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    posted a message on Security Minecarts - Stop Uninvited Passengers
    Quote from Greatzilla

    I don't get to use minecarts often, but when I do, I use security minecarts (Most interesting man in the world refrence, anyone?). Support.


    Creeper: That's a very nice beard you've got there...
    Posted in: Suggestions
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    posted a message on Security Minecarts - Stop Uninvited Passengers
    Also, what about a security chest minecart? Its inventory could only be accessed on unpowered power rail, preventing players and hoppers from meddling with it.
    Posted in: Suggestions
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    posted a message on Security Minecarts - Stop Uninvited Passengers
    Quote from GamerElite

    a way to do this, will be giving a paper renamed to: eg: "monday party invitation!!" and there will be an empty hopper in the ground telling to to toss your invitation in, under it will be a hopper with the same invitation repeted in this fasion (18-1-1-1-1) and when he toss it in, a comparator will move from 1 redstone signal to 2, this will send a signal in 2 ways, 1 disabling the redstone torch for 1 tic only, and 2, will push the track in a piston and power a powered rail, this will allow only them to pass!!
    http://www.mediafire...lpp2lf1cuk32bqd
    when entering the world, do /tp 34 105 9 and look into the chest just right there!!
    hope this helps

    my bad, i am an idiot who reads the tilte, goes to minecraft and creates something and after several hour, i come back to see that i read every thing wrong, fuuuuuuuu
    atleaset i hope this may help somebody!!


    Yeah, this would really work well with any kind of ticketing system. Or if it was your own rail, you could still just launch it by pressing a button or suspending a tripwire over the cart's parking spot so it goes off when you enter. It could work in most free rail systems too.

    The only time you wouldn't want to use it is in rail systems that are already fenced off against mobs, or underground where they won't spawn, or if you want to be able to board the cart anywhere and not just at stations.
    Posted in: Suggestions
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    posted a message on OP-Bedrock - Blocks That Can Only Be Broken By Ops
    Quote from fatso9000


    Yeah, I definitely see the usefulness in that too. If there was Admin Mode, I'd use it sparingly just around spawn because I know how annoying it is to try and break a block only to find that you can't. Ideally, they would add both Admin Mode and Op-rock.


    Also Op-rock saves you the effort of selecting what to protect. It's less time consuming. Thats why even servers with protection plugins still use bedrock.
    Posted in: Suggestions
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    posted a message on Security Minecarts - Stop Uninvited Passengers
    Quote from 76q309


    How would this affect certain maps already in existence? I belive Hexahedron was calling for a new minecart, not an edit to the old one.

    Anyway this idea has my support as well. I hate making long-distance rail systems only to find two pigs and a creeper sitting in my station.


    Yeah, this would be an entirely new minecart. The old ones would still exist and work the same as now.
    Posted in: Suggestions
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    posted a message on Security Minecarts - Stop Uninvited Passengers
    Quote from EpicClock

    I like this idea,
    I myself am not much of a rail brother,
    But,
    I've been known to dabble.
    Support


    Thanks! I think this is useful whether you're a serious engineer or just a dabbler. In fact, if you want to keep your rail simple this lets you not have to worry about barricades to stop mobs. You can just build the rail you want.
    Posted in: Suggestions
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    posted a message on Despawn Tags: Make Animals Despawn
    Quote from EL_Kurto_15

    1. Why can you not just kill them all?

    2. If a server did a hunting thing like that using despawn tags would hinder it, not help as all it would do is make most of the animals despawn before people can kill them. And again, what is stopping the person who spawned them from just killing any ones that are left over anyway?


    Killing all the mobs can get very annoying/difficult if you spawn a lot of them. Obviously if there's just a few that's pretty easy to kill, but if you spawn dozens or hundreds of mobs, it can be very time consuming to track them all down.

    For purposes like hunting, the mobs wouldn't despawn if there are players nearby, the same way hostile mobs don't despawn when a player is within a certain range.

    There's also the ability to loan mobs to players that they can't keep. You could give a player 10 loyal wolf servants for an battle royale event, but have them all despawn eventually, so you aren't giving them free wolves to permanently own and breed.
    Posted in: Suggestions
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    posted a message on Security Minecarts - Stop Uninvited Passengers
    Here's an idea for a new type of minecart designed to do 2 things:

    1) Stop players from boarding when they aren't allowed.

    2) Stop mobs from boarding when they aren't supposed to.

    It would accomplish these two goals with a handy feature: Players and mobs can only board a security minecart when it is on unpowered power rail.

    So a player can't board a minecart as it zips by on the track, it has to be parked on deactivated power rail.

    If you want a mob to board a security minecart, the mob has to be standing on deactivated power rail and get struck by a quickly moving minecart (which would then stop on the rail). If a mob (or a player) gets struck by a security minecart anywhere else, the mob is pushed to the side and the minecart continues at reduced velocity. A very slow security minecart can be stopped by a mob, but at top speed it should be able to continue onward for a bit and reach the next powered rail.

    This would be an extremely handy minecart for rail systems. You would no longer need to fence off your entire rail system to stop mob collisions, since the cart could now just push past them. And it would be great for forcing players to board at stations, rather than hopping on whenever they want (which could potentially ruin your device or allow a fare jumper to avoid paying for a ticket).

