST topic to involve bluestone in the manner that I suggested. I wanted to summarize the entire idea so far into a single, well-written (to the best of my ability) and clear post. This idea needs attention from Notch.
Here's a few points I'd like to make very clear right now.
- This is NOT one of the 5,000+ daily attempts at turning redstone circuits into real electricity. If you start shouting out electricity jargon and ridiculously complex ideas, I am going to yell at you.
- The purpose of this idea is to make minecraft circuits smaller and more manageable in ways that a redstone 'computer chip' CAN NOT accomplish.
- This idea is very easy to understand. I don't expect everyone to have a degree in electrical engineering. If you understand redstone circuits, you'll understand this.
- I'm no computer programmer, and I may be wrong about this, but I'm pretty sure this would be easy as hell to implement.
I : The Essential Idea
Redstone is one of the most fun and stimulating aspects of Minecraft, in my opinion, but so often, you run into problems like the following:
= redstone dust
= bluestone dust
= A fusion of redstone in bluestone, that will interact with both. aka 'purple dust'
EDIT: This has caused a lot of confusion, so will now be used to represent a redstone wire crossing over a bluestone wire. THERE IS NO BLACKSTONE DUST. A black tile in my diagrams represents either diagram 6 or diagram 7 (scroll down to see these), and I hope that this update isn't too late to stop confusion.
   
    (diagram 1)
You only want the top left to communicate to the top right, and you only want the bottom left to communicate to the bottom right. With the above configuration, you now have a jumbled mess that won't work that way, because the top half of the diagram (circuit 1, let's say) and the bottom half (circuit 2) are interacting. So what do you have to do? You have do change it to this:
   
     
    (diagram 2)
To keep your wiring from interacting, you separate each circuit with empty tiles. The tiles in between these two circuits are now what I'll call 'dead space'. You can't put any dust on the dead tiles. It's just taking up space. That's why I propose bluestone dust. Bluestone dust is a simple and easy way to eliminate this problem. Bluestone has the exact same properties as redstone, but doesn't interact with redstone in any way. With bluestone dust, you can turn that cumbersome diagram above into this:
   
    (diagram 3)
or even this:
   
    (diagram 4)
Notice how tiny diagram 4 is compared to 2? Think about it. It's the exact same function as diagram 2, but uses nearly half as many tiles. Here's another example of bluestone's ability to tighten circuits.
   
   
   
    (diagram 5)
Instead of having to make an unsightly bridge to carry the circuit over the top of the perpendicular circuit, you can make it work in 2 dimensions. Bluestone dust and redstone dust would be laid next to and across each other without screwing up circuits.
II : Concerns / Potential Questions addressed!
There's enough ore underground already, adding a new block that's essentially just like redstone is a waste of space.
That's why there doesn't necessarily have to be a new ore added just to add bluestone dust. In fact, I'd rather there not be a new ore updated, because then we'd all need to start new maps. My idea for this would be to have some sort of device (similar to a crafting bench or a furnace) that works to turn redstone dust into bluestone dust and vice versa. Would it be instant, like the crafting bench? Would it take fuel and time like a furnace? Any of them sound good to me.
Randomman159 contributed this idea: all redstone blocks are turned into red/bluestone ore that drops some redstone dust and some bluestone dust when destroyed. The texture would be changed to red and blue spots, instead of just red spots.
Let's say I have 5 redstone dust and 5 bluestone dust, but I need to make a circuit that's ten dust long. What could solve this?
I have two solutions for this. One is the pretty much described in the first question; you'd just turn redstone dust into bluestone dust and you'd have ten of the same kind. My second solution would be to have a redstone and bluestone fusion kind of thing that you'd create. It would probably be purple or something, and would be hard-ish to make (like requiring coal or something to fuse the red dust and blue dust). This would be the only way to connect a redstone and bluestone circuit.
All of this red and blue lying on the floor, won't it be hard to recognize your circuits when it's all on the ground?
Not at all! In diagrams 4 and 5, the purple color is only meant to represent red dust and blue dust on the same tile. It would hopefully look something like this:
diagram 6 is a representation of a single tile.
  
  
  
  
   (diagram 6)
also, a representation of a single tile.
   
   
   
    (diagram 7)
The redstone dust and bluestone dust, while on the same tile, are next to each other. All of the tile textures would show clearly where redstone dust and bluestone dust are.
This is a great idea! You know what else they should add? Yellowstone dust! And greenstone dust!
No. At a certain point (as in, 2 different kinds of dust) it just gets stupid and annoying to look at. Your circuits will look like puke, and just try to imagine what diagram 6 would look like with 5 parallel colors instead of just 2. Two kinds of dust are enough.
What about redstone and bluestone torches?
As you probably figured, bluestone torches would work in the same way as bluestone dust; exactly the same functionality as redstone, but not interacting. Redstone torches could be converted to bluestone torches, or they could be permenant. That detail isn't very important.
Doesn't the redstone 'computer chip' idea solve this problem?
Yes and no. The computer chip idea will help with making circuits smaller, but you would still have a lot of dead space.
III : Closing
Thanks for reading all the way through, or at least scrolling all the way to the bottom! If you support this thread at all, PLEASE post in it, even if it's just the word "support". The more replies this topic gets, the more noticed it will get. If you don't support, please reply with a reason to not support it.
Any questions that a lot of people are asking, I'll put in section II with my best solution.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Oct 10, 2011Here are answers to some commonly asked questions about the forum:Posted in: Forum Discussion & Info
What are the forum rules?
