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    posted a message on a block that floats when Powered, allowing you to make a real elevator

    If it has psuedo connectivity or moves two blocks in response to a redstone charge before stopping, you have yourself a winner in my opinion. I don't know about linking charge strength to block movement distance. I think that would break the idea. Even if it moves one in response to redstone, one can place it in front of a torch tower and cycle the torches with a simple clock to make it go up. Place it next to a line of redstone with redstone torches every so many blocks and it'll go to the end of the line.

    Posted in: Suggestions
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    posted a message on bows should do extra damage for headshots

    For things with distinguishable heads I am in full support the idea of marksmanship being rewarded with bonus damage. I'd leave the specifics up to the developers. There's a sense of satisfaction when you know you've hit the long shot. :) I think maybe the bonus damage should be higher for head shots the longer the range. Maybe. :)

    Posted in: Suggestions
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    posted a message on Function Blocks

    While this idea was originally with Creative Mode in mind, an inventory scooping Survival Mode variation would also be viable.


    The idea is fairly simple. Use blocks that act as markers for their own activated map editing functions (such as copy, paste, or fill). For example, you could have a fill block. Once placed, you have it replaced in your inventory by a fill block of a different color. When you place the second fill block you can then activate either block and insert a single block into the inventory. Upon doing so and clicking the fill button below, the game fills the space between the two blocks with the type placed in the inventory.


    The copy and paste function blocks could operate on similar principles. These blocks disappear when their function is activated and the "To" blocks (marking the "To" location) are not harvestable or available on the crafting menu. For Copy and Paste functions, the area in between the Copy "From" and "To" blocks is mapped when either is activated, both blocks disappear, but a Paste block is then placed in your inventory which, when placed and activated, replicates the stored segment.


    You could build something, put a Copy block in one corner, put the generated "To" block in the opposite corner, activate one of these blocks, then place and activate the Paste block to copy the entire thing. This way you also don't have to work out coordinates. You would however want to remove any environmental blocks you didn't want copied, but in most cases that would be a minor issue.


    In creative mode, why shouldn't players have bulk block placement options (apart from command block stuff)? For the sake of keeping system load manageable, the distance the "From" and "To" blocks could be spaced apart could be limited.


    ... Thoughts?

    Posted in: Suggestions
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    posted a message on Extended Blocks

    I think incorporating a fill function in some way would be much better than this.

    Posted in: Suggestions
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    posted a message on Block State Lock Option
    Quote from layman9»

    ......was that a jerma reference?

    Posted in: Suggestions
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    posted a message on The Mystery Mob/Boss

    The key points of the Ickthor/Ickthor boss idea.


    A> An overworld rare spawning shock and awe mob and even more rare spawning "Holy Crap, what the ... is that?!" boss for Hard level players.


    B> An overworld boss with an air of mystery. Hidden secrets, unusual behaviors, bizarre drops, stuff people might not find out for a long while.


    C> A boss to challange the most elite players. The choice to fight this boss results in an epic battle which is worthy of posting online and deserving of major bragging rights if victorious.


    D> A fairly easy way of opting out of fighting these superbaddies or avoiding them altogether.


    E> A reason to want to fight them. ("They are rare, but when they do appear, the eat all my dang farm animals, and even ate one of my more important villagers last time because he didn't go indoors right away").



    All the specifics are open to discussion.

    Posted in: Suggestions
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    posted a message on Redstone Sand

    Being that it does the same thing as a redstone block, I don't want it to be too easy to acquire. Redstone is semi-precious after all. If someone had a biome nearby with loads of red sand, they'd consider redstone blocks virtually obsolete if red sand had these properties. I think this idea deserves it's own block so it's abundance in the environment could be more specifically controlled.


    @Liam: I'm sorry, did you have a relevant point?



    EDIT: I just did a rethink on the recipe. It should be a redstone block surrounded by sand. That way it requires the same amount of redstone as the block, not rendering the block entirely useless and obsolete.

    Posted in: Suggestions
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    posted a message on Mazeworld - A Dimension Of Infinite Ruins

    I like what has been suggested so far. I think some ghostly wafty mobs and Indiana Jones like underground structures and auto-generated redstone traps and secret doors would be bang-up. The idea that mobs aggro in response to damage to the dimension is cool too. A scary-ass minotaur that randomly wandered the area would be cool too. I also think a type of villager-like mob could wander around making minor repairs to the structures based on the original seed and prefab structure blueprints. Perhaps trading in ores, or perhaps not having the trading aspect at all but just resembling a villager.


