Maybe after the armor is repaired, a little blue spot will appear and after multiple times being repaired, it becomes almost fully blue but still has the same durabillty.
I don't think it's necessary to degrade crystal armor over time. It'd take a lot of exploration and risk to find all four pieces, and crystal armor is a non-renewable resource. So once you assemble a complete set I think it's ok for it to be a permanent fashion upgrade, as long as you spend diamonds repairing it occasionally.
Dinnerbone wants to add special tools and armor you can only get by exploring. Here's an idea for one item he should consider.
Crystal Armor
*Same strength/durability as diamond armor.
*Transparent like glass, so other players can still see your skin even when you're wearing it. Crystal armor isn't invisible though. Like glass it has a bit of texture to show its there.
*Cannot be crafted. Only obtainable in dungeon chests as rare loot.
*Can be repaired using normal blue diamonds on an anvil. Steve isn't talented enough to make crystal armor, but he knows enough to patch it up.
*Can be enchanted.
This would be an extremely in demand item, well worth risking a bit of exploration for. It's no more powerful than diamond armor, but getting to show off your skin AND being protected is a pretty sweet deal.
Once you find a complete set you can repair it with normal diamonds, and keep it around permanently (unless you fall in lava or something).
-I want to put a lot of focus on procedurally generated rooms and structures. With a few different base generation archetypes, the world can be populated with a very large variety of structures. Because of this, I think I might skip the rather complicated code involved with mirroring and rotating entire structures at a time, as canned floor plans should be very uncommon.
That makes sense. There's no need to rotate everything if buildings are procedurally generated.
- The surface of the present generator seems awfully... flat. And kind of barren. Sure, there are towers and walkways, but there are a lot of flattened walkways and very few buildings. It feels more like a plain with lots of little ditches than a cityscape. Because of this, I think the buildings should be more densely packed. Also, I think the surface buildings themselves should be more layered, with anywhere from 1-4 levels and walkways connecting them.
Maybe the terrain should consist of a mix of hills and flat terrain, and then the city would generate on top of that, somewhat similar to villages? So a pathway could be flat in some places, sloping in others. And some buildings might generate on a hillside.
Another way of giving it more life is to make it a little less mazelike, and more city like. For example, roads could generate with things like lamp posts, fountains, sidewalks, and so on. Buildings could have awnings, columns, arched windows, mosaics, domes, and other things that make them seem like real architecture.
The street grid could also incorporate more open areas pretty regularly, like plazas, circles, and piazzas, so you're not just in narrow corridors the whole time.
And maybe there can be something of a zoning code that limits the height of buildings, and varies by area? That way you can see the skyscraper parts of the city from far away, and it'll make big landmarks stick out more.
- The underground seems a bit too deep. Right now it's seven levels of winding tunnels. I think it could be cut down to five or so without really missing much, especially if the surface would be more varied.
Thoughts?
Five layers seems like plenty. I think it doesn't really matter how many layers there are as long as there's cool stuff to find underground.
Back to the topic:
Perhaps, in video settings, there can be a 'Spectator view settings' and each time you click it it changes (1/4 screen spectator, 1/2 screen, full screen, etc)
I like the idea!!
That'd be awesome!
And maybe there would be a way to spectate from a mob/player's perspective this way when you're in another game mode. An OP could be in creative, but still see from another player's eyes.
-snip-
as for the red tripwires, aren't they meant for adventure maps, so i don't get why you'd want it to be survival friendly
I think they'd be very useful in survival mode, not just in adventure maps. People often view tripwires as meant for hostile traps, but you can also use them to activate beneficial machines too. Tripwires are just another switch, like levers/buttons/plates, and it'd be nice to have a variety we can see.
For that reason, I also think that just being able to simulate tripwires with commands isn't good enough. I have nothing against command blocks, they're awesome, but survival redstone deserves a bit of love too.
I don't really see the point of this as tripwire is supposed to be hidden. However, rather than only red, what about other colours to, then you can make dyable string? Partial support!
It would be great if you could dye them any color, but that might require too much block data. String also has to keep track of which way it's oriented and whether it's pressed or not.
I'd love as many extra colors as possible, but if we can only get one new one I'd prefer red.
And I like this a lot! Perhaps a map wants the tripwire to be visable? This would come in handy, as long as the 4 red sting = 1 red wool recipe. Also, how would you obtain the Red String? It could have a chance to appear in dungeon chests with the same percentage as buckets or bread? Could come in chests from 5-10 or something.
Other than that.. is it craftable?
It would be craftable. 1 red dye + 1 string = 1 red string. So it's not hard to obtain at all. It probably shouldn't appear in dungeon chests, since it'd be pretty lame loot.
I don't see what point this would have since you can just use regular tripwire, but I don't hate the idea, I actually kind of like it. I'll give partial support.
Regular tripwire is designed to be hard to notice. Red string would be designed to be very obvious.
For example, let's say you wanted to build a locomotive that allows the conductor to play a note block, like a train whistle. You could have a red tripwire for them to "pull" rather than a button or lever, which doesn't really fit the design.
Right now we have extremely subtle almost invisible tripwire, great for hidden traps.
We should also have a second version of tripwire meant to be as visible as possible, so it can used for things like pull cords or to simulate laser security grids. In those cases you would want players to see the tripwire.