What are post ranks?
How do I make spoilers?
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How do I delete my own post or thread?
How do I lower my warning level?
I changed my avatar, but it still looks the same! Why?
What's the deal with 502 errors?
A moderator abused his power and gave me a bogus warning. How can I contest this?
How do I make a table of contents?
I get moderating buttons when I hover over threads. Am I a mod now?
Can you help me with my Minecraft account? I paid for it, but it's not working.
Minecraft keeps crashing! Help me?
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I posted a thread and got "You do not have permission to view this." Why?
Will you read my moderator application?
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Why is there a stupid autoplay advertisement?! Make it go away!
What's the deal with Herobrine? Why is he against the rules?
Q:What are the forum rules?
A: You can find the forum rules here, or linked to at the top of every forum index. Not bothering to read them is no excuse for breaking them.
Q:What are the post ranks? Why am I a tree puncher? Why am I the answer to life, the universe, and everything?
A: Read about post ranks here.
Q:How do I make spoilers?
A: Like this:
Typing the above gives you this:
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A: Edit the first post and then click on the "Use Full Editor" button. There will be boxes to edit the title and subtitle.
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Image hosts include CubeUpload, Imgur, and Photobucket.
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Nov 8, 2010Everything updated for 1.6.2. The mods directory will now be located in the same directory as minecraft jar, unless the default game directory is changed, where it will act like it had on older versions.Posted in: Minecraft Mods
Read this entire post. All of it. Downloading the mods means you agree to the disclaimer. You can skip the FAQ, but if you have an issue, consult it first, before consulting us. If you have an issue answered in the FAQ or this post itself, we won't help you. At all. We reserve the right to ignore dumbasses who do not pay attention to the big bold text. Completely and utterly, ignore them. To all of you who are good boys and girls, I suggest you ignore them too, should they post.
Modding now has its own IRC channel on esper.net, #risucraft.
Disclaimer: These mods require altering minecraft.jar, and SMP may not work with these mods installed. Some of these mods add new content, do not load worlds with this new content if the respective mod is not installed. I am not responsible for any damage done to your computer, worlds, or your copy of Minecraft. That said, backup your worlds and bin folder!
Frequently Asked Questions
Q: What is ModLoader? -A: http://tiny.cc/PAIN Q: Where is ModLoader? -A: http://tiny.cc/PAIN Q: How do I install ModLoader? -A: http://tiny.cc/PAIN Q: Why did you link me that image? -A: Because you can't read. What part of "read this whole post" did you not understand? Q: Why does my game freeze on the loading screen? -A: The most likely answer is you forgot to delete META-INF, or your archive tool didn't want to delete it. Q: Why does my game black screen? -A: There are a number of reasons this could happen, the most likely is that you're trying to play alpha through the browser. Mods don't work with the browser version. I do not care about black screens. Get me the error log. Follow the instructions under the "Linux / Other" download on www.minecraft.net. This applies to all OS. Q: Do these mods work with [older version]? -A: No, they are designed for Minecraft 1.6.2. Q: The AudioMod description hurt my head, is there some kind of readme that explains it in better detail? -A: Not yet, so, in the meantime, feel free to contact me about it in IRC, and I will help. Q: How come 7z throws out "Not implemented" OR WinRAR gives me an error when I try to add stuff to the jar? -A: Update 7-Zip or close Minecraft. Q: How do I uninstall the mods? -A: You restore from a backup of minecraft.jar, and in case you didn't back it up, delete the version file in the bin folder, and Minecraft will redownload everything. Q: What does input == null mean? -A: You failed to read instructions, try again... Q: java.lang.NoClassDefFoundError: ...? -A: You failed to read instructions, try again... Q: java.lang.SecurityException: SHA1 digest error ...? -A: You failed to read instructions, try again... Q: java.util.zip.ZipException: invalid entry size? -A: Stop using that bad program and get a real one! Like 7-Zip or WinRAR! Q: java.lang.UnsupportedClassVersionError: Bad version number in .class file? -A: Update java. On mac? Too bad. Q: java.lang.UnsupportedClassVersionError: ______ : Unsupported major.minor version 51.0 -A: Either get JRE 7 or tell mod creator to not use JDK 7. Q: How can I best contact you? -A: In the channel #risucraft, on the esper.net IRC. Q: What if this FAQ doesn't solve my problem or answer my question? -A: Then you can post, or contact us, preferably on IRC.
1) Run the latest launcher and download 1.6.2
2) Go to %appdata%/.minecraft/versions
3) Copy the directory named 1.6.2 and paste as 1.6.2ML(you may name however you please, but everything must match) so there are now two copies.
4) Enter new directory and rename the jar and json files to match the directory.
5) Open the json file in your prefered Notepad program and change:
6) Now with the jar you should do the steps below under Windows starting at number 3.
1) Open up %appdata%, if you don't know how to do this, start>run, then type in %appdata%
2) Browse to .minecraft/bin
3) Open up minecraft.jar with WinRAR or 7zip.
4) Drag and drop the necessary files into the jar.
5) Delete the META-INF folder in the jar.
6) Run Minecraft, enjoy!
1) Go to Applications>Utilities and open terminal.
2) Type in the following, line by line:
cd ~ mkdir mctmp cd mctmp jar xf ~/Library/Application\ Support/minecraft/bin/minecraft.jar
3) Outside of terminal, copy all the files and folders into the mctmp directory.
