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    posted a message on Ambient (and kinda creepy) Player-Creature Mob

    I like that the "sightings" don't begin until 101 days pass. The eyes sighting isn't too bad (as long as it can't occur right next to a player). The footsteps sighting sounds kind of creepy and not too annoying. Chests opening would be more annoying than creepy, while doors opening could be potentially dangerous (imagine monsters or players being let into your base, even on "claimed" land). The player sighting would be both startling and annoying. The thing about disappearing items would be quite rare based on the requirements given, but it could still be anmoying (imagine losing your only pickaxe while mining deep underground - you may get trapped). Chests being rearranged would be incredibly frustrating. Mobs receiving positive potion effects would add an extra challenge to the game. Structures being built over night could be annoying, but not really a problem. Attacking Herobrine would be quite challenging, as you cannot hit the player model directly and the eyes only appear for a second.


    Partial support.

    Posted in: Suggestions
  • 0

    posted a message on tipped arrows recipes are ridiculous!

    I don't really see the point of making tipped arrows end-game items... In singleplayer, you would have already beaten the game by the time you got the tipped arrows. In multiplayer, it just makes tipped arrows exclusive to more advanced players. I would rather use the new system that Pocket Edition is getting (just dip your arrows into a cauldron). If certain tipped arrows are too powerful, just modify them to be more balanced.

    Posted in: Suggestions
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    posted a message on Lapis Satellite Dish

    this is an awful idea because then repeaters would be useless (kind of)


    Redstone repeaters are still needed for basic clocks, their ability to add delays to signals, their locking ability, their ability to direct current in one direction, and their ability to pull signals through walls. They are also good for deactivating redstone torches... Their ability to repeat a signal in full strength would still be useful if you aren't trying to transfer signals over very great distances. Not to mention, they are much cheaper than lapis satellite dishes.
    Posted in: Suggestions
  • 0

    posted a message on Lapis Satellite Dish

    I like the idea because of the following:
    • It could be used to transfer signals between redstone circuits with great differences in height (it would be more compact than a tower of redstone torches)
    • You wouldn't need to build bridges between mountains or across rivers in order to successfully transfer redstone signals between two circuits
    • It could be used with Morse code generators to send secret messages over great distances

    I also like that this very versatile block is expensive... You craft it with 36 lapis lazuli, 36 redstone, and 1 diamond. While you may spend less redstone, you end of spending 2 diamonds and 72 lapis lazuli in order to transfer a signal between just 2 points. This means that this block will not completely replace redstone wire in survival mode.

    The only issue is the name... It just doesn't sound right. What about Lapis Lazuli Transmitter or Redstone Transmitter?

    Posted in: Suggestions
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    posted a message on Revert pvp changes in 16w02a
    Quote from Crusher48»

    The 1.9 update was doing quite well, up until they reverted pretty much everything they did in 16w02a. Now, spamclickers can spamclick again, and diamond armor remains super-tough and makes fights last really long.


    I thought 1.9 was supposed to improve combat so that it's not just about spam-clicking... I agree completely.

    Quote from nickryba333»

    How in the world is this even a suggestion? Unless you have an idea of what we should do to improve PvP, other than revert it, this is just you complaining about it.


    He sort of implied that the way to improve PvP is to go back to the mechanics from the last snapshot...

    Posted in: Suggestions
  • 2

    posted a message on Replace the Hunger Icon with an Apple
    Quote from Geartooth»
    Apples are very iconic in Minecraft. Notch dropped them as a legendary trophy in days of old, and the Mojang logo itself has one in it. Drumsticks, however, have no resemblence to anything in Minecraft.
    Make sure the Apple has a BIG GREEN LEAF on top, so that it doesn't look like 10 more hearts.
    I recommend using the Painterly Pack sprite. Here it is



    Yes, the apple is very iconic in Minecraft. I can't really say much about the Mojang logo, seeing it doesn't really seem to resemble anything... Drumsticks are just meant to symbolize food in general... Just like how hearts are just meant to symbolize health, not to resemble something in the game. One could also argue that an apple would look too much like a heart at a glance. Not to mention, the 16x16 texture of an apple is a little too big (oddly enough) to replace the 7x7(?) texture of a drumstick. I'd comment on the texture you suggested, but it isn't showing up.

