Oh what the hail man, I am having the worst luck, my world saved when it was half done, had to throw it together a bit but I did not get the results from yesternight... *insert table throw pic*
It might make sense, while we wait for an ambitious team of modders, for someone to host a server where we could build Mazeworld. We tried that in the past but the project fizzled.
It wouldn't be as good as a new map generator obviously, since it would be finite, but it might be a fun collaborative never-ending project to see how big and complex a city we can build.
I think a custom made flat map would be an ideal canvas. Perhaps just solid smoothstone down to bedrock starting at level 64. No mountains, caves, hills, etc. It'd be easier to include underground areas that way. We'd be able to carve out tunnels and halls, and line them with stone brick or any other block we wanted.
well it would be different than signs because of the border, if they would combine it would be much more fluid looking
True. If chalkboards don't merge together, then they should either not have a border where they touch other chalkboards, or if that's too difficult to program then they should have no border at all.
And maybe it could be slightly modular? Like a double chest, a double chalkboard could have more written on it?
Maybe. Although there's always the option of just putting multiple blackboards side by side and editing the text in each square individually, the same as signs. More annoying to use, true, but easier to code.
To expand on what I wrote in the OP, it has two main functions:
1) To allow people in adventure mode to leave messages on signs
2) To use as easier to edit signs, perfect for something requiring frequent changes.
For example, a blackboard would be a better way to leave mail for another player because they can easily delete the message after they read it without having to break the sign and place it again.
Or if you were keeping track of something like how many ingots are in a chest, you could edit the sign easily whenever you add or remove items.
A traditional wooden sign would be better for something that's not supposed to change often, such as street or building names or a list of server rules.
There's no way to write on signs in adventure mode, which rules out a lot of possibilities on servers that choose this mode for their players.
Here's a new item I suggest: The Chalkboard
This item would be crafted by surrounding a piece of smoothstone with sticks. It would look like a black stone sign in a wooden frame, and could be placed the same way signs can. Text written on the sign would look like white letters on a black background.
Unlike signs, you wouldn't write a chalkboard's text upon placing it. Instead anyone can right click on the chalkboard at any time after it's placed to open up a editing screen and alter the message. There's no need to break it.
This is useful in any mode of gameplay for signs you plan to edit often. It saves the effort of having to break the sign. And, if you're only changing a small part of the message, it saves you the effort of retyping the whole thing.
It would be especially important in adventure mode servers though. Chalkboards would be the only signs you can alter while in adventure mode.
I don't find this idea very useful, it would be much better to have single block logic gates
Logic gates are relatively easy to make with only a little bit of redstone study.
However even redstone masters have very few options when it comes to telling blocks apart from each other automatically. Even with a lot of work, you usually can't do more than narrow it down to a range of blocks.
I really like this idea. The simple implimentation suprised me. Has to match the block it got the redstone signal from, you could make all KINDS of amazing uses for that which we can't do now.
I'm a huge fan of simple suggestions. If you can't summarize it in one sentence, it probably is too complex to ever add.
I like this idea. It would be much faster, much cheaper, and consume less materials on use than current ones. In case you haven't seen one, here is a video about it:
It is possible to test for certain blocks, but it's usually very vague. Often you can't narrow it down telling whether's it's opaque, transparent, or sand/gravel. More complex or destructive tests can tell you more, but are usually overly complicated or destroy the block in the process.
I like the idea of the potion level visibly depleting. So each cauldron could have up to 3x potion duration, and it should be refillable using dispensers, which could empty glass flasks into cauldrons if there's one in front of them (otherwise they'd dispense the potion normally)
To avoid unnecessary complexity, I don't think it should be possible to mix potion effects. Maybe mixing in the wrong kind of potion should just cause a puff of smoke and destroy everything in the cauldron.
I kind of feel like it would be near impossible to set up on a decently sized race track without lots of people being involved in the setup - the reason being by the time you've got the last one running the first one's duration may have worn out. There's a way to solve this issue - have the potion effect go when redstone current is applied. This opens up some other interesting possibilities as well - harming potion mines.
That would be a nice idea. Another option is that dispensers facing cauldrons would be able to apply potions effects to them.
This is a very clever idea, and a nice repurposing of an existing item. I very much like it.