4) Back inside terminal, type in the following:
rm META-INF/MOJANG_C.* jar uf ~/Library/Application\ Support/minecraft/bin/minecraft.jar ./ cd .. rm -rf mctmp
5) Run Minecraft, enjoy!
If you're feeling generous, feel free to donate! Or if you'd rather not spend your own money, you may click the Adfly links below and wait 5 seconds, then skip the ad.The Mods
A mod, kind of like a mod manager, that stops conflicts with mods that alter rendering, recipes, add entities, gui, smeltables or fuel. If you're a modder, feel free to decompile this and learn how to make mods work with it. Inherit BaseMod and override any methods as necessary. The mod's main class file should be prefixed with 'mod_'. Read the Javadoc for information on methods available.
Download (Adfly) Download (Direct) Decompile Fixes MCP Mapping Javadoc Old Versions
Elemental Arrows 1.6.2
The Elemental Arrows mod adds four new types of arrows; explosive arrows, fire arrows, ice arrows, and a joke weapon, egg arrows.. They are crafted the same way as normal arrows, but the head is replaced based on the element; gunpowder for explosive, coal for fire, snowball for ice, and egg for, well, egg. Crafting an explosive arrow only gives you one arrow, and it explodes upon impact. Crafting a fire arrow gives you one arrow, that will ignite stuff upon impact. Crafting an ice arrow gives you one arrow, that will freeze water into ice, lava springs into obsidian, put out fire, and break torches. Egg arrows spawn chickens upon impact with the ground, but there's a secret too. Lightning arrows strike lightning where ever they hit, use diamond in recipe. Homing bow recipe is same layout as regular bow, but diamond instead of sticks. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
More Stackables 1.6.2
This mod makes saddles, doors, and signs up to 8 in a stack, minecarts and boats up to 4 in a stack. This is great for storage and for using workbenches, chests, or furnaces, as you no longer consume your food! Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
Sign Tags 1.6.2
Type [time] into a sign, and it will show the current time. You can also type [x], [y], or [z] and find the current position of the sign in regards to that axis. [a|b] is a redstone input function for signs, where text replacing 'a' will be shown when the sign is powered, otherwise 'b' is shown. Type [light], and it will show you the current light level of the sign's position. [biome], [temp], [humid] each tell you the biome you're in, the temperature of that area, and the humidity of that area, respectively. [temp], [humid] will no longer function in Nether.
Download (Adfly) Download (Direct) Old Versions
Death Chest 1.6.2
When you die, if you have a chest in your inventory, it will be placed where you die, or in the closest available spot. The chest will be filled with as many items as possible. Items stored in the crafting slot are still lost, as usual, and any excess that won't fit in the chest will be dropped.
Download (Adfly) Download (Direct) Old Versions
AudioMod 1.6.2(Not updated for now)
AudioMod is an upgrade of sorts, and a modder's utility. Included in this mod is CodecIBXM, created by Paul at www.paulscode.com, who is the creator of the sound system used in Minecraft. It allows Minecraft to play (in addition to ogg, wav, and mus files), xm, s3m, and mod files. The only readily available feature of this mod is the ability to add new music, however, it adds support for modders to add new records and sound effects. There is a slight increase in load time when using this mod. Using this, you can also use custom sounds, alongside the originals. Custom music and sound goes into the resources folder, music in mod/music. Custom sounds go into mod/sound. For example, if I were to add a new footstep sound effect to stone, I'd put the new stone1.ogg in mod/sound/step. In game, the new sound would occasionally be played, alongside the originals. Custom sounds for things like the menu click and water do not always work, at the moment.
Download (Adfly) Download (Direct) Old Versions
Floodgate block can be used as either a floodgate, allowing toggleable water and lava falls, or as a trapdoor. When you place the floodgate control block, it will place a gate in front of the control block in the direction you are facing. Applying redstone power to this will remove the gate. Use the control block to open the GUI where you can place supporting blocks that will replace how the gate looks. Requires ModLoader 1.6.2.
Where is redstone.
Download (Adfly) Download (Direct) Old Versions
Spawner GUI 1.6.2
Adds a GUI to all mob spawners, that will allow you to pick what mob to spawn. I also reallowed mining spawners. You can disable spawners with redstone aswell. Should be compatible with all mobs, but don't expect the mobs with special spawn conditions to work everywhere. Animals require grass, Monsters require darkness, Slimes require being in their special chunks, and 0-16 depth. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
Block Distortion 1.6.2
This mod is just an experiment. Everything that is 3D (Mostly noticeable on blocks) has a random distortion. Known issues include: Clouds randomize as they move across the sky, held items look rather odd, and GUI elements may be screwed up. I don't recommend using this mod long.
Download (Adfly) Download (Direct) Old Versions
Griefer Creepers 1.6.2
WARNING BACK UP YOUR WORLD BEFORE INSTALLING
This mod changes how creepers attack. Instead of blowing itself up, It will disappear and launcher 100 arrows straight into the air, which will rain down on the landscape. These arrows will be 25% fire arrows, 75% explosive arrows..
