- Registered Member
Member for 6 years, 8 months, and 20 days
Last active Tue, Sep, 16 2014 18:07:20
- 0 Followers
- 28 Total Posts
- 1 Thank
Aug 20, 2014Felix watched as Kenny went limp, grabbing him under his arms before he fell to the ground. Felix dragged him over to the grass and carefully set him down. He stood up and started pacing around. So much happened in so little time. His eyes came to rest on the man that just collapsed. He came from the sky like a falling angel, with no warning whatsoever. Felix continued to pace around when he thought about something out of the ordinary Kenny said. He said his planet. His planet? He was not implying Earth or even an asteroid of some sort. He must be extremely smart to engineer something that would cushion his fall, providing no injury whatsoever. But why would he bring up the possibility of coming from a different planet. It just makes no sense.Posted in: Forum Roleplaying
Felix sat down on the grass. He stared at Kenny for a long time, wondering where he came from. He must be insane or mental to think that he came from another planet. But Felix doubted his hypothesis, due to him seeming completely sane and fine before he started to fall. But this wasn't the weirdest thing that has happened today. Not by far. Felix decided to push the thought out of his mind, planning on finding out later. Felix started fanning Kenny with his hand, trying to help him come to.
- To post a comment, please login or register a new account.
Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Sep 10, 2012Posted in: Suggestions
As some of you may have noticed, I am no longer actively supporting this suggestion (although I'd still like to see it in-game). That means no new content will be added to this thread. Thanks for all the support! I'm surprised this thread is still alive.
For the lazy ones:•It is a new light source;
•It is a new decoration block;
•There is two different types;
•Nether variant (or Wither).
•There is 4 different appearance for each type, but only one will be in the game if this is implemented;
•Torch on top;
•Retextured torch (candle) on top;
•Glowing eyes, nose, mouth (this one is an alternative of the glowing eyes, so it doesn't really count).
•Each type have its own crafting recipe, only the skull type changing;
•Normal type generates in strongholds and in the lower part of pyramids (or Desert Temples);
•When destroyed, drops a skull (or Wither skull if Nether variant) and a torch;
•Breaks when water or lava tries to flow through it;
•You can't wear it as a helmet;
•You cannot spawn a Wither using the Nether variant instead of the normal Wither skulls;
•Can be placed in 16 different directions;
•Can be placed on walls;
•Both type have a Redstone variant;
•Emits a dim light;
•Gives off Redstone power;
•Can be turned off by right-clicking.
To modders:If you want to make a mod with this, tell me.
Currently, bigeaspk and Mr_danpain volunteered to make one.
Okay, so... I was thinking about new decoration blocks to be added in minecraft, when I thought about skull candles.
These ''candles'' would be crafted with a torch on top of a skull. They will both serve as a new light source and a decoration. Breaking a skull candle would give back a skull and a torch. They would also generate in strongholds and at the bottom of desert temples.
There is also a Nether variant: the Wither skull candle (very original name *cough*)! They are crafted the same way as a normal skull candle (but with a Wither skull) and breaking them gives back a Wither skull and a torch. They wouldn't generate anywhere, because it would be too easy to get wither skull to spawn The Wither. It would also be impossible to spawn the Wither with them.
Both types will be destroyed if water or lava attempts to flow through the skull candles. Like heads, they can be placed in 16 different directions and on walls. However, you cannot wear it on your head.
There is a Redstone variant for both the normal Skull and the Wither one. Like normal Redstone torches, they emit a dim light and give off Redstone power.
Appearances:All these images were modified. It took me a long time to make them (though it doesn't look like it).
Original:Nether Variant (Wither):
•Torch on topRedstone:
•Retextured torch on top
•Torch on top
•Torch on topRedstone:
•Retextured torch on top
•Torch on top
•Glowing eyes (I love this one)
Models:These are models, so they're just the object itself, so no background, effects, ect.
Oh ho ho!! Didn't expect that, did you?
Again... why not?
Well, I wasn't going to skip this one!
Last one. I promise.
(Idea based on a suggestion from Kitteh6660, or someone else, I don't really remember...)
This section shows the different crafting recipes for the different Skull Candle appearances, if they were all added in the game. For now, I'll just show the recipes for the Normal type. For the Wither type, the Skeleton Skull changes to a Wither Skeleton Skull and for the Redstone variant, the Torch changes to a Redstone Torch.
"The Candle one is too complicated". I thought that the two dyes could change the Torch's color, while the string represents the wick.
•Skull Candle (Redstone variant)
•Wither Skull Candle
•Wither Skull Candle (Redstone variant)
As suggested by PatDay, The redstone variant could be turned off by right-clicking, allowing for secret switches (however, to make the switch secret, it would only work with the glowing version of the Redstone Skull Candle).
What do you guys think? You may leave some feedback if you'd like to, I'm not forcing you.
List O' Supporters (including "+1s")(+200 Supporters!!!):
(This list is no longer updated. Sorry!)Me (of course)
If you see a name listed twice, tell me.
To be in the list, say "I support" in your comment or simply click that little green button in the corner of this post!
<br><a href="http://www.minecraftforum.net/topic/1474760-skull-candles/"><IMG src='http://i47.tinypic.com/zoaqfa.png' /></a><br>
(Is he sleepy? Or is he sad? Maybe he's thinking about life? I don't know, but he wasn't supposed to have this expression in his eyes.)
<br><a href="http://www.minecraftforum.net/topic/1474760-skull-candles/"><IMG src='http://i50.tinypic.com/rh4epj.png' /></a><br>
(You know I'm lazy when you see that's the same skull candle in BOTH banners.)
Sep 23, 2012ErasmoGnome posted a message on Move Wither Skeletons out of Fortresses! *Over 480 Supporters!*Posted in: Suggestions
[size=large]Mod[/size]Rinnsal has added this as an optional feature to his Nether mod! If you want to check out how this idea would work in the Nether while having some really cool new Nether items as well, check out his mod here: NetherStuffs 0.19 by Rinnsal The download link is at that page, along with a mod review video and a description of all the awesome stuff in the mod. I highly recommend it! Additionally, Builderb0y has created a mod that allows Wither Skeletons to spawn everywhere in the Nether without all that extra stuff. Here's the download link: http://www.mediafire...a7ttstxokee2puv Just put it into the minecraft.jar and you're done.