    Posted in: Suggestions
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    posted a message on Negative Enchantments (Don't Hate, Read First)
    Quote from SwordLasher»

    Next up, I would say that negative enchants still has positivity. What do I mean by this? Well, every negative enchant will still have a positive side to it. I'll show you my ideas for negative enchants and their positive effects.



    Fair enough... There isn't really a point to adding enchantments if all they do is aggravate the player. Adding positive sides to them would make things interesting...

    Quote from SwordLasher»

    -Blunt I-V (Swords/Axes) Decreases damage. Positive Effect: Holding it with Blunt I-III will give Haste I and IV-V gives Haste II.



    Sounds fair enough... Decreased damage, increased attack speed. How much damage is reduced? What is the difference between Blunt I and Blunt III (why do we need five levels instead of two)?

    Quote from SwordLasher»

    -Heavy I-III (Tool) Gives Mining Fatigue I to enchants Heavy I-II and Mining Fatigue II to Heavy III. Positive Effect: Increased damage.



    Decreased mining speed, increased damage... This is pretty much the opposite of Blunt, which is good. How much damage is added? What's the different between Heavy I and Heavy II (why do we need three levels instead of two)?

    Quote from SwordLasher»

    -Heavy I-III (Armor) Gives Slowness I to enchants Heavy I-II and Slowness II to Heavy III upon wearing. If 2 armor pieces have Heavy, Slowness does not stack. Positive Effect: Decreased damage taken



    Increased protection, decreased speed... Interesting enough. So how much damage is reduced? What's the difference between Heavy I and Heavy II (why do we need three levels instead of two)?

    Quote from SwordLasher»

    -Corrode I-II Corrode I has a 10% chance of losing 2 durability per use while Corrode II has a 20% chance of losing 2 durability per use. Positive Effect: Gives Poison effect to anybody that gets hit (or if on armour, poison to anybody that hits the armour).



    Poison can be pretty overpowering... I'm not sure if having a 10-20% chance of losing 2 durability is enough to keep this balanced. By the way, why is Corrode II better than Corrode I? Does it make the poison effect last longer?

    Quote from SwordLasher»

    -Slimy I (Tool) Has a 2% chance of making you drop the tool for every 5 uses. Positive Effect: Fixes durability of tool, +1 durability every 10 seconds.



    So tools have a slight chance of falling out of a player's hand, but can quickly be repaired... As long as this is only for tools, I guess this could work.

    Quote from SwordLasher»

    -Stench I (Armor) Mob detection radius increases (i.e. mobs can detect you from a further distance). Positive Effect: Zombies cannot detect you until 8 blocks away.



    This is probably the best enchantment I've seen here... It's balanced, unique, and very useful.

    Quote from SwordLasher»

    How to Get Rid of the Negative Enchantments


    Place the tool with the negative enchantments on it in a regular enchanting table. Enchanting it with any level removes the negative enchant AND gives you the other enchants from the enchantment table. For example:



    You use a Diamond Sword with Sharpness III and Corrode II on an enchanting table with level 30. What you get in the end is a Diamond Sword with Sharpness IV and Knockback II



    The process of removing negative enchantments seems fairly balanced. I like what's been suggested and would hope to see some of these enchantments get implemented (which would fit in with the upcoming "treasure enchantments").

    Partial Support.

    Posted in: Suggestions
  • 0

    posted a message on Player should sleep when monsters are near in creative mode

    Commands are faster when it comes to changing the weather, changing the time of day, and setting your spawnpoint. In the end, though, not every player in creative mode is going to be an operator... For an example, some servers do not give players in creative mode operator privileges. This would also be a little more user-friendly than commands. There is no reason not to add this feature.