Download (Adfly) Download (Direct) Old Versions
Recipe Book 1.6.2
This item when used opens up a GUI of every recipe that can be done. The items can not be touched, but you can read tool tip. Left click moves to next recipe. Right click moves to previous recipe. The recipe for recipe book is 1 book, 1 ink sac. It's a shapeless recipe. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
Ever wanted to store your items in a way you can see them? Here you go. This block allows you to add up to 9 items to it and the items you put in are shown in the world. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
This is a new generator. You may select this generator in More World Options when creating world. In this generator, the world is made up of massive spheres with glass domes. Inside these spheres are random biomes. There is a random chance of a lake being placed in the center of each sphere. Usually water, but rarely lava. Bordering this lake you will find sand for water, or gravel for lava. Connecting each sphere is a wooden bridge with fence rail. Beside each sphere is a smaller sphere, which is where you will find diamond and lapis lazuli. These ores only occur here, the others are equally spread throughout the spheres. The cave generator used here is a modified Nether cave generator, where like on the surface, will generate lava below a certain level. if this lava reaches the outside, an obsidian wall will be made to hold it in. Many options can be changed in ".minecraft/config/Biosphere.cfg". Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
Armor Stand 1.6.2
This block will give you a place to show off your armor. Just place the block and right click on the platform. You can choose from a selection of skins to hold your armor, as well as have it stare at you, constantly. You may also change the texture of platform by putting block in the last slot. Known issues include: placing a block inside of dummy, standing on its head, possible inability for mobs to path around it. Recipe is 3 solid stone blocks along bottom, with 2 sticks in the middle. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
More mods to come!
Feb 3, 2013TVflea posted a message on Why refer to gold as 'butter'? Gold ingots do not look, nor act like butter!Ever since a gentleman that goes under the Youtube handle of 'SkyDoesMinecraft' uploaded a minecraft let's play video of him throwing gold ingots at his girlfriend, saying her house looked better with butter. Ever since then there has been an epidemic of SkyDoesMinecraft fans calling the gold ingot in the game of "Minecraft" butter, or sometimes even "budder".Posted in: Discussion
These fans of SkyDoesMinecraft have taken this petty joke to the extreme, spreading it around ever inch of the minecraft universe, and even beyond. However, not all SkyDoesMinecraft fans are like this. To halt confusion between the two, the butter-calling fans we will from here to the end of the post "Budder fans", and the nuetral fans will be called "Regular fans". This post is not geared towards regular fans.
If you are not familiar with this subject, you are most likely wondering how anyone would even begin to make a connection between gold and butter, let alone budder. Gold is a strong, yet ductable metal. It is yellow, shiny, and worth a large sum of money universally. Butter, on the other hand, is poorly formed, melts at room tempurature, and is a pale, dull white, and budder is an amber, waxy, blobby drug substance, so how is it loggical to connect the three? It isn't! Budder fans do not call gold butt/dder because it makes sense, they do it for publicity; to let everyone know they're cool because they watch SkyDoesMinecraft, much like people who say YOLO or swag.
However, even after showing comparable traits with many other hatable people, this thread is not to demean them or to make us look better in anyway. It is a debate where Budder fans post reasons why they call gold butt/dder.
We have a tendancy to refute their reason, however they do not have to take our reasoning into consideration, and can continue to call gold butt/dder.
1. Butter is yellow, like gold
Well, actually butter is a pale white, unlike gold. Here is a comparison
They look nothing alike
2. The mythical, and almighty skydoesminecraft incanted all gold to be renamed 'BWUHDDAR' *drool*
...and you brainlessly followed him. Skydoesminecraft is just a college drop-out weirdo with a microphone and screen recorder; there's no reason to copy him. Something else to note is that sky doesn't even want you to call gold "budder". Watch this (at 10:28):
3. Gold tools would be soft, just like butter tools
Gold is not "soft." Only fabrics and certain other materials can be considered "soft." Gold is, however,malleable. This is often confused with impressionability, which butter most certainly is, both of which are confused with the word "soft," however impressionability and malleability are not interchangeable, so the idea that gold can be called "butter" because it is soft is a fallacy.
4. Gold is applied to food to enhance it, such as golden apples and carrots
This doesn't make sense. You would not smother an apple in butter, and if you did, it'd probably give you a heart-attack, not bestow you with magical healing abilities.
5. Gold is used in powered tracks to make minecarts have more momentum, just like butter would make a minecart faster if put on a track.
This reasoning is not consistent with the other gold items in minecraft. Gold pressure plates, blocks and ore do not increase the momentum the player has when moving over the block.
6a. OH EM GEE, it's just, like, a fad, bro. Get ova et.
Come back to me when you have been to a secondary education institution. Perhaps then your speech will be more communicable.
6b. Sir, I have taken your advice and got a secondary education, primarily in the subject of language arts, and would like my reasoning heard: The butt/dder alias people have for gold is but a fad; a little joke kids play, you should not be taking it as seriously as you do.
First off I would like to make it clear that I am not obsessing my majority of time and effort into this thread. While it is a hobby of mine, it is not my life's goal. Second, it should be noted while the butt/dder joke is a fad, that does not make any movements conflicting the fad void of meaning and purpose to exist
7. Why can't you leave people alone to call buddar whatever they want?
This thread is not trying to force people into calling gold it's proper name. The goal of this thread is to provide irrefutable evidence that calling gold butt/dder is illogical and should not be done. It is not trying to force any one to do anything, change in labeling is completely voluntary
8. It's funny, you have no humo(u)r
When seen objectively and disregarding any logical contradictions, this could be seen as a little humorous, however, when we take into consideration the social factors and that gold in no way resembles butter, it's humo(u)r is lost.
A graph that displays the amount of pages created from February 3rd, 2013 to June 23rd, 2013. The x-axis is the number of days, increasing as you go right. The y-axis is the number of pages. Both are measured in pixels.
Blue represent a page created, red represents when this thread was closed.
