Minecarts are plain gray metal, as a minecart should be. But minecarts aren't just used for mining. They're also trains and rollercoasters and so much more. So why should they be limited to boring old gray?
I suggest allowing players to paint minecarts, using dyes, with the exact same system as dyeing leather armor. That means you'd be able to combine dyes in millions of different combinations, for 12,326,391 possible colors! Like leather armor, minecarts are entities, so I see no technical reason why dyeing them shouldn't be possible.
Imagine how awesome it would be to have a spiffy red cars in your train system, or a psychadelic rollercoaster with minecarts in a rainbow pattern.
Colored minecarts would function exactly like regular minecarts, and could be combined with furnaces/hoppers/TNT/etc. Their only difference is their appearance.
And if you ever want to wipe a minecart's color, you'd be able to use cauldrons to clean the paint off and restore it to classic gray.
Support. This still allows command blocks to have some use (for example, a command can only be used from a specific pointso you just need to push a button rather than put the xyz coordinates as arguments) but also gives an easy way to use commands along with being able to use them remotely.
Suggested add-on: The /testfor and /testforblock commands are still useable on the HCE. It will activate the nearest comparator with no redstone input (so that means if redstone is going into the nearest comparator, it will do the next nearest).
That might cause some problems though, if someone uses that command and doesn't know where the nearest comparator is. It might activate the wrong thing and ruin somebody's machine. Plus, it's probably harder to code (not that I'd know about coding).
I think there should also be a command that is paired with this one called /savechunk.
This saves the data in the chunk so when the /resetchunk (or restorechunk as the title's command is different from the thread's) is used, it'll make it as it was when it was last saved.
This would allow players and command blocks to copy/paste chunks anywhere in the world, and save multiple versions of a chunk.
However it never got any traction and wasn't added, so I figured I'd try suggesting a weaker version. My hope is not needing to save data, and just using the seed, will make this more likely to be added.
You have really good ideas. Maybe some shells spawn on the beach. Just an idea. But support.
Yeah, I think it makes sense for some to spawn on beaches. But a big goal is to get people to dive underwater and explore the ocean floor. So I think a three pronged approach makes sense.
You can find them occasionally on beaches. You can find them occasionally fishing. But if you dive and look on the ocean floor, you can find them much more quickly.
"/resetchunks" x1 z2 x2 z2 "/resetchunks" x1 y2 z2 x2 y2 z2
resets all chunks touching the rectangle/cube "/resetchunks" "in|inside" x1 z2 x2 z2 "/resetchunks" "in|inside" x1 y2 z2 x2 y2 z2
resets all chunks completely inside the rectangle/cube "/sesetchunks" "N|S|W|E|up|down|all"
reset all chunks from your position facing north/south/west/east/upwards/downwards
(Obviously I anticipate cubic chunks)
@joefoggie: I's OK to say there is a mod, but you should not spamvertize it nor dismiss something because there is a mod.
Yeah, I thought about being able to limit it to a specific area within the chunk. For simplicity I just made it the whole thing. But if it wasn't too hard to set an area in the chunk, perhaps only convert things within a certain y axis range, that could be cool. It would let you do things like delete things in the sky, while leaving the underground alone.
Its a good idea but how would it work if new terrain was added wouldn't that give the chunk the possibility to change biomes and look different.
Yeah, it would have the potential to mess up the current landscape if you use it on an old map, since it would place the current generator's chunk in an old world. You might end up with a single rectangle of mesa in a forest or something like that!
Fortunately, Jeb and Dinnerbone plan to make 1.7 the last changes to the biome generator for a long while, specifically to avoid messing up maps on chunks boundaries. So resetchunk might not work too well on old maps, but it should be fine on maps 1.7 and later for a long time.
There should be a command that allows you to reset a chunk, undoing all player made changes and restoring it back to the way it was when the world first generated. It would use the world's seed to determine what blocks and entities were there when the map was created, restoring those and deleting everything else.
This could be really useful if you mess something up, and want a blank slate in an area. You could also do it to fix damage from things like TNT and creeper blasts, to quickly clear buildings, or to restore a resource like forests so they can be chopped down again.
The command would be:
/restorechunk x z
Pick any coordinates, and the chunk those coordinates are in will be reverted.
Mobs are deleted by this command, but players are unaffected. If you made significant changes that could potentially strand players in a wall or make them fall to their deaths as blocks appear and vanish around them, so you may want to teleport players in the area out before resetting the chunk.
Now, of course you can do the same thing with command blocks. But that requires a LOT of command blocks, one for each of the thousands of blocks in the chunk, while the /resetchunk command would be one sentence.
Another idea, what if seashells could replicate a few different types of instruments based on shape? There could be a long thin seashell that makes flute-like noises, a fatter one that sounds a bit like a trumpet, a big one with a tuba-ish noise, etc. That would also add another element of randomness, and increase the number of potential shells.
I don't think the second dragon thing is a good idea and think the end stone bricks you originally suggested are better. It would be nice to be able to get a few of these to protect your chests from the dragon... and on top of that, the dragon needs to be more of a challenge. Explosive projectile fireball attack and faster swoop attack, anyone?
