Here's an idea for a new block to complement slime blocks: Magnet Blocks.
Magnet blocks are sticky, but only to other magnet blocks. When pushed by pistons they drag adjacent magnet blocks along, but don't drag along any other type of block. They can still push any movable block type that's in front of them.
This would allow players to build multiblock structures out of slime if they want them sticky to everything, or magnets if they don't want them sticky to things around them.
It would also make sense to add a hybrid block that can connect slime and magnet structures, such as a "sticky magnet", so you can move a multiblock structure that's sticky in some places and only magnetic in others.
On the topic of joined structures, this actually could be useful for something as a flying car or so. Though, are there any other uses aside from controlling structures from within a moveable piston setup? I'm also not sold on the fact that this block could even seem attractive, let alone look like a proper piece of equipment.
I imagined it looking like a gray metallic block with one button on each side. The button would change color between black and red to show power status.
Seems interesting, but more-so of a peculiar block that only a few people would use; a lever would undoubtedly look better. Seems more fit for a mod than an addition to core minecraft.
Now that pistons can move multiblock structures, using slime, it would be really handy to have a movable switch.
A lever basically does the same exact thing, and you can hook up a lever to a redstone torch to get the powers of a "toggle block".
Levers break when moved by pistons, or if they touch water or lava. This would be meant for machines where you need the switch to move, or be immersed in liquids.
The toggle block would be a new redstone switch that's essentially a lever in full sized block form.
It would function exactly like a redstone block, powering all adjacent squares. The only difference is that the player would be able to right click the toggle block to turn it on or off. When off it would just be an inert block that doesn't power anything.
Toggle blocks would be movable by pistons, and could survive contact with water and lava. This would give toggle blocks an important purpose in many situations where a conventional lever would just break off.
But Minecraft is a SANDBOX game!!! This means you can do ANYTHING you like! It doesn't mean that you do quests, that's RPG.
Minecraft is Sandbox, and always will be!!!
Aha, but what if you want to do quests? Shouldn't the sandbox where you can do anything let you do that too?
I think it's ok to add optional quests to Minecraft, as long as pure builders aren't bothered by them. If you just want to build a cathedral nobody is going to force you to fight the ender dragon. But it's there if you want to fight it.
He is merely stating that you would think that somebody with experience of the forums wouldn't post something redundant. No need to justify that any further.
I think that similar ideas aren't redundant, as long as you present a significantly different way of implementing them.
The other quest ideas I've seen are very much RPG style quests, with story driven missions and dialogue trees. This is much simpler, and relies on randomization for infinite variety. The other big change is personalizing quests across entire worlds, as opposed to making it a request from a specific villager.
Although the idea has been suggested before in basically the same way, I wouldn't hate if something like this was added, provided they aren't too invasive or far reaching. A good way to keep this from being locked would be to go in depth on the types of quests available and how the randomization would work. Bonus points if the quests are all built into the types and subtypes of Villagers that exist like Farmers or Fishermen or Toolsmiths or what have you.
It would be extremely optional. You'd never be forced to do a quest. I agree that Minecraft is a sandbox game primarily, but think that adventure elements like dungeons, the ender dragon, and these quests can be a fun layer on top of that if kept optional.
There could be many different kinds of quests, but here are a few I can think of off hand.
Kill <number> or <creature> using <method>. Each would be randomized from a huge list of different possibilities, so you could randomly get a challenge like "Kill 14 Zombies Through Suffocation" or "Kill A Ghast With A Potion From At Least 50 Meters Away"
Bring me <number> of <item>. This would be somewhat similar to trading, where you're just giving a villager some items. Unlike trading it would be much harder to automate, since there would be a much larger list of items and could require more exploration "Bring me 5 red sand" would require finding a mesa biome. "Bring me 1 emerald ore" would require mining in extreme hills. "Bring me 10 orchids" would require finding a swamp. Basically, it would be a way of setting goals for exploration. This would also be heavily randomized, so there's never a shortage of new challenges.
These requests would all be delivered through icons and pictures as much as possible, maybe without any text whatsoever. I don't envision a villager with a dialogue box, no "Hero we need your help to kill 10 giant rats!", but a more pictorial interface just like trading.
