You people! Why does every suggestion look the same to you?! Did you even try to find good differences between my suggestions and others of the same kind? And I know that wall maps are being added, but I didn't know if they would show other players on the map as well, although I'm pretty sure that they aren't...
DISCLAIMER: I KNOW THAT THIS IDEA HAS ALREADY BEEN POSTED. THIS IS JUST MY TAKE ON HOW IT SHOULD WORK.
When exposed to sunlight (meaning that bases that are underneath a desert or a house that has a roof in a desert won't make you have to drink all the time) in a desert you will need to drink.
When entering a desert a water bar made out of water bottles will appear above the food bar. It will work similarly to the food bar in the way that sprinting and other things affect it. If you are in water the water bar won't be there regardless of what biome you're in. The speed at which the water bar depletes goes along with the day/night cycle, it will deplete the fastest at noon and the speed will go down all the way to night when it slows down to almost nothing. Water that was collected from a swamp biome will make you hungry, and water bottles would also need to be stackable
DISCLAIMER: I KNOW THAT SOME OF THESE IDEAS HAVE ALREADY BEEN POSTED. THIS IS JUST MY TAKE ON HOW THEY SHOULD WORK.
Idea #1: Thirst/Cold (not what you think...I think)
When exposed to sunlight (meaning that bases that are underneath a desert or a house that has a roof in a desert won't make you have to drink all the time) in a desert you will need to drink.
When entering a desert a water bar made out of water bottles will appear above the food bar. It will work similarly to the food bar in the way that sprinting and other things affect it. If you are in water the water bar won't be there regardless of what biome you're in. The speed at which the water bar depletes goes along with the day/night cycle, it will deplete the fastest at noon and the speed will go down all the way to night when it slows down to almost nothing. Drinking water that was collected from a swamp biome will give you a rotten flesh-like effect, and water bottles would need to stack.
Cold: When in a Taiga or Tundra biome a cold bar made out of snowballs will appear above the food bar. It will deplete similarly to the thirst bar but reversed, with it going down the fastest at night. Wearing armor will protect you a bit, Leather will stop it completely and chainmail will stop it the least. Being close to a light source will slow it down and being right next to it will stop it completely.
Idea #2: Horses (Yes, I know Jeb is going to add them)
Horses spawn in groups of 3-10 in the plains biome relatively rarely. They can have several varieties like brown, black, spotted, etc.
To tame a horse and ride it you must first approach it slowly with seeds and a saddle. Moving at any speed faster than walking within a certain distance from a horse will cause it to run away. When you reach the horse you hold the seeds in your hand and right click until the hearts start popping out. You can then right click it with a saddle and tame it. A horse fed with seeds isn't a tamed horse, it only allows you to place the saddle, trying to place a saddle on an unfed horse will just make it trot away.
Horses can be controlled with the WASD keys and the jump key somewhat as easily as you control your player. A horse will run faster than sprinting and will not tire as quickly, it will also jump over 1 block high barriers without the need for the rider to press the jump key. The maximum height they can jump is 2 blocks if they are going at a good enough speed.
Horses will start to slow down if they have been running for too long, feeding them seeds and perhaps giving them water would allow them to run again. Unlike wolves, horses will only be healed by splash health potions, perhaps you could use splash speed potions on them as well. Some kind of rope would be needed to stop them from wandering in an unfenced area.
Idea #3: Wall Map
With the new picture frame thingies that allow you to place items in there for display or marking uses, maps can be placed there and let you see the world without holding it in your hand. This would only really be useful for smp, but maps would show player markers and maybe names on generated terrain. Since this would ruin things like Ultra Hardcore and other games, it would have to be an optional feature. I know you might say that this would ruin a normal faction server, but think of the time it would take to map all of the area around your base.
I had some more but that's all I remember for now....
With the new 1.3 update I find that minecraft is far too easy.
In the 1.2 update at least they added new mob pathfinding, and didn't add too many unbalancing changes, but in 1.3 they've added easier enchanting,easier xp gathering, the ability to trade on a COMPLETELY unbalanced trading system in which you can easily get plenty of diamond gear just by having a nice sugarcane farm. The only balancing change they made was making creepers do more damage. They also disabled TNT damage on peaceful. I propose a few changes:
1. Make creepers do hard damage on normal mode.
2. Make TNT do damage on peaceful
3. Rebalance the trading system
4. Remove mining and smelting giving xp
This video does show some difficult changes they're adding in 1.4, but also it makes the game easier as you get get enchanted armor and whatnot from them
I Personally did not like the hunger bar, its a game why should it be to realistic? Plus adding a thirst element would mean countless worlds having to be deleted because there is no drinkable water to have.
Edit: I just noted the site says i'm out of water.