I suggest adding "Red String", craftable just by dyeing string red. It would function exactly like regular tripwire, except the cord would be a thick bright red highly visible line. They could be connected to normal tripwire hooks.
The big question is, while you in the mob pov, what if another mob comes up and starts attacking your
soulless body?
Spectator mode doesn't work like that. You don't really have a body per se. Nothing except other spectators can see you, and you can't interact with the world in any way. You're invulnerable to damage and all outside forces. When you "possess" a mob you don't leave your body behind, you're just basically locking your viewpoint to the mob and following them around.
So Steve has a Fisher Price Animal Farm Sounds set now...
No Support.
The way I see it, /playsound is awesome, but it's nice to make as much possible in survival mode as game balance will allow. It just increases player option.
If someone wants to make a big fisher price sound machine, with piston controlled spinning indicator and mob faces, I don't see why not.
0
Unless they delved too deep and had to flee in a rush...
0
Yep! Anywhere there's a loot chest you might find a piece of crystal armor.
0
I don't think it's necessary to degrade crystal armor over time. It'd take a lot of exploration and risk to find all four pieces, and crystal armor is a non-renewable resource. So once you assemble a complete set I think it's ok for it to be a permanent fashion upgrade, as long as you spend diamonds repairing it occasionally.
10
Crystal Armor
*Same strength/durability as diamond armor.
*Transparent like glass, so other players can still see your skin even when you're wearing it. Crystal armor isn't invisible though. Like glass it has a bit of texture to show its there.
*Cannot be crafted. Only obtainable in dungeon chests as rare loot.
*Can be repaired using normal blue diamonds on an anvil. Steve isn't talented enough to make crystal armor, but he knows enough to patch it up.
*Can be enchanted.
This would be an extremely in demand item, well worth risking a bit of exploration for. It's no more powerful than diamond armor, but getting to show off your skin AND being protected is a pretty sweet deal.
Once you find a complete set you can repair it with normal diamonds, and keep it around permanently (unless you fall in lava or something).
1
I don't want to get rid of regular hidden tripwire. There could be purposes for both hidden and obvious tripwire within a single world.
0
That makes sense. There's no need to rotate everything if buildings are procedurally generated.
Maybe the terrain should consist of a mix of hills and flat terrain, and then the city would generate on top of that, somewhat similar to villages? So a pathway could be flat in some places, sloping in others. And some buildings might generate on a hillside.
Another way of giving it more life is to make it a little less mazelike, and more city like. For example, roads could generate with things like lamp posts, fountains, sidewalks, and so on. Buildings could have awnings, columns, arched windows, mosaics, domes, and other things that make them seem like real architecture.
The street grid could also incorporate more open areas pretty regularly, like plazas, circles, and piazzas, so you're not just in narrow corridors the whole time.
And maybe there can be something of a zoning code that limits the height of buildings, and varies by area? That way you can see the skyscraper parts of the city from far away, and it'll make big landmarks stick out more.
Five layers seems like plenty. I think it doesn't really matter how many layers there are as long as there's cool stuff to find underground.
0
That'd be awesome!
And maybe there would be a way to spectate from a mob/player's perspective this way when you're in another game mode. An OP could be in creative, but still see from another player's eyes.
0
I think they'd be very useful in survival mode, not just in adventure maps. People often view tripwires as meant for hostile traps, but you can also use them to activate beneficial machines too. Tripwires are just another switch, like levers/buttons/plates, and it'd be nice to have a variety we can see.
For that reason, I also think that just being able to simulate tripwires with commands isn't good enough. I have nothing against command blocks, they're awesome, but survival redstone deserves a bit of love too.
0
It would be great if you could dye them any color, but that might require too much block data. String also has to keep track of which way it's oriented and whether it's pressed or not.
I'd love as many extra colors as possible, but if we can only get one new one I'd prefer red.
0
I don't want obvious tripwires instead of hidden ones. I want both. Both have their own purpose for different situations.
For example, if I want to build a trap or a secret switch the current tripwire is great.
If I want visible lines to operate a machine, or act as obstacles in a parkour map, then red string would be great.
0
It would be craftable. 1 red dye + 1 string = 1 red string. So it's not hard to obtain at all. It probably shouldn't appear in dungeon chests, since it'd be pretty lame loot.
0
Regular tripwire is designed to be hard to notice. Red string would be designed to be very obvious.
For example, let's say you wanted to build a locomotive that allows the conductor to play a note block, like a train whistle. You could have a red tripwire for them to "pull" rather than a button or lever, which doesn't really fit the design.
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We should also have a second version of tripwire meant to be as visible as possible, so it can used for things like pull cords or to simulate laser security grids. In those cases you would want players to see the tripwire.
I suggest adding "Red String", craftable just by dyeing string red. It would function exactly like regular tripwire, except the cord would be a thick bright red highly visible line. They could be connected to normal tripwire hooks.
0
Spectator mode doesn't work like that. You don't really have a body per se. Nothing except other spectators can see you, and you can't interact with the world in any way. You're invulnerable to damage and all outside forces. When you "possess" a mob you don't leave your body behind, you're just basically locking your viewpoint to the mob and following them around.
Try it out! It's fun.
0
The way I see it, /playsound is awesome, but it's nice to make as much possible in survival mode as game balance will allow. It just increases player option.
If someone wants to make a big fisher price sound machine, with piston controlled spinning indicator and mob faces, I don't see why not.