I'm a fan of both approaches. The dragon that can't break blocks would often get stuck in the normal world though, so you'd have to build big open areas without things it would snag on.
So if a bunch of shells occasionally spawned on the ocean floor, it would likely not cause lag? I know I've had plenty of paintings or item frames in one place without an issue.
That is a very good idea! It's basically just a way to create shortcuts for yourself, so you can execute a long complicated command with just a right click.
However it should be more limited. Only ops should be able to use it, or otherwise a misplaced or lost Executor could be used disastrously by a player without permission.
Have it as a block drop, though not from "sea dirt". As known, the oceans are getting deeper, though they are still as empty as before. If the seashells would be added as a drop from, say, corals? These would spawn in clusters of 3-4 on the ocean floor and have a chance 40 % to drop a seashell. The hardness of the corals would be slight, as you'd be able to break it by hand.
That way, you'd prevent the risk of having lots of lag caused by lots of entities, but keep fishing to fishes and other junk, AND give the player more reason to brew waterbreathing potions to venture deep into the abyss.
I'm wondering if any programmers can answer a question. Do lots of entities cause lag, or is it calculating their movement and behavior that causes lag? Does a static entity like a painting cause lag the same way a mob does?
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I suggest allowing players to paint minecarts, using dyes, with the exact same system as dyeing leather armor. That means you'd be able to combine dyes in millions of different combinations, for 12,326,391 possible colors! Like leather armor, minecarts are entities, so I see no technical reason why dyeing them shouldn't be possible.
Imagine how awesome it would be to have a spiffy red cars in your train system, or a psychadelic rollercoaster with minecarts in a rainbow pattern.
Colored minecarts would function exactly like regular minecarts, and could be combined with furnaces/hoppers/TNT/etc. Their only difference is their appearance.
And if you ever want to wipe a minecart's color, you'd be able to use cauldrons to clean the paint off and restore it to classic gray.
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That might cause some problems though, if someone uses that command and doesn't know where the nearest comparator is. It might activate the wrong thing and ruin somebody's machine. Plus, it's probably harder to code (not that I'd know about coding).
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Good idea! What would generation type cover though?
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I actually suggested something similar last year: Add Chunk Edit Commands To Command Block
This would allow players and command blocks to copy/paste chunks anywhere in the world, and save multiple versions of a chunk.
However it never got any traction and wasn't added, so I figured I'd try suggesting a weaker version. My hope is not needing to save data, and just using the seed, will make this more likely to be added.
0
Yeah, I think it makes sense for some to spawn on beaches. But a big goal is to get people to dive underwater and explore the ocean floor. So I think a three pronged approach makes sense.
You can find them occasionally on beaches. You can find them occasionally fishing. But if you dive and look on the ocean floor, you can find them much more quickly.
0
Yeah, I thought about being able to limit it to a specific area within the chunk. For simplicity I just made it the whole thing. But if it wasn't too hard to set an area in the chunk, perhaps only convert things within a certain y axis range, that could be cool. It would let you do things like delete things in the sky, while leaving the underground alone.
0
Yeah, it would have the potential to mess up the current landscape if you use it on an old map, since it would place the current generator's chunk in an old world. You might end up with a single rectangle of mesa in a forest or something like that!
Fortunately, Jeb and Dinnerbone plan to make 1.7 the last changes to the biome generator for a long while, specifically to avoid messing up maps on chunks boundaries. So resetchunk might not work too well on old maps, but it should be fine on maps 1.7 and later for a long time.
1
This could be really useful if you mess something up, and want a blank slate in an area. You could also do it to fix damage from things like TNT and creeper blasts, to quickly clear buildings, or to restore a resource like forests so they can be chopped down again.
The command would be:
/restorechunk x z
Pick any coordinates, and the chunk those coordinates are in will be reverted.
Mobs are deleted by this command, but players are unaffected. If you made significant changes that could potentially strand players in a wall or make them fall to their deaths as blocks appear and vanish around them, so you may want to teleport players in the area out before resetting the chunk.
Now, of course you can do the same thing with command blocks. But that requires a LOT of command blocks, one for each of the thousands of blocks in the chunk, while the /resetchunk command would be one sentence.
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I'm a fan of both approaches. The dragon that can't break blocks would often get stuck in the normal world though, so you'd have to build big open areas without things it would snag on.
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And you should be able to duplicate HCE's with identical commands in your crafting grid, the same as books.
Together this can save a lot of time typing if you need a lot of command blocks or HCEs with the same command.
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However it should be more limited. Only ops should be able to use it, or otherwise a misplaced or lost Executor could be used disastrously by a player without permission.
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I'm wondering if any programmers can answer a question. Do lots of entities cause lag, or is it calculating their movement and behavior that causes lag? Does a static entity like a painting cause lag the same way a mob does?
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I'd support that as an option too. An infinite end of floating islands is cool. But I think a lunar landscape would be nice to have.