[size=large]FAQ/Responses to Common Criticisms:[/size]
[size=small]NOTE: Because of the recent influx of posters who have given two sentence posts and haven't even bothered to look at the FAQ, any post that clearly could have been addressed with a trip here will be replied to with a simple "See FAQ #X". I highly encourage you to at least peruse the questions before posting ignorant criticism.[/size]
Q: This would make the Nether too hard!A: The Nether was originally known as a "hell world". It was released during the Halloween update, and players initially entered with trepidation, fearing the dangers that awaited them. The people realized the only mob in there could be kill with two arrows. Ghasts are 4x4x4, making them fairly easy to hit, even from a distance. Additionally, a single knocked back fireball takes them out instantly. Their fireballs, even with a direct hit, still do less damage than a creeper. They are the only mob that represents a challenge in the Nether, and they aren't even that hard. Magma cubes are a joke - at the speed they go, you can just walk away. Zombie Pigmen ignore you unless you actually hit them, at all the rest of the mobs are confined to Nether Fortresses.Q: The Wither is a boss. It is meant to be hard to summon!
This is supposed to be Hell, and yet a player with a small stock of arrows can walk freely through the area with barely a care in the world! With iron armor, basically all caution except with lava can be abandoned, because a Ghast would only be able to take you out with two direct hits, and everything else can be ignored! Wither Skeletons would add needed challenge to a dimension that is supposed to be terrifying, and force players to actually be prepared to get their Glowstone and Nether Quartz. With Wither Skeletons moved out, a player that isn't in good armor would need to be fast, and a well prepared player would actually need a variety of equipment like milk buckets or potions. If you really didn't want to fight them, you could always sprint away, which takes a small amount of skill.
But remember, they would only spawn about as commonly as Endermen, so it isn't like you'd be horded like with 3 at once. You would have to fight one, maybe two, unless you actually walked around getting a bunch on your tail. This change would make the Nether much more challenging, but not nearly enough to make it impossible, even in no armor. A veteran could still walk without armor with enough movement skill, while newer players could most likely survive in iron armor, but no less, as they should be able to in the dimension of Hell.A: Yes, and I agree it should be hard to summon. But right now, it takes far too long. You have to kill 120, on average, and it might take you a half-hour or so just to find three. This idea keeps it a challenge without making it so only a collaborative multiplayer effort or obsession is able to summon the wither. People want to be able to summon it in single player without being in a nether fortress 24/7.Q: How commonly would they spawn outside of fortresses?
There has been a fair amount of contention about this lately, especially making the beacon too easy to get. I would remind players that the beacon takes a minimum of 81 ores to complete. That's quite the chore - just because you can summon the Wither does not mean it can suddenly immediately get a beacon. Second, this does not make it too easy to get all the skulls to summon the Wither. As I said earlier, it takes an average of 120 Wither Skeleton kills to get all the heads. Unlucky player might need to kill as many as 300 or more. As I've said, they will spawn about as commonly as Endermen. Go out and try to kill 120 Endermen, then try to tell me that the amount of time it took you would make it too easy to get the beacon.
Don't believe on the average of 120 or unlucky players having to kill as many as 300? Have a full-blown statistical analysis based on the normal and geometric cumulative frequency distributions. Happy reading!So take this from someone taking AP Statistics – having to kill 120 Wither Skeletons is not an “extreme”, it is an average. There is a 2.5% chance per kill of getting a skull, meaning p=(.025). To calculate the average number of repetitions needed before achieving “success”, the formula is simply 1/p, or in this case 1/.025. Plug that into your calculator and it spits out 40. From there, it doesn’t take a statistics class to tell you that to get three, you multiply by three for (guess what!) 120. That means, the average player will have to kill 120 Wither Skeletons before getting three heads, leading me to the conclusion that you are either lucky or exaggerating. This isn’t really something you can dispute – these are well established mathematical formulas.
But hey, say you don’t believe me. Say you think I got the math wrong, even though this kind of probability is something I learned before statistics even expanded upon it. I built a quick calculator program on my calculator while I was bored in precalculus, then ran it for 999 trials (the max my calculator can take before no longer being able to run analysis). Here’s the coding, so you can be sure I didn’t cheat. It probably won’t make much sense to you, but I’m sure another programmer on the forums can confirm its validity, and I’ll comment it up and add actual names to the variables to make it easier to understand.
ClrHome //clears what is currently on the screen ClrList L[sub]1[/sub] //clears whatever is in the list I’ll be storing the results in 0->Successes 0->Count 1->Runs Input “Trials:”,Trials //Asks the user how many trials he wants to run Output(3,1,”Trial:”) Output(4,1,”Last Num:”) While Runs≤Trials //Sets up loop for number of trials Output(3,7,Runs) //Outputs the current trial to keep track of progress 0->Successes 0->Count //Resets both variables for the coming trial While Successes<3 //Will run until 3 “Successes” are achieved If randInt(1,40)=1 //If a randomly generated number 1 through 40 is one, a wither skeleton head is received. This simulates the killing of one Wither Skeleton Successes+1->Successes //increments the number of successes by one (for those unacquainted with calc programming, when there are no brackets the calculator only considers the line right after the If as part of the contained area. Count+1->Count //Whether or not a skull is received, the number of kills is incremented End //Ends the While Successes<3 loop (if Successes is not less than three, reruns until it is) Count->L[sub]1[/sub](R) //Stores the number of Wither Skeletons killed before three skulls were received in a list location corresponding to the current run. Output(4,10,” “) Output(4,10,Count”) Runs+1->Runs End // Ends the While Run/Trial loop. If Run is not to trials yet, will run entire thing again until it is. 1-Var Stats L[sub]1[/sub]Note to experienced calc programmers: To make it more easily understandable, I added actual names to the variables based on their letter, and commented it up Java-style. To derive the original program, truncate all but the first letter of the variables and ignore the commenting.
