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    posted a message on Revamp F5/Perspectives

    I agree the F5 functionality shouldn't be removed. If mapmakers want to keep a perspective, they can use a repeating command block, or there could just be a command to lock the player's perspective.

    Posted in: Suggestions
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    posted a message on Storage Boats

    I really like the idea to have dispensers in the front, but I can also imagine some people might want to make maps where you're being chased and have to fire on the enemy. We could just have two crafting recipes depending on which kind you want, and the process could be more customized.

    (Oops, I made the second one with a dropper and I'm too lazy to fix it)

    Using the first recipe would give you a boat with a dispenser in the back, and using the second recipe would give you a dispenser in the front.


    I agree that fireworks pushing only 2-3 blocks seems a bit nerfed, and the main focus I had on improving boat speed specifically was the motorboat. I think this would be a lot more efficient than minecarts with furnaces because you can get in them, and it's for a purpose players can actually get behind (traveling across the ocean) instead of minecart rails, which many players don't use because of how expensive they are.


    If you all have ideas for other variations of boats, please add them. I thought it might be good to have a Shulker Boat...


    (Oops, the recipe creator I use doesn't work with shulker boxes. Pretend the purple dye is a shulker box.)


    This would allow you to transport your items across water without having to move them back and forth between inventories, and can save a lot of time. Maybe if you only have one shulker shell left, you could craft it with the shell, giving you a small shulker boat, which only has the storage space of a donkey chest.

    Posted in: Suggestions
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    posted a message on Storage Boats

    I know there's already some way to put Minecart Chests in boats for extra storage, but there are reasons this system isn't the best:

    1) The Minecart texture makes the whole thing look like you're cheating the game (which you are, kind of)

    2) When only the Minecart is in the boat and not the player, it moves to the middle of the boat


    Here's my suggestions for Storage Boats. There are a few variations...


    The storage boats would display with the chest connected to the back. When riding a storage boat, there is a button in the corner of your inventory to switch between your inventory and the boat's. The dispenser boat would dispense items out the back when you right click with your bare hand, and will be pushed faster by dispensing fireworks. Motorboats are the equivalent of minecarts with furnaces.

    Posted in: Suggestions
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    posted a message on Using Parrots and Bats for bird's eyeview.

    I really like this idea of a "voodoo doll". Normally I would say something this big would require a ton of time, but I think this feature would be worth it. As for obtaining the voodoo doll, were you thinking of a crafting recipe, a mob drop, etc? Here's an idea I had for crafting a voodoo doll...


    (Imagine the Steve head is a Totem of Undying. The generator I use doesn't have them :bookshelf: )

    Voodoo Doll Recipe


    Lastly, do you think you should be able to repair Voodoo Dolls? If so, what material would you repair it with?

    Posted in: Suggestions
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    posted a message on Some Mobs Drop Their "Armor"

    If people don't think the suggested stats of the armors should be in the game, that's completely fine and I see your problem with that. The main focus of the suggestion was to allow players to wear what they saw other mobs wearing to bring another aspect of immersion to the game.

    Posted in: Suggestions
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    posted a message on New Shulker Variety

    You have my support on this. Nuff said.

    Posted in: Suggestions
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    posted a message on Some Mobs Drop Their "Armor"
    Quote from Greymagic27»

    it would be hard to make this work inside the game. they would have to make loads of new items in the game. also you could just craft the item


    What do you mean? They would not have to make loads of new items; they would only have to make 8, and that's using every one of my suggestions. You might have misunderstood, I don't mean every single mob should have its own armor drop, I just think it would make sense to do this. As for crafting, I don't think there should be recipes for these since that would ruin the fun of going out to look for, say a Woodland Mansion for an Illusionist's Cap.
    Posted in: Suggestions
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    posted a message on Monkeys or snakes for the jungle biome that throw coconuts (cocoa beans) at you.

    I'm not sure cocoa beans should act as coconuts. These are completely different plants. Also, I'm not certain about adding even more mobs to only the jungle biome.

    Posted in: Suggestions
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    posted a message on Some Mobs Drop Their "Armor"

    This suggestion would make it so some mobs drop the "armor" displayed on their textures. This would encourage more exploration as some of these mobs are rarer or harder to farm. While some of these are weak or unnecessary, they might be used in villager trades.


    The Stray could drop a Ragged Helmet and/or a Ragged Chestplate. The Ragged Helmet gives you the effects of all water-related enchantments except Frost Walker. The Ragged Chestplate gives you 2 armor points, and wearing it allows you to become "completely invisible" (your armor does not display and there are no particles.)


    The new Illusioner should drop an Illusioner's Cap, which makes fake versions of you around you when you sneak. Mobs will try to fight these versions, but will realize each one is fake once they've successfully attacked it. The Illusioner's Cap should also multiply your armor points by 1.25.