Pity, Reg. has suggested quests. Instead of quests, could it not be something like harvesting their crops or something useful rather than arbitrarily asking someone to kill 10 ghasts in a dimension that is not their own, where such killing will have absolutely no impact on the lives of the village?
No Support.
It's harder to track stuff like village improvements, compared to things like what a player has killed, collected, or where they travel.
Quests are a bit cliche, it's true, but I think have lots of random variables could produce some fun challenges. It'd basically be like an infinite version of the achievement system, so the game is always presenting you with a new tricky goal to try out.
I'm sure quests have been suggested plenty of times before too. But before some mod removes this, I think this is a pretty clear and streamlined way of adding them, and one that would never run out of new activities. It would avoid a complex RPG interface with dialogue, and scripted missions, in favor of something you could fully automate.
There should be a variant of villager that gives out personalized quests, and allows players to track their progress.
For example, instead of a trading interface a quest villager might display that it wants you to kill 10 ghasts with a sword, and show that you've killed 4 so far. When you complete a quest you'd receive a reward and get a new quest.
Each player would have 5 quests assigned to them at a time, which would remain the same no matter which quest villager in the world you go to. Quests are personalized, so two players going to the same quest villager would see different quests offered.
What kinds of quests? Lots of kinds. Fetch quests (bring me 10 blue wool), hunting quests (kill 10 zombies with your bare hands), exploration missions (visit a mushroom biome), and much more. They would be randomly generated, with lots of different variables, so you'd never run out of stuff to do.
What kinds of rewards? Those would also be randomized. XP, enchanted books, potions, emeralds, and more. Also, Dinnerbone has mentioned he wants to add special items that can only be gained through exploration rather than crafting. This could be a good way of giving them out.
It sounds really nice, but the dispenser isn't made to place, it's ment to dispense.. Every item that is effected by dispensers in any way at the moment is dispensed from it, even water and lava. They're not made for placing blocks. No support.
Dispensers have been upgraded to place many blocks. Pumpkins, command blocks, player heads, etc.
Droppers were added to be solely devoted to launching items.
I suggest improving dispensers so that they can pick up and place noteblocks, the same way they can move water.
Furthermore, when a dispenser picks up a noteblock it should save its current note in the item's metadata. When it gets placed again (either by dispenser or by a player) the note block will have the same note as when it was picked up.
This would make it possible to build more complex music players that can actually remove songs and put in different ones, much like how a real life 1950s jukebox can change its record. You'd be able to move the note blocks around with hoppers and do some pretty impressive things to make a lot of different songs possible in a very tiny area.
You should be able to rename fireworks to make them use different types of particles in their explosion. You'd just put a firework in your anvil and give it the name of the particles you want it to use.
For example, a firework named "note" would explode into a shower of musical notes. A firework named "mobspell" would explode into a shower of potion swirls.
Renaming it would not change the firework's color, shape, fade, or effect. That would still be determined by the firework star, for whatever variables can be changed about the particle selected.
Remember when he said you can send Almost anything you want.Do you want to put a diamond pickaxe in a paper envelope? No! xD
That's a good point! Although I mainly picked leather over paper to make the recipe a bit more costly, since reeds are usually easier to obtain and mass produce.
0
Perhaps you'd craft 4 iron ingots around a piece of redstone dust.
2
Magnet blocks are sticky, but only to other magnet blocks. When pushed by pistons they drag adjacent magnet blocks along, but don't drag along any other type of block. They can still push any movable block type that's in front of them.
This would allow players to build multiblock structures out of slime if they want them sticky to everything, or magnets if they don't want them sticky to things around them.
It would also make sense to add a hybrid block that can connect slime and magnet structures, such as a "sticky magnet", so you can move a multiblock structure that's sticky in some places and only magnetic in others.
0
I imagined it looking like a gray metallic block with one button on each side. The button would change color between black and red to show power status.
0
Now that pistons can move multiblock structures, using slime, it would be really handy to have a movable switch.
0
Levers break when moved by pistons, or if they touch water or lava. This would be meant for machines where you need the switch to move, or be immersed in liquids.
1
It would function exactly like a redstone block, powering all adjacent squares. The only difference is that the player would be able to right click the toggle block to turn it on or off. When off it would just be an inert block that doesn't power anything.