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
Feb 22, 2013When a server first starts it seems to be a lot of players’ goals to be the first to find the stronghold and fight the enderdragon. That, in some players’ minds, is the sole purpose of finding a stronghold in the first place. But really, other than the ender portal and the accomplishment of finding a rare structure, what reason do players have to go to or seek out a stronghold? The loot isn’t too good, when you think that you have the chance of getting better loot from the dungeons, desert and jungle temples, abandoned mine shafts and even villager blacksmith chests, and all of these can appear more than three times in a world, making the Stronghold appear very limited The strongholds have the potential to be a good base, but often times aren eaten away by caverns and torn apart by ravines, even to the point of the end portal being rendered useless by the damages.Posted in: Suggestions
Strongholds are supposed to be strong, I could see a ravine ripping through the ground or a cave eating through stone during its formation, but surely these strongholds weren’t build so long ago that full fledged caves have been able to eat through their bricks, along with the abandoned mineshafts tearing through a stronghold. If these shafts were made by the owners of the stronghold, I doubt they’d mine straight through their home, and any actual miner should suspect there’s no ore to be find by tearing straight through the inside of a subterranean fortress. Maybe less, or no caves even could generate around the areas of Strongholds, along with mines and ravines, improving the integrity of the building, and they could act as a clue to allow an observant player to guess there’s possibly a stronghold nearby, without the use of an ender eye.
The player should have more reasons to seek out a stronghold, they should be large, impressive complexes, I mean, take a look at the Nether Fortresses, they're magnificent, and provide the resources of blaze rods and netherwart, along with a place for Wither skeletons to spawn. The stronghold could use a larger variety of rooms, perhaps a dining hall, with tables and benches, a high grand ceiling and chests of food items. A blacksmith’s forge, with a lava pool, multiple furnaces, chests filled with smithing related goodies, maybe even a (slightly damaged?) anvil. There could be a wizard’s study, like a small library with chests containing books and paper, with a rare chance of enchanted books, and an even rarer chance of finding and enchanted item or bottle of enchanting, perhaps they could have an enchanting table, unless people think those should stay player made only. There could be barracks and/or dormitories that the past residents could reside in, a place with beds and chest serving as footlockers.
There could even be an armory, a grand hall, with weapons and armor hanging on the walls in item frames, chest filled with weapons related loot, arrows and such, this could even be a place for the armor stand/mannequins I’ve heard of people asking for to be implemented. Suits of armor could be along the walls serving as eternal sentries to watch over their home, well, until an enterprising player comes and removes the armor from its ancient stand. The armor and weapons could even be found with enchantments on them, with items bearing particularly high level enchantments having a randomly generated name to give the feel of “This is an artifact of a lost civilization” unless people don’t think that fits with the theme or balance of minecraft.
There are three end portals but that doesn’t mean there has to be only three strongholds, perhaps they could be found more often (though still extremely rarely) just without a portal in them, and the ones lacking portals would probably be smaller than the ones with. And who remembers the image we were first shown of a stronghold?
Strongholds that generated with an entrance above ground, I’d like to see a return of this, or at least this happen more often if it still does (like a mushroom biome, I’ve never actually seen a stronghold that generated above ground) this would allow the player to randomly stumble upon a stronghold, rather than need to make a bunch of ender eyes and go actively hunting for one, give a little bit more reason and reward to random exploration of the world. This would, preferably, come with the added benefit of Strongholds not spawning at the bottom of the ocean, sure its mystery and cool though as to how they got there, but really, what purpose would a submerged stronghold serve when you can build a much more effective one on land?
Just some ideas I’ve had, first major suggestion I’ve made for this game, tell me what you think and go ahead and suggest your own ideas.
Examples I've made for what the new rooms could look like, I'm not that good of an architect so if you want to make your own rendition go ahead!
A throne room:
Room Ideas by BodOwen!
I also did my take on the armory:
as you can see the armory has spawners, it has a 75% chance to be a zombie and 25% chance to be a skeleton spawner.
I also have an idea for a potions room, these will just be a bunch of bookshelves with "tables" and cauldrons, along with a chest with a few potion ingredients.
sometimes destroyed rooms will spawn in the stronghold, these "collapsed rooms" will be filled with stone or dirt , it also has a chest or two in it, but you have to dig it out.
"Collapsed Room" Screenshots.
The stone and dirt is not seen in here, this is what it would look like if it was "cleared out"
Others coming eventually.
A great concept by Badprenup for how a new generation system could work
Quote from Badprenup
In all honesty, I think structures like this should not be fully randomly generated. Instead, they should be pseudo randomly generated like so:
1. There are 3-10 Stronghold Hallway patterns stored in the game. These are the most bare-bones versions of the Stonghold, and only have the Portal Room and hallways. At this point, the Stronghold has no rooms, only markers of where rooms can be. These would be at any room entrances that we see in the current Strongholds.
Using patterns like this costs a fraction of the randomness, but ensures you don't have any "stupid" generation, such as hallways leading to nothing but themselves and crap like that we have seen. And the Randomness will be restored later.
2. Next, the game looks at how many markers of potential rooms are in that Stronghold, and chooses to generate any of the potential rooms based on the Seed. Each room type would have X amounts of times it can generate, based on the type of room it is. For example, there could be a maximum of 3 Dormitories, but only 1 Armory per Stronghold. Similar to the Hallway pattern, each room has a marker to ensure they align properly.