I'm not absolutely certain I agree on the duration being the same as the potion. I wouldn't mind if it were quite a bit longer, especially given how static the cauldron itself is. There's really very little benefit to having a room with a regeneration aura you can retreat to if it's worn off by the time you retreat to it. There should be some reason why this is better than just tossing a splash potion on the ground at your feet.
Well, one advantage is that it allows several people to share the effects of a single potion without using splash potions and lowering the duration. Splash potions last less time, this lasts the same as a normal potion.
But you have a good point. Perhaps it should have a longer duration. But that should probably have an additional cost. For example, what if you could add up to three potions of the same kind to a cauldron to double or triple the duration.
In single player it's probably mostly useful for playing around with mobs.
For example, you could create a swiftness aura to have more frenetic battles in a zombie arena. New zombies dropped in from a mob spawner will still be fast thanks to the aura effect, even as you kill them off.
Both types of potions (drinkable + splash) are exposure based, counting down a duration from when the subject was first exposed to them.
What if we added a third kind of potion effect, an aura-like effect that was linked to a place? When you're near that place you experience the potion effect. If you move near the effect begins. If you move away the effect ends. If you then return, the effect comes back again.
Cauldrons have no practical use right now. Why not allow them to function as "aura potions"?
Cauldrons As Aura Emitters
Here's how it would work. When you right click on a full cauldron with a potion a few things would happen.
1) The cauldron's water would change to match the potion's color, and a 4 block radius around the cauldron would be filled with a visual effect of colorful bubbles, representing mystical vapors and fumes.
2) All players and mobs near the cauldron would experience that potion's effects, but only as long as they remain near the cauldron. For example, a person running past a cauldron of Swiftness II potion would gain speed as they pass nearby, then return to normal speed as they move away.
3) The cauldron aura does not last forever, only having the same duration as whatever potion you used. After that time the cauldron becomes empty, all of its liquid evaporated, and requires more water before another potion can be used on it. For example, you could make a cauldron emit a Strength II effect for 1:30 since that's how long that potion lasts. Instant effects can be applied to cauldrons, but are instantly applied to those in the area and end, so no lasting auras of healing or harm. You could however emit an effect like regenerate or poison.
What could it be used for? A wide variety of things. Healing stations, temporary speed boosters on race tracks, safe fireproof zones in a game of flint&steel tag, everything that aura effects are used for in all kinds of games.
EDIT: Some people have pointed out that a longer or permanent duration would make cauldrons more useful. What do you think? It would allow you to create things like roads enhanced with permanent swiftness potions, at the cost of installing a cauldron every few blocks. Would that be too powerful?
Here's another payment option. What if mailmen didn't charge per trade? Instead giving them an emerald unlocks the mailman, allowing it to handle a random number of withdrawals/deposits before locking up again and requiring a new emerald to continue.
Mailmen could level up just like other villagers, with higher level mailmen usually handling more trades per emerald. For example, it might go from 5-7 trades per emerald to 10-15 trades to an ultimate 18-25.
0
It might make sense, while we wait for an ambitious team of modders, for someone to host a server where we could build Mazeworld. We tried that in the past but the project fizzled.
It wouldn't be as good as a new map generator obviously, since it would be finite, but it might be a fun collaborative never-ending project to see how big and complex a city we can build.
I think a custom made flat map would be an ideal canvas. Perhaps just solid smoothstone down to bedrock starting at level 64. No mountains, caves, hills, etc. It'd be easier to include underground areas that way. We'd be able to carve out tunnels and halls, and line them with stone brick or any other block we wanted.
0
True. If chalkboards don't merge together, then they should either not have a border where they touch other chalkboards, or if that's too difficult to program then they should have no border at all.
0
Maybe. Although there's always the option of just putting multiple blackboards side by side and editing the text in each square individually, the same as signs. More annoying to use, true, but easier to code.
0
To expand on what I wrote in the OP, it has two main functions:
1) To allow people in adventure mode to leave messages on signs
2) To use as easier to edit signs, perfect for something requiring frequent changes.
For example, a blackboard would be a better way to leave mail for another player because they can easily delete the message after they read it without having to break the sign and place it again.