You probably didn’t understand that, so I’ll summarize what it does. It simulates the killing of a Wither Skeleton by giving a 1 in 40 chance of a “success”, and repeats that until 3 “successes” are achieved. It then stores the number of Wither Skeletons it took to get these three skulls in another location for further viewing, then runs again. I ran this program 999 times, simulating a random player going to get his three skulls 999 times. Here are my results:
Mean: 119.4544545 (Shocker, only .5 off 120, which is the actual value)
SD(X)=64.86644227 (There’s a decent chance you don’t know what this is, so I’ll explain it later)
Min(X)=9 (In all 999 trials, the smallest number of Wither Skeletons killed to get all three skulls was 9)
Max(X)=390 (In all 999 trials, the largest number of Wither Skeletons killed to get all three skulls was 390)
So the mean was 119.45 Wither Skeleton kills needed. Don’t even try to tell me my math was wrong there now.
But I already knew that. I’m more interested in the standard deviation. Now, the Central Limit Theorem would normally cause the combined results of trials to be normal, especially with a sample size of 999, but unfortunately np = 3, which is less than ten. That means the left side of the normal model will be cut off, causing a right skew. That means the standard deviation isn’t useful for far-reaching calculations, and the SD can’t be calculated by regular methods. But we already have an approximate SD from our trials, so that should be almost dead-on accurate for our purposes, especially since independence is a certainty. So what does a standard deviation of 64.866 mean? Well, it means that when you go one standard deviation out in both directions, you have contained just about 68% of all results. Here’s a little table so you can visual what I mean:
But I said earlier that it can’t work quite as well in this case because np<10. We can still approximate, especially for the smaller sigmas. With a bit of math, we can find out that 1SD above the mean is 184.866, 2SD is 249.733, and 3SD is 314.599. With a bit more math, specifically, finding the area of everything else by taking (1-the other results)/2, we can find out the odds that a player might have to kill a certain number of Wither Skeletons to get his skulls.
Here are the results:
Odds that a player might have to kill above X Wither Skeletons to get all three skulls, according to the slightly-off normal model:
So that means 1 in 40 player will have to kill more than 250 Wither Skeletons to get their skulls. 3 in 2000 players (not unlikely at all considering the millions playing Minecraft) will have to kill more than 315, which is absolutely ridiculous. Some will have to kill more. If you’ve followed along with the math up to this point, you can do your own calculations as to how they might stretch out farther, but be warned that the normal model gets more and more inaccurate because np<10 as you go out farther. As I mentioned earlier, these might be a bit off because of the truncated normal model that causes a right skew. You can’t really call me out on that though, because what that would really mean is that for a manually placed normal model extending into the negatives the standard deviation would more than likely be even larger, meaning that unlucky players have to kill even more Wither Skeletons than is mentioned here. This of course means that many lucky players will have to kill somewhere on the range of 60 or less, but unlucky and lucky happen about the same amount of times, and with my way even the unlucky ones will be able to get it eventually with a bit of perseverance, unlike the obsession that would be needed if you wanted to get them just from Fotressses.So yes, some lucky players will be able to get enough materials to summon the Wither within an hour or so – it is really the same now. But do not even try to tell me any longer that needing to kill 120 is an extreme. It is the average, and needing to kill even half that would only happen to less than 1 in 5 players.
But let’s take a different approach, because I’m spending a lot of time applying what I learned in Statistics, and this is kind of fun. The Geometric model is even better for our purposes than the normal model, and even easier to use. It gives us a different perspective on how crappy the current system is as well.
So, if you have a TI graphing calculator, you can follow along. Hit 2nd Vars, then go to the very bottom, where it says geometcdf(. That is the geometric cumulative distribution frequency, which you probably don’t understand. What is does is calculates the chance of an occurrence happening by the time a certain number of trials have gone by. So click it, then type in into the parentheses .025,120).That spits out .952075909, right? What that number means is that there is a 95.2% chance of getting at least one skull by 120 trials (note the at least). While that seems decent, that leaves us 4.8% of people, after having killed 120 Wither Skeletons, wondering if the info they got off the wiki on drop rates was wrong. You can plug in other values instead of 120 to see the chances a person will have received a Wither Skeleton Skull by the time they have killed that many Wither Skeletons.
But let’s remember that I’m not even suggesting a change of drop rate – I’m just suggesting that they are a bit easier to find, by moving them out of Nether Fotresses. Which means all this still applies even after my idea comes into play – all it means is that they will be easier to find, so you will be able to rack up these ridiculous amounts of kills.A: The same as they do now inside of fortresses. They won't spawn in groups like Zombie Pigmen, and are a bit rarer to begin with, so they still will be a bit hard to find, kind of like Endermen in the Overworld. I'm sure Jeb can mess around with the spawn rate to make it good.Q: Wouldn't this stop people from building bases in the Nether because a hostile mob could spawn in their base all it wanted? (Thanks to corinanth for bringing this up)A: Currently, Wither Skeletons have a limitation that they cannot spawn in a light level of 8 or greater (in addition to their only spawning in Nether Fortresses). This limitation will be maintained as they are moved out into the Nether. This means they will be able to spawn fairly near to Nether light sources like lava and glowstone (who emit a light level of 15), but it will be possible to light up a base enough that Wither Skeletons won't spawn. Thanks to Immibis for help with the technicalities of the lighting system!Q: Why do you have a supporters list?A: I think it is a good idea to have a semi-visual representation of the amount of support this idea has received. A supporters list is a good way to give a quick numerical summary of how many supporters this idea has, and the dropdown list of specific supporters allows people to see if their favorite critic/friend has supported. I don't require a +1 to be on the list because I don't feel you should have to give rep to me just to support this. I do appreciate reputation though, because I did spend a fair chunk of time assembling this idea to be informative and aesthetically appealing.Q: Oh come on, why don't you just use a Looting I/II/III sword?!A: The maximum level of Looting, Looting III, brings your chance of getting a skull up to 1 in 25. Which, for those of you who haven't done the multiplying, means you now need to kill an average of 75 wither skeletons instead of 120. Now, 45 is a hefty difference, but it still means a huge chunk of time to kill 75 Wither Skeletons. Even if it did bring it down to a reasonable number of Wither Skeletons needed to be killed, it still wouldn't fix the other problems, namely that there are no challenging ground-based hostile mobs in the Nether, and there is a hugely skewed content ratio between Nether Fortresses and the rest of the Nether. Mojang has an entire dimension to fill, and they choose to stuff about half of the content into one tiny building, the Nether Fortress. Moving Wither Skeletons out into the rest of the Nether would provide a hostile mob and a huge step towards fixing the content ratio of the Nether, even if it wasn't necessary to fix the time it take to get the 3 skulls, which it still is even if you are lucky enough to get a Looting III sword.Q: So, how can I help this become a reality?A: I'm glad you asked. There are a bunch of ways you can help this become part of the game:Q: Why not just increase the spawn rate or drop rate of Wither Skeletons?
