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    posted a message on The Depower Potion - A Tool For Changing Player Game Mode
    Quote from Vekh

    It would have to be creative-only, to avoid people using it on server administrators and other people who are supposed to have creative mode. Otherwise, it's an excellent suggestion, I fully support it.


    It would not be useable on others (no splash mode), and only exist in drinkable form.

    It should still be useable even if you're in survival mode so you can depower further to adventure mode. That's why I think a brewable recipe should exist.
    Posted in: Suggestions
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    posted a message on The Depower Potion - A Tool For Changing Player Game Mode
    Quote from IrickDante

    Like a potion that just negates your ability to fly


    Yeah, there could be varities than only cancel specific abilities as well as one that takes away all your mode powers.
    Posted in: Suggestions
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    posted a message on The Depower Potion - A Tool For Changing Player Game Mode
    Quote from SuperDwarf

    This


    Part of the suggestion says that depower potions would not come in splash form, specifically to prevent people from being able to use it on others. I've bolded the section since everyone kept overlooking it.
    Posted in: Suggestions
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    posted a message on The Depower Potion - A Tool For Changing Player Game Mode
    Quote from DINGO_WINTERWOLF

    Ummm...... That would really wreak hell with the admins...


    Why? The only thing admins have to worry about is if someone gains powers they shouldn't have. How can being able to do less sabotage things?

    Image you're on a creative server. Someone drinks a depower potion. What can they possibly do in survival mode to mess things up they couldn't do worse with their creative mode powers?

    If anything it'll do admins on creative mode servers a huge favor. They won't have players pestering them with "Please put us in survival mode so we can play spleef" and "We're done playing spleef, please switch us back to creative"

    It'll also do players a huge favor. I've seen many cases of players being stuck in the wrong mode for days, just because they were never around when an admin was on to switch them back. This prevents there from being a need to actually switch as often.
    Posted in: Suggestions
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    posted a message on Mazeworld - A Dimension Of Infinite Ruins
    Quote from Ryik7

    /support if we can walk on walls

    if it's gonna have MC esher stairs style architeture, I want gravity to change based on those things

    Perhaps we can invent s switch that changes gravity, that'll add a puzzle twist to it all

    then throw all of maze world into a floating land, with holes in some areas of the ground, to the sky and the ground are the void, which will kill you, so you might want to revert gravity once outside.

    Thoughts?


    Weird gravity puzzles would be fun, but I suspect it would be very hard to code.

    The advantage going for mazeworld is it doesn't actually need any changes at all to minecraft's physics engine, it's just a different world generation algorithm. And some new ornamental blocks and mobs and whatnot, but nothing really that different than what's already in the game. Admittedly that's all a lot of work, but other than the new world generation software it's not radically different.

    Changing the physics....I'm not a programmer so I don't know how hard that would be to do. I doubt it would be easy though.
    Posted in: Suggestions
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    posted a message on The Depower Potion - A Tool For Changing Player Game Mode
    Yeah, there would be no depower splash potions. As fun as it would be to play horrible tricks on your friends who think they're invulnerable, the idea behind the depower potion is to allow you to play games and sports while in different gamemodes. Not for pranks and unagreed on warfare.
    Posted in: Suggestions
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    posted a message on The Depower Potion - A Tool For Changing Player Game Mode
    It might also be interesting to have potions that provide specific weaknesses but keep most of your mode powers intact. Like a potion that just negates your ability to fly, or a potion that just prevents you from breaking blocks instantly.
    Posted in: Suggestions
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    posted a message on The Depower Potion - A Tool For Changing Player Game Mode
    How often does this happen? You're on a creative server and you want to play a sport like spleef or an arena battle. But since you're not admins you can't change your gamemode to turn off flying/unlimited items and turn on vulnerability.

    There should be a way for players to temporarily restrict their own powers, and limit themselves to the abilities of a weaker gameplay mode.

    Let me suggest....THE DEPOWER POTION!

    The depower potion allows you to simulate a change in gamemode without actually changing your gamemode.

    If you drink it while in creative mode, it limits you to the powers of survival mode. You can't get unlimited items anymore, you can't fly, monsters attack you, you can't insta-break blocks or break bedrock at all, and you're vulnerable to hunger, damage, and death.

    If you drink it while in survival mode (or while already using another depower potion to simulate survival mode while actually in creative mode) it limits you to the powers of adventure mode.

    The effects would be temporary, with a 3 minute and 8 minute duration varities. After that period of time, or if you drink milk or die, the effect ends. If you want to stay in a weaker mode for longer, you'll have to drink a new depower potion every 8 minutes.