Or if you were keeping track of something like how many ingots are in a chest, you could edit the sign easily whenever you add or remove items.
A traditional wooden sign would be better for something that's not supposed to change often, such as street or building names or a list of server rules.
3
Here's a new item I suggest: The Chalkboard
This item would be crafted by surrounding a piece of smoothstone with sticks. It would look like a black stone sign in a wooden frame, and could be placed the same way signs can. Text written on the sign would look like white letters on a black background.
Unlike signs, you wouldn't write a chalkboard's text upon placing it. Instead anyone can right click on the chalkboard at any time after it's placed to open up a editing screen and alter the message. There's no need to break it.
This is useful in any mode of gameplay for signs you plan to edit often. It saves the effort of having to break the sign. And, if you're only changing a small part of the message, it saves you the effort of retyping the whole thing.
It would be especially important in adventure mode servers though. Chalkboards would be the only signs you can alter while in adventure mode.
0
Anyone interested in helping bring the Ender Book to life?
0
Logic gates are relatively easy to make with only a little bit of redstone study.
However even redstone masters have very few options when it comes to telling blocks apart from each other automatically. Even with a lot of work, you usually can't do more than narrow it down to a range of blocks.
0
I'm a huge fan of simple suggestions. If you can't summarize it in one sentence, it probably is too complex to ever add.
0
It is possible to test for certain blocks, but it's usually very vague. Often you can't narrow it down telling whether's it's opaque, transparent, or sand/gravel. More complex or destructive tests can tell you more, but are usually overly complicated or destroy the block in the process.
0
To avoid unnecessary complexity, I don't think it should be possible to mix potion effects. Maybe mixing in the wrong kind of potion should just cause a puff of smoke and destroy everything in the cauldron.
0
That would be a nice idea. Another option is that dispensers facing cauldrons would be able to apply potions effects to them.
0
Well, one advantage is that it allows several people to share the effects of a single potion without using splash potions and lowering the duration. Splash potions last less time, this lasts the same as a normal potion.
But you have a good point. Perhaps it should have a longer duration. But that should probably have an additional cost. For example, what if you could add up to three potions of the same kind to a cauldron to double or triple the duration.
0
In single player it's probably mostly useful for playing around with mobs.
For example, you could create a swiftness aura to have more frenetic battles in a zombie arena. New zombies dropped in from a mob spawner will still be fast thanks to the aura effect, even as you kill them off.
14
What if we added a third kind of potion effect, an aura-like effect that was linked to a place? When you're near that place you experience the potion effect. If you move near the effect begins. If you move away the effect ends. If you then return, the effect comes back again.
Cauldrons have no practical use right now. Why not allow them to function as "aura potions"?
Cauldrons As Aura Emitters
Here's how it would work. When you right click on a full cauldron with a potion a few things would happen.
1) The cauldron's water would change to match the potion's color, and a 4 block radius around the cauldron would be filled with a visual effect of colorful bubbles, representing mystical vapors and fumes.
2) All players and mobs near the cauldron would experience that potion's effects, but only as long as they remain near the cauldron. For example, a person running past a cauldron of Swiftness II potion would gain speed as they pass nearby, then return to normal speed as they move away.
3) The cauldron aura does not last forever, only having the same duration as whatever potion you used. After that time the cauldron becomes empty, all of its liquid evaporated, and requires more water before another potion can be used on it. For example, you could make a cauldron emit a Strength II effect for 1:30 since that's how long that potion lasts. Instant effects can be applied to cauldrons, but are instantly applied to those in the area and end, so no lasting auras of healing or harm. You could however emit an effect like regenerate or poison.
What could it be used for? A wide variety of things. Healing stations, temporary speed boosters on race tracks, safe fireproof zones in a game of flint&steel tag, everything that aura effects are used for in all kinds of games.
EDIT: Some people have pointed out that a longer or permanent duration would make cauldrons more useful. What do you think? It would allow you to create things like roads enhanced with permanent swiftness potions, at the cost of installing a cauldron every few blocks. Would that be too powerful?
0
Mailmen could level up just like other villagers, with higher level mailmen usually handling more trades per emerald. For example, it might go from 5-7 trades per emerald to 10-15 trades to an ultimate 18-25.