A: Because that only fixes part of the problem. Yes, increasing the drop rate would work insofar as it fixes the problem of the Wither being incredibly hard to get, but it takes away some of the challenge of fighting all those Wither Skeletons. Increasing the spawn rate of Wither Skeletons would fix the problem as well, but there are still two huge problems the solution quite simply does not address. There is still no challenging hostile mob in the Nether. Ghasts take two arrows, and if you are in the nether you should certainly have arrows; Magma Cubes are so slow you can just ignore them, and don't put up much of a fight even if you don't; and Zombie Pigmen you can just ignore because they are neutral. Thus, moving the Wither Skeleton out would finally get that hostile mob into the Nether. The second thing that either solution does not fix is the incredibly skewed rate of content in the Nether. Almost half of the available features of the Nether, an entire dimension, are packed into a comparatively minuscule building. Why? There is no good reason, and moving Wither Skeletons out into the Nether would be a great step towards fixing the problem.Q: Why not give Wither Skeletons a building of their own?A: This solution is a bit better than the suggested solutions in the above Q&A in that it helps fixed the skewed content of the Nether and, if the spawn rate is high in the building, helps with the challenge of getting enough Skulls to summon the Wither. However, it still doesn't do everything that moving them out into the Nether does. Moving Wither Skeletons out into the Nether would get a challenging hostile ground mob into the Nether, something that people have been asking for for a long time. It would be a huge leap in finally making the Nether the terrifying, dangerous, and hellish place a dimension like the Nether should be. In addition, building an entirely new structure for Wither Skeletons would represent a lot of coding for the Mojang team. The change suggested here would probably take Mojang about 5 minutes or less to implement, as all they would have to do is remove specific spawning restrictions. So, moving Wither Skeletons out of Nether Fortresses fixes more problems and involves less work for the Mojang team, allowing them to focus on other features. It's a win-win!Q: I tried to use one of the banners, but it isn't working!A: First of all, thanks a bunch for helping out this idea by using a banner! Your problem might be a few things:Q: Hey, how do you have so many supporters? There aren't even as many comments as supporters!
- Support! It's as simple as pressing the rep button or posting "I support!", and every person who supports adds credibility and weight to the idea.
- Spread the word! You can do this by telling your friends on the forum, or using the banner. Like above, the more people who come to this topic to support, the better the chance Mojang will see what their players want and implement this.
- Check back! A great way to help out is to come back every once in a while and comment on additions and reply to people who aren't sure about whether they want to support. Following the topic is a great way to keep informed. Every post helps people make up their mind, and has the added benefit of bringing this back to the top of the page.
- Leave constructive ideas! Every improvement to this idea, whether it is to make the suggestion more appealing, more balanced, or just plain old more awesome, makes this a better suggestion, and therefore more likely to be implemented.
- Contact Mojang! You can PM or tweet any of the Mojang team (Jeb, Dinnerbone, Lydia Winters, and EvilSeph are here if you want to tweet them), and that way they can see the idea and know people like it! Disclaimer: I am not suggesting that you spam their page. A lot of people contacting them would be great, but don't spam their PM inbox or twitter repeatedly. That is rude and does not help this suggestion become part of the game.
A: I didn't think this would become an issue, but it's been asked quite a bit recently. My system for creating the supporter's list is taking those who leave a positive comment as well as those who +1 the post. Obviously, some people post and don't +1 and some people +1 and don't post. The list is taken from both, eliminating any duplicates. Because apparently a lot of people +1 and don't post, I have more supporters than comments. I have nothing to hide here, so if anyone wants to comb through the list for fake names, feel free .More FAQs will be added as questions pop up repeatedly. If you have a question you want answered/think should be added, post with the question and I'll get back to you as soon as I can.
- Try highlighting what you copied and clicking the "Remove Formatting" button, which is the eraser one from the upper left. Sometimes formatting from copying the text over messes up the code.
- Make sure you copied the entire thing. If you missed anything in the box it may mess it up.
- Do you already have 2 images? Minecraft Forum signatures only allow 2 images in your signature at once. Try deleting one to make room. Additionally, you can only have 2 URLs (one is in the picture) and four lines of text. If you don't have enough space, see what you can get rid of to make room.
[size=large]Supporter's List[/size]You'll be added if you , or I happen to see a positive comment. For why, see the FAQ. [size=medium][size=large]Current Supporters: 489'[/size][size=medium]][/size]
- Minecraft Pro Jordan F
- Joe The Bow
- Tom Marvelo Riddle
PLEASE LEAVE CONSTRUCTIVE CRITICISM, SUPPORT, AND IDEAS!
Robe's Art has made an awesome banner for this idea. If you like this idea and want to help support it, just copy the code below into your signature, then highlight it and click "Remove Formatting" (the eraser in the upper left)!
Here are some old banners you can also use:This one was made by Yuutsu:
This one was made by me:
Having trouble with a banner? See the last question in the FAQ for help and troubleshooting. [represent]
May 14, 2013Posted in: Suggestions
I like this idea. I kind of figured you would combine it with a sword to make "sword and shield" ... or not.. im not sure.Quote from 04Leonhardt
I thought shields would be more of a passive thing.