This returns the randomness of the generation, but in a more logical way. It would be silly to see a Stronghold filled with nothing but Dining Halls. Where did the people sleep? Also, it adds balance. No stumbling into a Stronghold filled with 20 Armories.
3. Next, the game places a room by lining up it's marker with a marker in the Stronghold Hallway pattern. This ensures that everything is lined up properly, and prevents structures from overlapping. Once it chooses a room and generates it, it removes one instance of that room from the potential rooms. It also removes the marker from the Hallway pattern so it doesn't double generate.
4. The game repeats step 3 until there are no more markers in the Hallway pattern.
5. After all markers are complete, the game generates 3-4 layers of Stone/Dirt/Ore to overwrite any other generation that had happened (optional)
If people like this concept, I can make some pictures. Pictures in the spoiler directly below this.
Quote from Badprenup
Alright, I made some quick and dirty mockups with Creative Mode and MCEdit, and it shows a basic implementation of what I was getting at. So I'll go over what I said before, but with images to go with it.
1. An example of a bare-bones hallway pattern. This one is just a tiny one I made, and only has space for 5 rooms. But Mojang could easily make them larger or take up several floors as they do now. This is just a simple design. You might notice the Redstone and Lapis Blocks, those are examples of the markers that help align the rooms to the structures, more on those later. And in place of the Silverfish spawner I used a Jukebox so I could have music while I worked. Also, you may note that I only used one Brick type, that was strictly for simplicity's sake.
2. Here is a close up of the Portal Room, just to show it off.
3. Finally, a close up of a set of markers. The Redstone Block is always right in the doorway oh the hallway pattern, and the Lapis Block is always one block inside the room. This assures everything always lines up correctly.
4. Now, here are some quick and dirty rooms I made. If you didn't see what I said before, each room could have a specific number of times it can generate per Stronghold, which would be based on the loot that can be found or the usefulness of the room. I will note how many times each one can appear:
Throne Room (1 Time)
Sleeping Quarters (2 Times)
Note that there could be a chance that some beds or chests had rotted away over time, so each time this room spawned the number of beds/chests could vary slightly, as could loot in the chests.
Enchanting Room (1 Time)
The same thing that happens with the Sleeping Quarters could happen here as well. You could find this room 100% complete, or it could be missing bookshelves or even the Enchanting Table
Forge (2 Times)
As with the above two rooms, the Anvil could be a different damage level or gone completely, and there could be randomized loot/fuel in the Furnaces
5. So as you can see, each room had markers like the hallway, a blue one that is in the room and a red one that denotes where the hall is. With this system or a similar one, it assures that the rooms are rotated properly and aligned every time, unless the actual room or hallway file stored in the code was built incorrectly. Here is a GIF of showing how a room lines up:
6. So as you saw from the first image, there were 5 places where rooms could be generated, but a total of 6 possible rooms (1 each of the Throne Room and Enchanting Room, and 2 possible Forges and Sleeping Quarters each). This is where the random generation comes in, so let's see how they happened to generate this time:
So that is how it happened to generate that time, but a different seed could have generated differently.
Room 1: Sleeping Quarters (1 Sleeping Quarters, 4 empty rooms remaining)
Room 2: Forge (1 Forge, 3 empty rooms remaining)
Room 3: Enchanting Room (0 Enchanting Rooms, 2 empty rooms remaining)
Room 4: Sleeping Quarters (0 Sleeping Quarters, 1 empty room remaining)
And finally, with a chance for it to be a Forge or Throne Room (drum roll)...
Room 5: Throne Room (0 Throne Rooms, 0 empty rooms remaining).
7. An image of the finished Stronghold
A great idea by Jakakun!
Quote from Jukakun
I would really want to see a room called Mineshaft Entrance, it's just a room with two Doors (Iron or Wood, i prefer Wood though) that lead to a Mineshaft, the ones we usually see, that would be good for two reasons:
1: It makes sense, i mean, the civilization needs ores don't they?
2: The possibility of the inverse happening, you're exploring a Mineshaft and then you find that Stronghold Room, since both are connected! Oh the glory, that's a cool way to find a Stronghold!
Some more ideas by Dommenick.
Quote from dommenick
As promised, I started working on my version of the Stronghold rooms and corridors, based on the system Badprenup explained, with the connection points in-between corridors and rooms, to prevent overlapping or "stupid" corridors.
For now it are only basic builds. I haven't reached a far enough point to determine if everything works with each other and how many of each room could be added, but I hope to be able to work that out in the future. I'm also really really waiting for SPC and WE for Minecraft 1.7.4, so I can do some copying and I can make an actual stronghold with the pieces. That being said, all the things on the pictures are hand build, block after block, without using any utensil like world edit.
In the pictures the most things are still very bright. I haven't added torches anywhere, except for redstone torches, as I feel like the Stronghold should be a dark and obscure place, long left behind by society, for only ghosts and mobs to dwell... *horror music* ... haha, no but seriously, I tried going for a dark and almost scary atmosphere.
As you can see, I went for a different approach with the portal room. In stead of having the staircase to the flying portal in the middle, I decided to take it all down and place the portal on floor level, with lava and obsidian below it.
I also put obsidian behind the iron bars. Just a small difference, but I think it makes a great change to the atmosphere. The sponges you can see in the photos are supposed to be mob spawners.
I also changed the lava "pools" into lava "streams" coming from the walls and I gave the entire room a a little more circular feel (or that's what I tried) with the stairs around.
In the pictures I haven't added cobwebs yet, but apart from that it's finished. It is a one-floored version of the library, I haven't looked into a 2-floored yet.