    As for appearance and crafting recipe, I don't think that's super important. However I think a minecart with a small cow catcher on both ends makes sense, since that could explain how it can shove mobs aside. To craft it, the recipe should probably just be a regular minecart plus some additional iron to explain the improvements. Perhaps a minecart surrounded with 5 iron bars? That's just one idea though, I think there are a lot of different options for the crafting recipe and appearance.
    Posted in: Suggestions
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    posted a message on OP-Bedrock - Blocks That Can Only Be Broken By Ops
    Quote from fatso9000

    A pretty good idea that I think should be implemented, but I'm more of a fan of the idea of letting ops place any block as an indestructible one. Maybe even another game mode beyond Creative Mode, Admin Mode, where all blocks placed are indestructible by non-ops, you can get ANY item you want, and you have GUI options to kick/ban people.


    That would be a cool feature to have. I'm not a programmer so I have no idea how hard it would be to implement though. But I think even if you can protect any block, it's useful to have one block that's always immune to non-Ops so people instantly know they're not supposed to break it. That way you could choose between ornamental blocks that are invulnerable or don't-bother-clicking-here Op-rock blocks.
    Posted in: Suggestions
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    posted a message on Despawn Tags: Make Animals Despawn
    I understand that this wouldn't be useful to everybody. But I think that it'd be a relatively easy thing to add, from a coding perspective, and pretty useful to many people. If it was hard it wouldn't be worth it, but make animals despawn that used to despawn in the past before they changed it, seems like it'd be easy.

    For example, I often build elaborate redstone contraptions that involve animals such as farms/sorters/rapid transit systems, etc. While I'm working on the design animals often escape before it's perfected. I have one map with hundreds of escaped chickens wandering around the map. Being able to use a despawn tag would make projects like that pollute the landscape less.

    I also see it being useful for any type of situation where you want to spawn a lot of animals. A server could have the annual "Great Pig Hunt" and spawn hundreds of animals for players to pursue, but not have to worry about them escaping and lingering around areas animals aren't supposed to be. Or an adventure map could release hundreds of cows for a stampede, as part of the plot in a story (Lion King: Minecraft Edition?). Obviously being able to use these with dispensers would be pretty important, so there would have to be a way to do that.
    Posted in: Suggestions
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    posted a message on OP-Bedrock - Blocks That Can Only Be Broken By Ops
    Quote from Metholus

    I like the idea, and it wont realy mather in single player. In perspective of single player, its just a different looking bedrock, as you allready are "op"


    In vanilla single player it would not change your game experience at all. Op-Rock wouldn't spawn naturally. It wouldn't even be in the creative mode item menu. So unless you deliberately give it to yourself with the /give command you'll never even encounter it once.
    Posted in: Suggestions
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    posted a message on Despawn Tags: Make Animals Despawn
    Quote from Trevor1134

    I don't see this to be a good addition to the game. I mean, I assume they won't get automatically triggered, so what is the point for a map maker to use it if it needs to be placed on the animal? Plus, if you want it to despawn, just kill it?


    **Not trying to be rude/degrade your suggestion, just trying to understand it myself (: **


    I was thinking they'd be useful for server events. So you could spawn lots of animals without worrying about catching/killing them all.

    It would be nice if map makers could use it too though, with dispensers. Maybe the despawn tag could be applied to any animal in front of a dispenser. Or when it fires a mob egg, if it contains a tag it could use it on the created mob.
    Posted in: Suggestions
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    posted a message on Command Blocks Should Record Who Placed Them And Who Last Edited Them
    This would be a useful security feature to have. Inside the command block GUI it should have two additional lines.

    The first line should show the name of the player who placed the command block. The second line should show the name of the player who last edited the command block's server command.

    Nobody, not even ops, would have the power to alter this (other than changing the names to their own by replacing the block or editing the command).
    Posted in: Suggestions
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    posted a message on Nametag & Dispenser Interaction: Create Named Mobs That Don't Despawn
    Here's an idea for an improvement to nametags: make them work inside dispensers.

    If a dispenser contains both nametags and spawn eggs, when it selects either one to fire, it should use up one of both items to produce a named mob.

    For example, if the dispenser first selects a mob egg it would then randomly pick a name tag in its inventory. And if it first picks a name tag, it would then randomly pick a mob egg in its inventory.

    Why not just rename spawn eggs to produce named mobs? Because those still despawn. This would allow dispensers to produce named mobs that don't despawn.

    And why not just make it so renamed spawn egg produced mobs don't despawn? Because being able to make named mobs that despawn is a nice option to have. My idea would allow dispensers to make both named mobs that don't despawn and named mobs that do despawn, whatever your preference is.
    Posted in: Suggestions
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    posted a message on Despawn Tags: Make Animals Despawn
    Quote from GoldenEagle159

    ...
    Did you even read the post?

    Anyway, I see this as a griefing tool the most. Griefer goes into a guy's house, puts the tag on their farm animals, wolves, and cats, and the owner comes back to find all of their hard work is gone.
    I this were to be added, there should be a vanilla ability to disable it, maybe a gamerule.
    Anyway, this could be useful, but it wouldn't add much, so I'm a bit 50/50 on this.


    The tags would only be available in creative mode, so a survival mode player wouldn't be able to grief with it. Besides, a potential griefer could just kill the animals if they wanted to ruin someone's farm.
    Posted in: Suggestions
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