It automatically absorbs damage taken from the front, absorbing more when blocking.
Its durability would be reduced much faster than armor. (Wooden shields would burn up instantly if caught on fire.)
but i think it would be nice to have a sword in one hand and a shield in the other. rightclicking would block with your shield, and wooden shields would burn up. (Just like in zelda, woo!) You have my support. Shields please!
May 14, 2013I thought shields would be more of a passive thing.Posted in: Suggestions
It automatically absorbs damage taken from the front, absorbing more when blocking.
Its durability would be reduced much faster than armor. (Wooden shields would burn up instantly if caught on fire.)
Feb 20, 2013jde posted a message on UPDATED PIX: Gryphons (Balanced flight for Survival mode)ATTENTION TO SUPPORTERS: Please support us on Reddit. This may be our best chance of getting Mojang to notice Gryphons and have them added. Please click here, upvote, comment and help us get an active discussion going: http://www.reddit.co..._survival_mode/Posted in: Suggestions
(See below for more concept art. Above screenshot is photoshopped, not a mod. All art by Papertiger)
DISCLAIMER: Please note that this is not a mod, nor a mod suggestion. This is a suggestion for Mojang to add to vanilla Minecraft.
Hello! I would like to share my ideas of how Gryphons might be a good addition to Minecraft. After deciding to post my suggestion here, I did a search and saw that there have been a few posts about Gryphons throughout the past few years. But they were quite different from what i had in mind, focused on a wide swath of mythical creatures, or mod/add-on related.
My hope is that others will share my vision for simple, balanced, non-immersion-breaking, Mojang-style Gryphons to be added to Minecraft in a future patch.
Here it goes:
A way I could see Gryphons fitting into the Minecraft universe is that in an "Extreme Hills" biome, you could find a nest either on top of a mountain, or on the side of a cliff. I imagine the nest would only be one or perhaps two blocks large and in the shape of an eagle's nest. In my opinion, the player would never see a wild adult Gryphon. The only chance they would have at seeing a Gryphon would be if they raised one themselves. Thus making them FAR more rare and special. Almost like finding diamonds. If the player were lucky enough to find one of these nests, and endured the journey to reach it, they would see an egg sitting in the middle of the nest.
The player would then follow these steps to hatch, raise, saddle and then ride their Gryphon:
- The player would take the egg from the nest and bring it back to their home/cave/castle/dwelling and place it on a block of dirt underneath a torch.
- The player would then have to wait a couple of in-game days.
- After a few days pass, a baby Gryphon would emerge.
- The player would then have to feed the baby Gryphon meat or fish once a day for a couple days.
- After a couple days of feeding, the baby Gryphon would grow into an adult, ready to be saddled.
- The player would then place a regular saddle, the type used on pigs, onto their newly raised Gryphon.
- Upon being saddled, the player's new Gryphon is ready to be mounted. But that doesn't mean the player can have unlimited, overpowered flight. No sir.
Just because the player has a Gryphon doesn't mean he or she is able to fly anywhere they want with no limitations. Far from it. This will be nothing like flying in creative mode. It will be a slight advantage over regular walking and jumping that the player will have earned.
- Instead of unlimited flight, like in creative mode, a Gryphon rider's flight would be slightly challenging yet still useful. Much like how boats function in Minecraft.
- In order to take off, and to stay in the air, the player would have to press their space bar for every flap of their Gryphon's wings. This means that the Gryphon, just like the player, is effected by the game's gravity. That way, it wouldn't feel like cheating. This may sounds difficult, but i think it would lead to a much more immersive Gryphon flying experience!
- Traveling via Gryphon would sometimes be slightly faster and more convenient than walking on foot, but in some cases it would also be a FAR worse alternative to walking. For example, trying to fly your Gryphon down into and through a cave would be a TERRIBLE idea.
If you have built a giant castle like my brother and I have, which i'm sure MANY of you have, then I have a feeling you'll understand why I think the best use for a Gryphon would be to quickly reach one of the top floors of your castle without having to climb all of it's inner stair cases and ramps.
But there would be many, many more uses, such as:
- Getting past mountains a little faster than on foot, and without the need to eat as much.
- Flying over lakes or rivers instead of having to swim.
- Safe late night traveling. That is, unless you get shot by a skeleton's arrow
- Being able to leave from the top floor of your castle or other large dwelling.
- FUN! Or atleast i think it would be.
The last thing I would ever want is to suggest an idea that would ruin the immersion of Minecraft. I believe this idea would be game fitting for Minecraft because of the wonderful animals Mojang has already put into the game. When I think of Gryphons in Minecraft, I can just picture an in-game Gryphon done in Mojang's wonderfully simple yet beautiful art style... All block-ish and colorful
No more than a boat would be. You would hardly be able to aim at someone with a bow, let alone actually hit them with an arrow from it. Hitting a player or mob with a sword would be even harder. In order to deal damage to anything, from bow or sword, you'd have to land your Gryphon and completely stop moving. At that point, you would actually become vulnerable due to lack of mobility (You cannot walk or run on a Gryphon, only fly. And take-off isn't instant, due to the need to flap your Gryphons wings.). This is not a mount intended for combat.
Thanks for reading and sorry for the giant wall of text.
I would like to thank Theriasis for their wonderful guide on how to post on the suggestion forum. I tried my best to follow their advice!
CONCEPT ART :
Click this spoiler for even more concept art and photos.
Dimninds!NOTE: This photo is an inside joke and purely for fun. We do NOT suggest that Gryphons should EVER shoot diamonds. Or dimninds. Click this spoiler to proceedRoostsSpecial thanks to Papertiger for all of the awesome concept art, avatars and signature banners!
You guys have given me many awesome suggestions so i decide to place the most game fitting and balanced ones here:
Disclaimer: I will try my best to describe your guys' ideas and list the names of the people who have suggested them. Let me know if i miss something!
Disclaimer II: This thread is rapidly gaining support and unfortunately i can't always keep track of who has suggested what. I'm most likely to miss some people who deserve credit, sorry. Let me know if i do!