1. It's designed to be fairly realistic. Think about it. Trees, dirt, grass, animals.
What I want someone to mod is a creative inventory editor. With the 1.3 update the creative inv has new tabs. I was thinking it would be awesome to make your own tab and add whatever items you wanted, so you could make a drops tab with all the drops of each mob or anything else. The tabs could be placed at the top or the bottom (1 per side I guess) and more could be placed on the left or even the right. It would also be nice if you could edit existing tabs as to how the items are organized and what is in the tab. Also if you could change how each existing tab is arranged on the inventory that would be great.
I need a circuit/setup that counts how many times current is sent to it. For instance, a cow walking across a pressure plate, and then another, and then another, except the third triggers something to happen.
The amount of times the setup counts the pulses has to be settable by buttons or levers, not by changing repeater values.
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DISCLAIMER: I KNOW THAT THIS IDEA HAS ALREADY BEEN POSTED. THIS IS JUST MY TAKE ON HOW IT SHOULD WORK.
When exposed to sunlight (meaning that bases that are underneath a desert or a house that has a roof in a desert won't make you have to drink all the time) in a desert you will need to drink.
When entering a desert a water bar made out of water bottles will appear above the food bar. It will work similarly to the food bar in the way that sprinting and other things affect it. If you are in water the water bar won't be there regardless of what biome you're in. The speed at which the water bar depletes goes along with the day/night cycle, it will deplete the fastest at noon and the speed will go down all the way to night when it slows down to almost nothing. Water that was collected from a swamp biome will make you hungry, and water bottles would also need to be stackable
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DISCLAIMER: I KNOW THAT SOME OF THESE IDEAS HAVE ALREADY BEEN POSTED. THIS IS JUST MY TAKE ON HOW THEY SHOULD WORK.
Idea #1: Thirst/Cold (not what you think...I think)
When entering a desert a water bar made out of water bottles will appear above the food bar. It will work similarly to the food bar in the way that sprinting and other things affect it. If you are in water the water bar won't be there regardless of what biome you're in. The speed at which the water bar depletes goes along with the day/night cycle, it will deplete the fastest at noon and the speed will go down all the way to night when it slows down to almost nothing. Drinking water that was collected from a swamp biome will give you a rotten flesh-like effect, and water bottles would need to stack.
Cold: When in a Taiga or Tundra biome a cold bar made out of snowballs will appear above the food bar. It will deplete similarly to the thirst bar but reversed, with it going down the fastest at night. Wearing armor will protect you a bit, Leather will stop it completely and chainmail will stop it the least. Being close to a light source will slow it down and being right next to it will stop it completely.
Idea #2: Horses (Yes, I know Jeb is going to add them)
To tame a horse and ride it you must first approach it slowly with seeds and a saddle. Moving at any speed faster than walking within a certain distance from a horse will cause it to run away. When you reach the horse you hold the seeds in your hand and right click until the hearts start popping out. You can then right click it with a saddle and tame it. A horse fed with seeds isn't a tamed horse, it only allows you to place the saddle, trying to place a saddle on an unfed horse will just make it trot away.
Horses can be controlled with the WASD keys and the jump key somewhat as easily as you control your player. A horse will run faster than sprinting and will not tire as quickly, it will also jump over 1 block high barriers without the need for the rider to press the jump key. The maximum height they can jump is 2 blocks if they are going at a good enough speed.
Horses will start to slow down if they have been running for too long, feeding them seeds and perhaps giving them water would allow them to run again. Unlike wolves, horses will only be healed by splash health potions, perhaps you could use splash speed potions on them as well. Some kind of rope would be needed to stop them from wandering in an unfenced area.
Idea #3: Wall Map
I had some more but that's all I remember for now....
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In the 1.2 update at least they added new mob pathfinding, and didn't add too many unbalancing changes, but in 1.3 they've added easier enchanting,easier xp gathering, the ability to trade on a COMPLETELY unbalanced trading system in which you can easily get plenty of diamond gear just by having a nice sugarcane farm. The only balancing change they made was making creepers do more damage. They also disabled TNT damage on peaceful. I propose a few changes:
1. Make creepers do hard damage on normal mode.
2. Make TNT do damage on peaceful
3. Rebalance the trading system
4. Remove mining and smelting giving xp
This video does show some difficult changes they're adding in 1.4, but also it makes the game easier as you get get enchanted armor and whatnot from them
Please post your ideas!
Cheers
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1. It's designed to be fairly realistic. Think about it. Trees, dirt, grass, animals.
2. Why would anything need to be deleted?
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So you've been working on this since beta 1.2 or earlier?
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What I want someone to mod is a creative inventory editor. With the 1.3 update the creative inv has new tabs. I was thinking it would be awesome to make your own tab and add whatever items you wanted, so you could make a drops tab with all the drops of each mob or anything else. The tabs could be placed at the top or the bottom (1 per side I guess) and more could be placed on the left or even the right. It would also be nice if you could edit existing tabs as to how the items are organized and what is in the tab. Also if you could change how each existing tab is arranged on the inventory that would be great.
Cheers
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The amount of times the setup counts the pulses has to be settable by buttons or levers, not by changing repeater values.
Cheers
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Edit: Derp, ignore me.