    Full support.

    Posted in: Suggestions
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    posted a message on New Version
    Quote from Cerroz»

    I thought Herobrine threads get locked here?


    Quote from Xystem4»

    Is this a joke thread? I'm gonna report it as one, so sorry for me also answering as if it wasn't one, since I'm just not sure



    Badprenup, a moderator, has already posted a reply here... Here is a small part of it:

    Quote from Badprenup»

    I would just like to point out to people that while making threads claiming Herobrine is real is against the rules, suggesting he be added or a gamemode be added around him is fine as long as it obeys the rules of the Suggestions section, which this does...



    Anyways, I don't really support anything Herobrine related... Herobrine just doesn't fit Minecraft very well... Not to mention, you are suggesting for something that has little to do with Herobrine (as the original stories suggested, Herobrine is not violent). No support.

    Posted in: Suggestions
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    posted a message on Normal pumpkins should not have faces.

    Breaking a "faceless pumpkin" should yield a "carved pumpkin", as we already have a mechanic like this in-game; breaking stone yields cobblestone... If a player wants something decorative, they can break a "faceless pumpkin" with a tool with silk touch. Partial support.

    Posted in: Suggestions
  • 0

    posted a message on 1.9 Skelly Horse Changes
    Quote from SebjimPlaysMC»

    Minecraft isn't supposed to be easy.

    My point exactly; you are suggesting for a challenge to be removed.
    Posted in: Suggestions
  • 1

    posted a message on 1.9 Skelly Horse Changes

    I myself think that the "horse trap" just doesn't fit, but it's still tolerable... I'd rather keep the "horse trap" than have it replaced with what you're suggesting, as it presents a challenge.

    Posted in: Suggestions
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    posted a message on A few Questions Regarding Region Data

    I'm interested in making something like this, without using mods (if possible)...

    So here are a few questions:
    1. I've found three folders inside one of my worlds: "region", "DIM1", and "DIM-1"... I'm assuming that each one is for a separate dimension... If this is true, which folder contains the Overworld and which one contains the Nether?
    2. If I were to replace the Nether's .mca files with the Overworld's .mca files, would the Nether have the Overworld's terrain?

    Posted in: Discussion
  • 0

    posted a message on Small Tweaks to World Gen

    For example, in jungles, the floor is covered in small bushes. These bushes are made of OAK leaves. In the jungle. Wouldn't it make more sense (And take up less inventory space from oak saplings when you're clearing the jungle) if the bushes were made of jungle leaves?


    The trees from the savanna biome originally were made of jungle wood and oak leaves... It just didn't fit, so these jungle-oak trees were replaced with acacia trees. I consider this to be somewhat similar to the jungle's bushes: they just don't fit. So I like this idea...


    Also, with the addition of stained clay to the game, I think it would make more sense if it was stained clay in desert temples instead of wool. I mean, how did wool survive for hundreds of years in the desert anyway?


    This was already implemented.


    And could snow golems spawn in ice spikes biomes as well? Not constantly, or at high speed like a hostile mod, but more like animals do, with world generation and then rarely after that. Ice spikes biomes are generally surrounded by other cold biomes, so there isn't much risk of a snow golem wandering into a desert and dying, and the ice spikes biome is supposed to be a rare winter wonderland. Wouldn't snowmen make it that much more cool (Pun totally intended)? Except these snowmen spawn without pumpkins on their heads, just to be more wintery.


    Sounds good to me... The snow golem is not a boss or an unused mob, so there isn't really a reason to keep it from naturally spawning...

    Full support.

    Posted in: Suggestions
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    posted a message on New Enchantment - Shattering

    When I saw the title, I was worried that this would be all about smashing shields... I'm glad I was wrong. I find that this enchantment suggestion is very unique, as it allows players to "uncraft" certain blocks... I also like the idea of making pickaxes better weapons... Full support.

    Posted in: Suggestions
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