0. HEALTH, HUNGER AND MORTALITY (pinballboy7, Droideka30, Papertiger, zeel, ErasmoGnome, IonicTiger): One of the most talked about suggestions. The idea that tamed Gryphons should have health, hunger and be killable by mobs, other players or enviromental conditions (lava, etc.). It has also been suggested that if your Gryphon gets hungry enough, it will bite/peck at you in frustration, buck you off if you attempt to mount it, or even go off and eat wild animals and/or livestock (pigs, chickens, sheep, cows).
1. Soaring (Papertiger, Droideka30, zeel, crazeenuthead): You should be able to hold down the space bar to make your Gryphon soar, once you have already achieved altitude and speed
2. Wild adult Gryphons in the sky (Papertiger, Paradox01010, zeel): You shoud sometimes be able to see wild Gryphons flying high up (out of reach) in the sky. Perhaps flying in the direction of where a nest and egg is. This would most likely be rare.
3. Walking (Kisdee, RobertFrans): Instead of strictly being able to fly and hop, a mounted Gryphon would be able to slowly walk on the land as well. It would be unable to move up and down blocks (like a pig), but you could just press spacebar to flap its wings in order to hop up to where ever you are trying to get.
4. Breeding (Droideka30, Papertiger, zeel): If you are lucky, and skilled enough, to obtain two Gryphon eggs, and now are the proud owner of two Gryphons, you should earn the right to breed them. Once Gryphons breed, they would lay one egg. It has also been suggested that tamed Gryphons can only breed during a full moon and that when bred in captivity, Gryphons need a "Brooding box" in which to lay their eggs. See Papertiger's brooding box concept art here
5. Gryphon melee attack (Paradox01010, zeel): Your Gryphon would be able to do damage and/or a knockback to enemies that you dive at with it. This would be hard, but if you were able to steer your Gryphon properly, you would inflict damage fairly.
6. A special way to take the egg (Moosemunchee, zeel, RobertFrans, IonicTiger, zapper990): The idea that the player shouldn't simply be able to punch the Gryphon egg until it breaks and then pick it up. Perhaps the player would have to use a pickaxe with the Silk Touch enchant, a piston, minecart and rail, diamond pickaxe, shovel or something else. It has also been suggested that Gryphon nests and eggs should spawn only in the spring and despawn in the fall, meaning that you can never find them in the winter.
7. DOGFIGHTS! / Sky Jousting/ Sky Duels (bebe33, Papertiger, Paradox01010): It would be awesome, wouldn't it?
8. Visual roll while turning (bebe33): The idea that a Gryphon should roll slightly while turning, for visual effect. Much like how a bird rolls as it turns in real life.
9. Pitch (bebe33, zeel): The idea that you should be able to pitch your Gryphon up and down while flying. Pitching it downwards will increase your forward momentum. Pitching it upwards will increase altitude.
10. Thrust (zeel): The idea that you should be able to choose the level of thrust per wing flap based on your timing and space bar usage. (Half flaps, full thrust flaps, etc).
11. Wing angle and banking (zeel):Quote from zeel
Wing angle: Space bar controls flapping, the W A S D keys control the angle of the wings. W angles them down/forward, S andgles back, A and D angle them opposite each other (A: left down, right up. D: left up, right down). This causes role/banking, witch lets you turn, basically A and D let you turn. Flapping while holding one of the W A S D keys will cause thrust in that direction. With W flapping will thrust you forward (no keys basically only gives you upwards thrust), accelerating you. S will cause the flap to come forward, giving reverse thrust, to slow you down (or fly slightly in reverse when taking off). Flapping with A or D will tighten the turn.
Turning: I have already mentioned two ways to turn, but here is the in depth part. Holding W and looking will cause a very slow turn, holding A or D (whatever direction you wish to turn) will cause you to bank in that direction, this makes the turn much tighter. Using both turning methods at the same time is even better, and causes you to bank much more. If, once you have banked to the maximum level, then flap the wings you will turn drastically in that direction, though you will lose a lot more speed than you would in a normal turn.
See also zeel's ideas for flight mechanics
12. Armor! (zeel, papertiger, Droideka30, IonicTiger): The idea that Gryphons should be able to equip special Gryphon-only armor. There would be leather, iron, gold and diamond versions. The better the quality of the armor, the higher movement speed penalty the Gryphon would suffer due to the weight. It has been suggested that you only find these pieces of armor in Strongholds.
13. Inventory (papertiger, Droideka30, zeel, IonicTiger): The idea that you should be able to place an item similar to a saddle bag or pouch on your Gryphon's back that would act as a chest and the Gryphon's inventory. This may or may not be where you would equip Gryphon-only armor at.
14. Talon grab (SkarmorySilver, papertiger): The idea that your Gryphon should be able to grab things with it's talons on command while mounted. Possible things Gryphons could grab: mobs, players, items, blocks. To make it balanced, if your Gryphon did grab a mob or player, the mob or player would still be able to aim up and attack the Gryphon and/or it's rider. With this form of balance in mind, the player would be able to use it's Gryphon to drop mobs from great heights, inflicting falling damage. This would be at the risk of the Gryphon and the Player's health and well being, however.
15. The Spire (IonicTiger): Click here to view IonicTiger's idea for a Gryphon nest atop a spire:
What if the nest, instead of spawning on the side of a cliff, would spawn on a massive spire that, depending on the hight of the mountain it spawned on, would range any where from a mere twenty blocks high, or a staggering hundered blocks high, and wouldn't end until it reached a few blocks above cloud level, thus forcing you to fight the adult gryphon?
The spire would be a jagged piller of rock, twisted and craved by the wind, as it has stood for a millennium, awe inspiring by its sheer size.
The design of it would have to be carefully considered; if too thin in, it would look a bit... strange; I would prefer it to be at least 7 blocks by 7 blocks, but, players would be able to tunnel right under the tower (assuming that it was hollow), and build a dirt tower to come out right under the egg.
You could fill the inside of the spire with lava, but this would be massively off theme.
Possibly the easiest solution to this problem would be to have to tower made of obsidian, and it would not be hollow. You could tunnel under it, but it would be easier to just fight the mother.