Toggle blocks would be movable by pistons, and could survive contact with water and lava. This would give toggle blocks an important purpose in many situations where a conventional lever would just break off.
0
Aha, but what if you want to do quests? Shouldn't the sandbox where you can do anything let you do that too?
I think it's ok to add optional quests to Minecraft, as long as pure builders aren't bothered by them. If you just want to build a cathedral nobody is going to force you to fight the ender dragon. But it's there if you want to fight it.
0
I think that similar ideas aren't redundant, as long as you present a significantly different way of implementing them.
The other quest ideas I've seen are very much RPG style quests, with story driven missions and dialogue trees. This is much simpler, and relies on randomization for infinite variety. The other big change is personalizing quests across entire worlds, as opposed to making it a request from a specific villager.
0
It would be extremely optional. You'd never be forced to do a quest. I agree that Minecraft is a sandbox game primarily, but think that adventure elements like dungeons, the ender dragon, and these quests can be a fun layer on top of that if kept optional.
There could be many different kinds of quests, but here are a few I can think of off hand.
Kill <number> or <creature> using <method>. Each would be randomized from a huge list of different possibilities, so you could randomly get a challenge like "Kill 14 Zombies Through Suffocation" or "Kill A Ghast With A Potion From At Least 50 Meters Away"
Bring me <number> of <item>. This would be somewhat similar to trading, where you're just giving a villager some items. Unlike trading it would be much harder to automate, since there would be a much larger list of items and could require more exploration "Bring me 5 red sand" would require finding a mesa biome. "Bring me 1 emerald ore" would require mining in extreme hills. "Bring me 10 orchids" would require finding a swamp. Basically, it would be a way of setting goals for exploration. This would also be heavily randomized, so there's never a shortage of new challenges.
These requests would all be delivered through icons and pictures as much as possible, maybe without any text whatsoever. I don't envision a villager with a dialogue box, no "Hero we need your help to kill 10 giant rats!", but a more pictorial interface just like trading.
0
It's harder to track stuff like village improvements, compared to things like what a player has killed, collected, or where they travel.
Quests are a bit cliche, it's true, but I think have lots of random variables could produce some fun challenges. It'd basically be like an infinite version of the achievement system, so the game is always presenting you with a new tricky goal to try out.
I'm sure quests have been suggested plenty of times before too. But before some mod removes this, I think this is a pretty clear and streamlined way of adding them, and one that would never run out of new activities. It would avoid a complex RPG interface with dialogue, and scripted missions, in favor of something you could fully automate.
0
For example, instead of a trading interface a quest villager might display that it wants you to kill 10 ghasts with a sword, and show that you've killed 4 so far. When you complete a quest you'd receive a reward and get a new quest.
Each player would have 5 quests assigned to them at a time, which would remain the same no matter which quest villager in the world you go to. Quests are personalized, so two players going to the same quest villager would see different quests offered.
What kinds of quests? Lots of kinds. Fetch quests (bring me 10 blue wool), hunting quests (kill 10 zombies with your bare hands), exploration missions (visit a mushroom biome), and much more. They would be randomly generated, with lots of different variables, so you'd never run out of stuff to do.
What kinds of rewards? Those would also be randomized. XP, enchanted books, potions, emeralds, and more. Also, Dinnerbone has mentioned he wants to add special items that can only be gained through exploration rather than crafting. This could be a good way of giving them out.
0
Dispensers have been upgraded to place many blocks. Pumpkins, command blocks, player heads, etc.
Droppers were added to be solely devoted to launching items.
0
Furthermore, when a dispenser picks up a noteblock it should save its current note in the item's metadata. When it gets placed again (either by dispenser or by a player) the note block will have the same note as when it was picked up.
This would make it possible to build more complex music players that can actually remove songs and put in different ones, much like how a real life 1950s jukebox can change its record. You'd be able to move the note blocks around with hoppers and do some pretty impressive things to make a lot of different songs possible in a very tiny area.
4
For example, a firework named "note" would explode into a shower of musical notes. A firework named "mobspell" would explode into a shower of potion swirls.
Renaming it would not change the firework's color, shape, fade, or effect. That would still be determined by the firework star, for whatever variables can be changed about the particle selected.
0
That's a good point! Although I mainly picked leather over paper to make the recipe a bit more costly, since reeds are usually easier to obtain and mass produce.