    While the Shulker already drops shulker shells, you should have the ability to wear them. Wearing a shulker shell on your head makes you even slower and only 1.4 blocks tall when sneaking. This could make a good softlock trick for mapmakers.


    Zombie Pigmen could drop their cloth things they wear, which would go in your leggings slot. If you have a good name for this armor, please let me know in the thread. This armor would improve your sprinting speed and give you a large luck effect (you will get better loot).


    Husks should drop Sandy Caps. When wearing a sandy cap and punching a mob with a potion, that mob will get a shorter version of the potion effect. Using the same potion 5 times will make it into a glass bottle again.


    Blacksmiths and Butchers could drop their "aprons", which give you 5 armor points. Giving an apron to a green-robed villager could turn it into a Blacksmith or a Butcher. (They should still keep their green robes underneath, but all other behaviors are of their new professions.)


    Witches should drop Witch Hats, which slightly improve the amount of time and the strength of potions you drink.


    Do you think this is a good idea? Let me know.

    Posted in: Suggestions
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    posted a message on Biomes in the Nether and End

    The problem with the nether and the end at the moment is that there's not much to encourage the player to explore. There are end dungeons and nether fortresses, but once the player finds one of these, that's about it in terms of exploration. Also, the fact that trying to sleep in the nether or the end makes the bed explode really holds people back from staying there.


    Both of these dimensions need some variation and biomes. Here are my ideas:


    Nether Biomes (All of these biomes would have a netherrack roof at the top.)


    Cavern - The biome that makes up the entire Nether right now.


    Plate Biome - This is very flat, and is made up of a bottom layer of magma and lava, with an 8-block-tall layer of obsidian, cobblestone, and soul sand right above. There are 1-block-wide channels where the second layer is gone. From far away, this might look like a giant magma block.


    Nether Mesa - Similar to the Mesa biome in the overworld, this would contain many dips and curves in landscape.


    Nether Mesa (Bryce) - I think this is a very important biome to include. It matches the nether well, so it should be very common.


    Caverns Spikes - This is a mix between the Caverns and Nether Mesa Bryce. There are caves and large mountainous structures, but with many spikes protruding from the tops, bottoms, and sides.


    Fog - This biome has the special feature of seemingly having clouds appear. These clouds are on all elevations and are darker. The landscape itself is entirely made up of a lava bottom with many floating islands of netherrack, with bedrock centers.


    Plains - This biome is kind of like the overworld plains biome, with the ground made up almost entirely out of soul sand. There are nether warts growing in various places, substituting for the overworld's tall grass.


    Mushroom - Here you can find HUGE red mushrooms, and many mooshrooms in this area. The landscape is otherwise hilly on the bottom and spiked at the top.


    Heights - This biome is made up of many areas separated by elevation, creating lots of cliffsides. Here you may find Quartz Temples. These are the same structure as ocean monuments, but are made out of quartz and are inhabited by many blazes and wither skeletons.


    End Biomes (found outside the center island)


    Island - These are the normal end islands with chorus fruit.


    Hollow Island - Same as the Island biome, but every island is hollow, and some contain water and/or shulkers inside.


    Mystical - The islands are mostly flat on the top, and on the bottom curve and get increasingly thinner. There are occasional abandoned villages here made out of end brick and purpur.


    Bowl - These islands are sort of bowl-shaped, as if spheres were created and then another sphere was created slightly higher that deletes these blocks. In the center of each "bowl" is an obsidian block, sometimes with an end crystal on top.


    Farland - An area where long stretches of end stone cover the place.


    Cube - These islands are all exactly cube-shaped. Sometimes you may find redstone torches on the ground or pillars of oak wood.


    Stretch - This biome is entirely made up of one-block-wide pillars going from y=0 to y=255.


    Flip - In this biome, strange properties occur: chorus fruit will grow out of one side of the islands, and structures will load in sideways. Endermen will actually render sideways and act as if the gravity has been changed for this to happen.


    Pit - These islands are all ring-shaped, with a pit in the middle.



    Tell me what you think of these ideas!

    Posted in: Suggestions
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    posted a message on Fire Vulnerability and Damage Vulnerability potions

    100% support! Great idea!

    On the topic of inverting effects, players (especially mapmakers) should be able to put their items in something and have it convert all its enchantments to curses, and vice versa. This would be helpful for mapmakers who want weaker items at the beginning.


    Curse of Protection - Takes more damage when hurt

    Curse of Fire Protection - Takes more damage from fire

    Curse of Blast Protection - Takes more damage from blasts.

    Curse of Projectile Protection - Takes more damage from projectiles.

    Curse of Respiration - Drowns faster.

    Curse of Thorns - Has a chance to heal enemies that attack you.

    Curse of Feather Falling - Takes more fall damage.

    Curse of Depth Strider - Walks through water more slowly.

    Curse of Sharpness - Weaker damage dealt.

    Curse of Smite - Weaker damage dealt to undead.

    Curse of Bane of Arthropods - Weaker damage dealt to insect mobs.