Also, as a few pages back there was talk of gryphons, being the most noble of beasts, collecting treasure, why not have blocks of gold, diamond, and emerald embedded in the spire?
They (the aforermetioned valuable minerals) would randomly spawn in the outer most layer of the spire, but there would only be a maximum number of only six blocks spawning in a tower that could be a hundred blocks high, so even getting them would be a mighty challenge.
16. Lance and saddle mounted lance holder (firewave15): firewave15 has suggested that there should lances and saddle mounted lance holders that the player could use from Gryphon and also possibly Horse back. The saddle mounted lance holder would be required in order for the player to maintain control of his mount whilst using a lance. The lance would do damage based on the speed that your Gryphon is traveling upon the point of impact with an enemy. The lance would have a longer reach than a sword, making it ideal for mounted combat. But it would be useless for anything else. The mounted lance holder would most likely break after a set number of uses, perhaps 50.
17. Fear of fire (IonicTiger): The idea that Gryphon's should be afraid of fire, and will not fly within 5 blocks of any fire. This would add balance to PVP ground vs air combat, making players on the ground slightly more defended from Gryphon riders. Players on the ground would still be vulnerable to a Gryphon rider's bow and splash potions, however.
Quote from IonicTiger
It would prevent gryphon riders from totally dominating the battle-field, but would be small enough as to not render gryphon useless in PVP.
CALL TO ARMS... AND TWEETS... AND REDDITS!
I encourage all of our supporters and/or bannerlords to tweet @Dinnerbone and @Jeb_ so that they can become aware of Gryphons and perhaps add them in a future patch. It worked for the "Colored glass" suggestion. They tweeted and got noticed and now have a good shot at having their idea added. We can do it too, guys!
DON OUR BANNER!:
Copy and paste this into your signature:
I shall name all those who don our banner! (Let me know if i missed ya):
Papertiger, zeel, Droideka30, empoleon53098, Pinballboy7, Ram9bo, Withnothing, IonicTiger, EmeraldDragon225, SkarmorySilver, gugus294, Xweetok_II,
Sh4rp_Blade15, Minor107, xSatuim, Concerer82, Riggzon, Zbakkar_Herobrine,
Starhowl, Mobius762, shadowyblade, theorangecreeper, EpicGamer, Sylveon,
King_Of_Wolf, enderman_guy, Rex1900Roblox, BGgames, Euclid243, Techdolpihn
purebloodedgriffin, firewave15, zeuslightning125, Jetstream_Xeno
EDIT LOG: There are now some concept screenshots further on down this page in a recent post. Added a game breaking? section. Added amazing concept art, avatar and banner by Papertiger. Added a "Supporter Suggestions" section. Added a poll. Added "tweet and support us". Added banner info and bannerlords. Added more concept art inside of spoilers. Added call to arms... And tweets, replacing the old tweet section. Added a disclaimer about this not being a mod or mod suggestion, but rather a vanilla suggestion.
Apr 5, 2013Posted in: SuggestionsQuote from Dudebox64
The one problem with this is: if this is used to scare mobs away, people could just make a lot of them, put them all over the place, and them no mobs will be able to come near them, thus eliminating hostiles.
In addition, if you're stuck in a cave with monsters all around you, this could be used to make them go away, and thus you would have no problems when mining. the difficulty might as well be set on peaceful.
Did you read it entirely? It's passive mobs.
Anyway, I support this idea. To keep passive mobs away from your house or something seems fair.
Apr 14, 2011Posted in: SuggestionsThe Art of Painting (Get Satisfaction!)The wonderful geniuses at ABP Mods have turned this into a mod! Check it out!
How it is now: Right now, painting may seem in good shape as you can craft paintings using wool and sticks. However, what these painting look like is random and pre-defined by the texture pack used. No one sees the same thing (unless they are all use the same texture pack), and users have to go out of game if they want there own painting.
How it could be improved: Custom paintings! Allow players to edit paintings in game. Custom paintings will become unique, and will stay the same even if broken and placed somewhere else.
What I propose: Paintings stay the same (in terms of how they are crafted and displayed). However, a new tool is added:
The palette is crafted like this:
Some people have said that it should use yellow instead of green dye, to fit the primary color. Green is, however, the primary color in subtractive mixing, which is what I was using. Also, this would make it much easer for someone spawned in a grassy area (as they have flowers) then one in a desert.
Anyways, The palette is used to create custom paintings! You place paintings normally but when you right click on a painting with the palette, the painting becomes a custom painting. The size of the painting stays the same, so you can have any shape of painting that is in the game. The palette has durability just like any other tool, with each custom painting you create, the durability goes down. You could make 4 custom paintings with one palette. When you edit a painting, it opens up and editor that looks like this:
So how does this work? Pretty simple, actually. You see the colors on the right? Those are the colors you can use. It may not seem like a lot, but with these colors can create tons of fancy-looking pixel paintings. On the right is your brush size. They look pixely because the painting enlarged, so it must be so it can be shrunken down again.
Anyways, so you work on your wonderful pixel painting until it looks great:
Then, you just hit done, voilå! It is changed in-game:
But what if you want your custom painting moved? Not a problem! When you break your painting, it drops an item that looks like this:
This is a custom painting icon. It hold all your painting data, and is non-stackable. This is used to move your paintings from place to place. When you put it down again in a different spot, it shows the same painting:
And finally, custom paintings can be edited again just by using your palette again. Be ware of vandalism!
Oh dear. Better hire a guard for that painting exhibit.
Speaking of vandalism, some commenters have complained that griefers would use this as a tool to paint disgusting, inappropriate pictures across the walls. And yet, this is a game where you can write and profanity you please across the sky. So it wouldn't add problem we don't already have and are dealing with by banning people.
Why we need this: Imagine a multiplayer action house, selling great works of art to the highest bidder. Or a dark castle full of creepy paintings of dead players. Or a colorful menu for a warm smelling bakery. Or a dusty atlas of the near by coast line with a big red X where you buried your treasure. With custom paintings, you can make anything from bright green portrait of a creeper to a practical map of your underground base.