    IMPORTANT: Depower potions would not have a splash variety, so the only way to get depowered is to willingly drink it. Nobody can force it on you. They would also only work one way, making you weaker. No need to worry about players on your survival server using potions to enter creative mode without permission!

    In addition to spawning potions in creative mode, you'd also be able to be able to brew depower potions in survival mode. That would be useful for temporarily entering fake adventure mode, if you want to play a challenge map or a sport without being able to break or place blocks.

    It would have a lot of uses, and I can't think of any way of abusing it. What harm can come from letting players make themselves weaker?
    Posted in: Suggestions
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    posted a message on Discussion: What New Switches Would Improve Redstone?
    You can make Mario style jump switches using tripwires. They're flexible enough to fit the needs of many of the switch ideas in this thread. Using buds you can even sense a players passing through a tripwire without using hooks, since they still cause a block update in the string.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Discussion: What New Switches Would Improve Redstone?
    Quote from samruxman

    You can detect players (and mobs?) with the new tripwire standing over the rail.


    A lot of the things wished for in this thread are now covered by tripwires. They're a great addition.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Mazeworld - A Dimension Of Infinite Ruins
    Quote from Pawnguy7 »

    Very interesting idea... I can also see this as a potential dimension... Although, eventually it will start to look the same, I imagine, and I also wonder what one could bring back from this place - for example, is their loot in chests? What are buildings made of? Etc etc. If it were to be added as a new di mension, I would be a fan of some mobs, not sure what, but something new.

    Alternatively, we could add more obvious remanants of past civilizations as a smaller generated structure in the normal world. Say, you find an underground city with glowstone lamps. Could work... exploring mazes sounds fun, except if you mine trough the walls.


    There was a lot of suggestions (some of them mine) that some mazeworld mobs would exist to protect the maze itself, and become hostile only if they see the player breaking/placing certain blocks in certain restricted areas. Of course the thing to keep in mind is that there is no "answer" to the maze. It's not like you can cheat by breaking through a wall. Breaking through a wall just leads you to more maze.

    That said, I like the idea of mazeworld including really complex dungeons and challenge map areas. So if Mazeworld as a whole doesn't have an answer, specific areas might have a goal you want to reach.

    Think of it like exploring an infinite ruined city. You might want to loot a castle while you're there. That castle might have its own redstone traps and guards protecting the treasury, and the castle might be huge, but it's still just one building in the city. There are many other places to explore, some guarded, some not, some with treasure, some just interesting to explore without a reward. And you're not forced to go anywhere you don't want to.
    Posted in: Suggestions
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    posted a message on Discussion: What New Switches Would Improve Redstone?
    I'm not sure if this counts as a switch, but here's an idea I posted recently on the suggestion forum: Block Sensor.

    Essentially it's just a repeater, with the limitation that it can only transmit power to the same thing it received power from. So if it gets a signal from a sandstone block, it can only transmit that signal into another sandstone block. If it received power from an emerald block, it can only send power into another emerald block. Etc.

    It's a switch in the sense that it could force the player to place a specific block in order to send a signal. Of course it would have many many many many other uses too.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecarts Pixels - Using Pistons To Change The Color Of Minecarts For Use In Auto-Displays
    Quote from 101 210

    Another interesting block for this is the redstone lamp. I think it is better than rear pistons for a big display

    When the lamp is on, the minecart is grey. When the lamp is off, the minecart is black.

    -snip-


    That's brilliant! It solves the problem of needing glass in front and it makes the sign 100% silent!

    The only advantages to using pistons is if you want the sign to not emit light. Or if you want to have a grey wool background so the cracks between the minecarts aren't as noticeable. But those are pretty minor issues most of the time. I think lamps are the way to go.

    And you can still use a piston tape with them. Except you wouldn't run it through the carts, those would always have the same stationary bunch of lamp blocks.

    Instead the piston tape would be hidden behind the sign, and you'd use repeaters to run the signal through the tape. You could spell out messages using non-conductive transparent blocks to control which lamps are powered.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecarts Pixels - Using Pistons To Change The Color Of Minecarts For Use In Auto-Displays
    Quote from 101 210

    Note that if you want to use piston tapes, the max lenght is 11


    Although there would be visible seams, you could always tile many smaller screens together to make huge billboards. But yeah, that is a big drawback. For bigger signs its probably best to stick with rear pistons
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecarts Pixels - Using Pistons To Change The Color Of Minecarts For Use In Auto-Displays
    Quote from 101 210

    Yeah, that would work.
    The only thing is that you need to use either a solid glass wall or fences if you want to push individual pistons.

    But I think the glass wall is the one that look better, so...


    Yeah. A glass wall isn't bad. Especially if the screen is very big.
    Posted in: Redstone Discussion and Mechanisms
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