This (photo above) are all the formations in which bookcases can spawn (they can be mirrored and altered as much as you wish). The biggest one in the middle are two smaller ones combined with a overhang. I believe that if this 'formula' for bookcases is used in stead of the old one, you have opportunities for way better looking and cooler libraries.
As you might have noticed, in the first picture of this library, there are 3 chests and 1 enchantment table to be found. Of course this would be randomized and some things might spawn more often than others. That what you see in the pictures above:
There will always spawn 1 chest, and on top of that you have 50% chance on a second chest and 25% chance on a third one. Also, an enchantment table or brewing stand can spawn, but only 1 of those two (maximum) per library!
Armory / Blacksmith:
I've had fun with this room! To be honest, I think it turned out great! The black thing on the left is a tool forge or something like that, in the back you have an anvil (take a look at the last picture for that ), on the right of that a little shelf with a chest and a cauldron, and in the corner a little lava "pit" and some furnaces.
Just like the enchantment table and the chests in the library, this item at the place the anvil is at, is random. In the picture above you see the items it can contain, including nothing. If it happens to be an anvil, you have 20% chance on a non-damaged anvil, 30% chance on a slightly damaged anvil and 50% chance on a very damaged anvil.
Bedroom / Barracks:
As suggested in the original post, the barracks! I also gave these a shot, and the out-come is a semi-two-floored bedroom with supporting wood and beds downstairs and bedrolls upstairs.
Junction / Intersection:
We've all seen them, the boring plain-looking intersections (see picture above). I always thought that particular room was extremely boring and should be way better.. So I gave it a go!
This is another build that really suited me. I - for some reason - absolutely love the idea of having supporting wooden beams, so that is what I did. The sponge in the middle is, once again, supposed to be a mobspawner.
The room has four exits, just as in the "vanilla" room, and in the corners you can just find some randomly placed fences, broken support beams, perhaps a crafting bench, whatever you like really. By the way - this room is also supposed to be pretty dark and gloomy, hence the spawner.
Hallways - WIP:
I wasn't sure how to start on these, but after some mental warfare I decided that I would try and create "presets" which could be molded together in as many as possible ways. This is still in a very early stage though. (Some of the walls and ceilings aren't even finished yet, but hey, it'll give you an idea
Long corridor (wall-less)
Small corridor (wall-less)
These are both just basic straight corridors, nothing special about them. Next up are the fun ones!
Corridor with a chest in the wall
Corridor with a trapped chest and TNT behind it in the wall
Small corridor with a door (a connecting piece, really)
(I changed the wall into stained glass here to see how the inside is built up.
! I'm having troubles uploading this picture, it'll be there ASAP !
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Dec 18, 2012Well, I always knew it would eventually come to this stage, but I never thought it'd get this bad so quickly.Posted in: General Off Topic
People being judgmental of things (without any proof or validation of their claims) has always been a problem. But recently, the whole "don't judge a book by its cover" seems to have gone out the window. It goes to many subjects, whether it be judging games without previously playing it, or judging a person without knowing them at all, people seem to think they know everything about a subject without experiencing it.
Don't get me wrong. Once you've experienced what a person is like, and you know a bit about them, it is generally fine to judge them considering you can back up your opinion. The problem lies with the people that just associate people with terms such as 'immature' and the likes judging off a single post. Whether you're right or not doesn't stand, until you know what that person is like, (if it's regarding an action they've taken) their reasoning behind what they've done/said, you just can't label someone like that. It's insulting at the very least.
That being a point I'd like to bring up. People seem to think that they are able to stereotype a person off a single thing they say. In relation to the forums, let's look at an example. The poster, which we shall name 'poster one' for simplicity reasons, posts something that is completely lacking of grammar, structure and the likes. Poster two then comes in and says something along the lines of "Fix up your grammar, <insert number below 12> year old." There's obvious problems with poster 2's 'suggestion', the standout being the "<insert number below 12> year old" stereotype. What infuriates me is more the fact that poster two is making a blunt 'statement' without having heard any reasoning from poster 1 as to why he may not speak with the proper format. Why, might you ask, should you not say something (insulting) as such? Well, it's simple, you have no idea of the poster's background (if it is the first time you have seen him/her), for all you know, English isn't even their first language. Saying something like that makes you come off as a generally rude and arrogant user. That and also saying something like 'fix up your grammar' is a generally rude thing to say in the first place. The simple point is just don't say things like that, even if you do know the person, it's just generally disrespectful. These sorts of things seem to be becoming more and more commonplace as time progresses.
But one of the most notoriously misused and abused term is that of 'immaturity'. This is by far the worst offender in the use of judging others. Simply put, a person may take an action or say something that another poster will immediately label as immature. But no, not the post, the user him/herself. It's somewhat understandable to say something like 'that is an immature post/thing to do' but when people go ahead an label the whole user as immature then that is just wrong. How can you label someone without knowing anything about them but one or two actions they've taken? Sure, it's fine to have an initial opinion on a person, if you can respect the fact that it is opinion and not cold hard fact, but what seems to be going on is that the latter is exactly what people are doing. When some label others as immature off a single action, they then generally take the route of blatantly denying any real chance of 'redemption' for that person. If we all judged people off a first impression, then many many opportunities of great leaders and friendships would be missed. Some people aren't good at first impressions. Some people may look to come off as immature. But until you get to know them, don't be like that, the sort of person that thinks they can generalize someone of a single action. And to those that will then go on to generalize a group of people off a single person's action (cough cough generalizing bronies and furries), then you are quite honestly an ignorant person. How can you truly believe that a single person's actions defines every other person in that group? (And trust me, I've seen countless numbers of people do this). You know who else generalized a group of people? Hitler. It's a bit extreme, but you're pretty much doing the same thing. Simply, it's not right and it's a terrible outlook to have on others.