    Curse of Knockback - Less knockback than a normal punch, possibly even pulls the mob towards you.

    Curse of Fire Aspect - Any mobs already on fire will no longer be.

    Curse of Looting - Less loot. If strong enough, no loot.

    Curse of Power - Arrows are weaker.

    Curse of Punch - Same as curse of knockback, but for arrows.

    Curse of Flame - Same as fire aspect, but for arrows.

    Curse of Infinity - Takes two arrows every shot.

    Curse of Efficiency - Mine slower.

    - No curse of silk touch because the enchantment itself is somewhat a curse.

    Curse of Fortune - Less block drops.

    Curse of Unbreaking - Breaks faster.

    Curse of Lure - Increases wait time for bites.

    Curse of Luck of the Sea - Makes you more likely to catch junk.

    Enchantment of Binding - Other players cannot take this out of your chests.

    Enchantment of Vanishing - Stays in your inventory when you die.

    Posted in: Suggestions
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    posted a message on Torpedoes - Underwater Fireworks

    You have my 100% support on this, but it needs a bit more to have a purpose.


    I think torpedoes should explode both with firework effects as well as a real creeper / TNT kind of explosion, and have the unique property of breaking blocks in an explosion underwater. When you blow something up underwater at the moment, the blocks will not break and it's hard to make things like caverns because you mine slowly. However, with this torpedo, you should be able to explode the blocks. This will give the torpedo item a purpose.


    This would make torpedoes a bit overpowered judging by their crafting recipe, so I came up with a different one for this more explosive kind. The firework you put in would already contain the desired firework effects.


    This recipe would give you FOUR torpedoes.


    You also mentioned that torpedo collisions would do the same amount of damage as a firework. Fireworks don't actually deal any damage, so I think torpedoes should just deal the damage of a TNT explosion.

    Posted in: Suggestions
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    posted a message on Interactive Skins???

    Skins have undergone a few very good changes in the past updates. You can now choose between having arms 3 or 4 pixels wide, and you can add overlays to all your body parts and choose to turn them on and off in-game. But even with all these changes, there's still one thing that bugs me: they're always stiff. When you look at another player, you don't quite get that connection between the two of you, because the face is completely still.


    I propose we add a second image file to upload to your skin that includes certain things that I will touch up on later. I say a second image because this would avoid complications with pixel size between old and new skins. DISCLAIMER: Everything this includes would be completely optional. This image would include different skin alterations based on certain things happening in the game. It would be rendered on top of the old skin, so any blank space in the image file would just show up as the "default" look.


    After doing some research (aka watching a few Minecraft animations), I've decided the best places to render a different skin would be:

    - When player sometimes blinks (this would add so much more realism!)

    - When you get an achievement or advancement (oh look, Steve briefly had a success face to show he recognized his accomplishment!)

    - When sleeping (this would really fix the whole "sleeping with your eyes open" thing...)

    - While breaking a block (Steve WILL mine that obsidian...)

    - While aiming a bow (it actually looks like Steve is focusing)

    - While holding a map in your main hand (even just making the eyes look down a bit would change everything!)

    - For the duration of time spent underwater (hold your breath, Steve!)

    - When nauseous (you okay Steve?)

    - During the death animation and/or when taking damage


    Remember, since the alterations display over the old skin, players can pick and choose which of these they want, or not use this system at all.

    Let me know what you think. I personally feel like this would make Minecraft characters seem a lot less binary and stiff, adding depth to the game without too much complexity.

    Posted in: Suggestions
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    posted a message on Resource Pack Additions

    You have most of my support on this. However, I think there should be instead a "Addition Packs" separate from "Resource Packs". There are a few reasons for this:

    1 - Resource packs are more often than not loaded to computers, not worlds. This means having a resource pack enabled while playing one world could accidentally add certain loot tables and recipes to the world the player didn't want.

    2 - Resource packs should stay multiplayer-friendly. In short, I should be able to use my resource pack on my friend's LAN world while they are using a different one. This is because resource packs don't actually effect the gameplay itself, while these "Addition Packs" could.


    So I do support this idea, but I think it should be slightly altered.


    PS - Structures should probably also be added into these packs along with the loot tables and recipes.

    Posted in: Suggestions
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    posted a message on Observer Blocks could be better.

    I'm not quite sure I understand this.

    The purpose of an observer is to look for block updates. It is not something to shorten redstone pulses. When observing a redstone signal, they should output a pulse when it turns on and off because this allows for things like easier on/off dispensers with buckets. If you want to make redstone pulses shorter, I don't think that's what the observer is meant to do, but I agree there should be a one-bock compact way of doing this.

    Since the term "observer" doesn't really match what you're aiming for here, I think there should be a separate block called, say, a "pulse block" that has the same 1-4 tick setting as a repeater, and shortens its signals to the desired number of ticks.

    Posted in: Suggestions
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