Apr 14, 2011Posted in: SuggestionsThe Art of MusicHow it is now: Music is in good shape. It has two parts: Juke Boxes for playing game-included music, and note blocks which work like keyboard instruments or drums. Note blocks main use is for making big contraptions to play songs.
How it could be improved: There is a lot that can be added, so I will just include a couple of ideas that have been floating around. Instruments, and a recorder.
What I purpose: So first, let's discuss instruments. Pics!
Banjo! Violin! Trumpet! Flute!
With these four guys, you can play music in your hands with a GUI, unlike note blocks. Now these GUIs are a little complex, so I will take it slow. I will start with the string instruments:
Wait wait wait, slow down. What is this? I'm glad you asked, interpretation of my readers! This is how you play music on a banjo or violin (this is the violin GUI, but the banjo GUI would look pretty much the same, just more banjo-y). To play a string, you hit corresponding key on the keyboard: J, K, L, or ;. Then, you choose the pitch level by hitting A, S, D, or F. You must have a string and a pitch level down to make sound. When you hit a key, it turns blue in the GUI to be clear:
(This will be a lot easer to understand if you have ever played a string instrument.) The highest level (F) of one string is one note lower than to the lowest level (A) of the next string. So you could play a full scale of all the notes by playing JA, JS, JD, JF, KA, KS, KD, KF, LA, LS, LD, LF, ;A, ;S, ;D, ;F. Still with me? I know, it is confusing, but you would get it MUCH easer if it was real.
So next, we have the trumpet and the flute. They are controlled with four keys, on a similar GUI:
It is harder to play, but it only needs four keys to control, yet it has the same range of notes. How? Binary. *Half of my audience gets up and leaves.* No! Wait! I can explain! Well, not really. Here, if you don't get binary, read the wikipedia article, or if you don't get technical stuff easily, here is the simple.wikipedia article.
But anyways, an up valve is a zero, and a down valve is a one. The higher the value in binary, the higher the pitch.
And whats that you say? No practical use! Why, I wasn't done yet! If you right click with an instrument on your wolves, they becomes trained to that tone. When you play it, the will sit or come to you.
So, on to the next part:
The recorder block!
These recorders use custom records, crafted like so:
Wat! What is this? Coal and DIAMONDS? Why so random? I will tell you, my interpretation of my readers. According to Wikipedia, the very first records were made with soot covered glass. I changed soot to coal, and glass to diamonds to add a little challenge.
Anyways, as soon as you put a custom record in the recorder, you have one minute to play instruments and note blocks, as the blank record records. When done, a custom record pops out, that can be stamped. You can even pop it in a recorder multiple times to have chords and layered music. Put it in a juke box, and hear your custom muzak!
Why we need this: I'd really like some way to play music without note blocks. You could be a street performer, hopping people dump iron in your bin, or a grand musician, preforming in a theater. More control over your dogs is a good thing, because they are pretty dumb, as it is. And of course, if you build a long note block track, you can tare it all down after converting it to record.
Apr 14, 2011Posted in: SuggestionsThe Art of Literature (Get Satisfaction!)
How it is now: Literature is horrible. Terrible. Just awful. There is one type of literature: signs. Thats it. Signs. Signs aren't literature, there use in road directions!
How it could be improved: We need useable and editable books and scrolls. Custom books would have a title shown in the tool-tip and would be six pages, and scrolls would be one page long and could be placed on walls.
What I purpose: Just like the painting suggestion, a new tool is added to edit books.
The ink well!
Crafted like this:
The ink well is used to make custom books. To do so, hold a book in your hand and right click. If you have and ink well in your inventory, you will get the book editing GUI (If you don't have an ink well, you can still open and read the book, but you can't change anything."):
At the top is the title bar, where you set the title of the book that is shown in the tool tip, such as "Of Creepers and Slimes". Bellow is the pages section, where you can type in like you do with a sign, as well as sketching with black ink. As you type and draw, the ink well in your inventory takes damage. You can erase and delete, so mistakes aren't permanent, but your ink well still lose durability. In the bottom right and left are the move to next screen buttons. You have six pages, two on each screen. After typing stuff it would look like this:
Also, you can make a copy of a book by crafting a blank book, an ink well, and a written book. The ink well takes damage, the written book stays, and a copy of the written book comes out.
On to book shelfs! They are crafted without the books:
And open up a storage GUI when right clicked on. They can only hold books. If you try to put anything else in them, they will simply not let you place it. There advantage is that they have cool textures. If the bookcase is at least one third full of books inside it has this "sorta full" texture:
And if it is two thirds full of books or more they will have the current "Full" texture:
All in all, it's quite a bit like some of the book mods out there. So what's that you say? I'm not being original? Oh no, you see, I just needed to lay down the ground work before I moved on to the new stuff!
First new idea? Scrolls. They are crafted like this:
And can be edited and read just like books, only they can hold only one page of text. There for if you don't want to waste your paper on making a book when you only need one page. They can also be stored in bookcases. The editing GUI would look like this:
And when done would look like something like this:
Also, scrolls can be posted on walls like signs, but only show there title:
You can right click on it to read the full text.
But how do we fight forgery and plagiarism?
In minecraft, I've always wanted to put my signature on something. And with this new item, you can!
Crafting a stamp works like this:
Which gives you a metal stamp. The stamp is used to put your mark, or "emblem", which you decide at minecraft.net, a scroll, book or painting. Then, only you can edit it, and the tool-tip now reads "Llama66613's painting" or "Llama66613's Of Creepers and Slimes". For more information on the emblems idea, go here.
Here is how you stamp a book (the stamp is not consumed):
Note that whatever your emblem is will appear in the lower-right corner.
And thats how stamps work!
Why we need this: We must have a way to wright stuff down other then signs. Record your travels in "HoneyDew's Journal of Grand Adventures!". Put a scroll on all the lamp posts advertising in description your wonderful cakes at 1234 main st. Keep every crafting recipe you know in "A Beginner's Guide to Crafting". Also, using stamped scrolls, you could have a paper currency, where only if it's stamped by the king can it be used.
- To post a comment, please login or register a new account.