Now more on the subject of games/movies/books/the likes. Not surprisingly, quite a number of people judge something before they've experienced it. If we take a game like Minecraft as an example, a fairly common argument used against it by those who've maybe seen a single clip of it before is that of the 'graphics'. It's another example of 'judging a book by it's cover'. It's not proper proof as to why it's a bad game, it's a weakly based opinion. To those that think like this, a game's quality is not always defined by graphics, it's defined by gameplay and quality. If you can look me straight in the eye and tell me graphics are the only thing that can make a game, then you really need to stop being again ignorant. Graphics aren't of course the only thing, there are also people that will hate on an entire genre because they maybe played one game out of that subsection. Just another case of saying something negative about a game you've never experienced. This also applies to movies and really everything else. You do tend to sound immensely idiotic when you say something about, say, a movie you've taken as terrible, and then when asked why, you reply with something like "because" or "I don't know, I just do". Hating on something without ever experiencing it is just plain dumb, you have no idea what you may be missing out on. First impressions also apply to movies, games and the likes, just because it looks bad at first doesn't mean you can do prancing around saying stuff like 'this is crap'
Which is this entire rant in a nutshell.
To put it short, no matter what it is or who they are, do not judge something without further investigation on it. If you haven't watched a certain movie, read a certain book, played a certain game, etc. then do not be the one to judge it until you have played it and can provide evidence to your opinion. Don't stereotype a whole group with the actions of one person and don't generalize a person off a single action they've taken/a single thing they've said.
Honestly, if some people just had the least bit of decency in them I wouldn't have to say this. But alas, that hasn't been the case recently, and I feel this needs to be said.
Yes this is slightly ironic, but as I said, needs to be said.
May 19, 2011People love exploring Minecraft. Discovering amazing mountains, caves, and valleys procedurally generated by the infinite world generator.Posted in: Suggestions
What if there was another world, also procedurally generated, but with randomly created buildings, corridors, streets, bridges, towers, stairways, and canals? A world of man made structures rather than natural terrain. But one where the random generator can create all kinds of mind boggling things that no human would have the time to create.
What would Mazeworld (just a placeholder name, don't stress if you dislike it) look like?
Take 1 parts Jim Henson's Labyrinth.
Add 1 parts MC Escher sketch.
Add 1 part Mines of Moria.
Add 1 parts .
Imagine an infinite labyrinth of high stone and cobblestone walls. Passages fork, twist, and rejoin endlessly. Sometimes terrain is flat, sometimes mountainous. Passages can rise up the side of hills, or become tunnels and go straight into a mountain.
Massive towers and castles rise from plazas here and there, themselves honeycombed with stairs and hallways, and connected to other towers by massive bridges and sky-highways. The height can vary, ranging from small buildings to structures that reach the highest altitude.
The underground is porous. Stairways lead down into a infinite world of neatly chiseled tunnels, great halls, and bridged chasms.
Mazeworld would also be dangerous, for those of us who enjoy a thrill. The map would not come with any torches...meaning that all those buildings, those underground tunnels, are in perpetual darkness. Spawning monsters until you light the place up. Would these be the same creatures as you find on Earth? Maybe, but perhaps Mazeworld could have its own unique mobs instead.
Who built Mazeworld? And why? That's not really important. Perhaps the dead gods of a forgotten people. Perhaps it was always there and nobody built it, a dimension representing both order and chaos.
How would you get to Mazeworld? A portal of some kind probably. I don't think I need to randomly pick some material to make it out of since that's not really crucial to the core of this suggestion. It should probably be a little challenging to make though.
Why would you go to Mazeworld? What's in it for the player? Mostly the thrill of exploration. Finding amazing random structures no human could design. Battling hordes of creatures and turning their magnificent lairs into your safehouses. Modifying these random structures with your own edits and additions. But perhaps there could also be treasure chests here and there, waiting to be found, for people that can't be motivated to do anything without a straightforward prize.
Basically, I like this idea because it would take the splendor of the random generator in minecraft and extend it to artificial structures.
12/4/12 - Mazeworld is becoming a reality thanks to EyeOfTheDaev's mod. Check out his WIP thread here: http://www.minecraft...mazeworld-wip/
Check it out to follow the latest progress, or to volunteer your own coding skill to help make Mazeworld come to life.
Also, GTG3000 made some awesome banners you can use to show your support for Mazeworld:
Frequently Suggested/Popular Ideas
*Treasure chests hidden throughout world
*Focus on golem/construct/animated object mobs, few or no living creatures
*Perhaps some ghosts/intangible undead
*Different biomes containing different architecture and city functions. Library biome, castle biome, garden biome, market biome, etc.
*Aqueduct/canal system to allow boat travel.
*Occasional redstone machinery generates with the world.
*New blocks players could collect as building materials.
*Sound activated portal (if technically practical)
*Statue mobs that only move when player isn't looking
*Mobs that are neutral but attack when they witness the player damaging Mazeworld (breaking blocks)
*Minotaur (perhaps clockwork?)
*Shadow creatures that won't leave darkness
*Stationary turret like enemies
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