    I like the canals and many of the other ideas placed into this dimension. I give it full support. However if a mod has been developed to facilitate this since it was originally posted, I don't know how interested Mojang would be in reinventing the wheel. I would like to see it in Vanilla though.


    >SUPPORT<

    Posted in: Suggestions
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    posted a message on Redstone Sand

    Perhaps, but red sand is too common unless I am mistaken.

    Posted in: Suggestions
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    posted a message on Redstone Sand

    A redstone block and a block of sand had a baby which had the unique properties of both. It was called redstone sand, and it was used by Minecrafters to do some nifty stuff. Redstone sand had also the unique property of being dispensed in block form (like TNT). Ah, I've got your interest now don't I? Yes, it can be broken on torches or rail, and reconstituted into block form by a dispenser. Perhaps most of the things that could be accomplished with redstone sand could also be done in other ways, but perhaps this way would fit better with some redstone ideas. In any case, it's a cool new toy for redstone engineers to play with. I know I would have a lot of fun finding out what all I could do with something like this.



    Crafting recipe: 1 block of sand surrounded by redstone.

    Occurs naturally in desert and mesa biomes, but is not that common.

    Is affected by gravity and provides a redstone charge to neighboring blocks.

    Breaks the way regular sand does.

    Posted in: Suggestions
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    posted a message on a block that floats when Powered, allowing you to make a real elevator

    Yes, a lever would do it, until the block moved and the lever broke off. :)


    If it were also a transparent block, you couldn't attach redstone stuff directly to it to begin with. It would require a constant external source of power.

    Posted in: Suggestions
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    posted a message on The Mystery Mob/Boss

    Yeah, I was thinking something a bit more like this...






    ... The boss is supposed to be overpowered. He's supposed to be a source of fear, shock and awe for players on hard level. But I think a protective talisman might be a good idea. Perhaps one could craft a lunar talisman and have it in their hand if they hear the ominous sound of an Ickthor, or worse, an Ickthor boss. The Talisman would make Ickthor and Ickthor boss passive mobs that would only attack you if attacked. Ickthor and Ickthor boss would still munch animals and exposed villagers.

    Posted in: Suggestions
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    posted a message on Old Suggestions, New TU. (Redstone Rotator)

    To clarify, I place a piston on the sticky side of a rotator that is facing up, and point the piston North. I apply a redstone charge or pulse to the rotator one time. The piston on top now faces East. I apply another charge and the attached piston faces South and so on. Another example. I place a wall of rotators facing to the side, then build a pillar quartz wall in front of the sticky sides of those rotators. If I apply a charge to those rotators, the pillar quartz blocks are now realigned and the pattern of the wall is changed. Only the block attached to the rotator is reoriented because, as much as I'd like to see something that would rotate a slime block chain with all the things stuck to them, I think that would be lag city as it stands now. But even being able to reorient pistons, repeaters, comparators, doors, gates, and decorative blocks on the fly could prove quite useful in developing original redstone ideas. Incidentally, blocks that only have horizontal orientation (like repeaters) will still reorient if placed in front of the sticky side of a triggered rotator rather than on top.


    EDIT: Although I said it should only rotate the one block attached to it, I think sticky pistons should be the exception, so you can get the other form of rotator out of it. (i.e. It rotates the sticky piston and replaces the block attached to it in front if the space is open). Another exception may be made for redstone torches attached to the side of a block connected to a rotator.

    Posted in: Suggestions
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    posted a message on The Mystery Mob/Boss

    I should make him look like your avatar. :-D

    Posted in: Suggestions
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    posted a message on The Mystery Mob/Boss

    While this boss may seem overpowered, his rarity factors in. Also, it should be possible to simply avoid him or stay far enough away not to agro him, so rookie players choosing for whatever reason to play on hard don't have to be faced with superboss coming at them from out of nowhere. If you do accidentally aggro one of these very rare badboys (Ickthors, not the boss) you can hide around the corner and by the time he gets close, because you've been out of line of sight for a while, his aggro would have worn off. Then you have to sneak away. Remember that Ickthors themselves are fairly rare, and only one in 20 of them will be the boss, so for how often you're likely to encounter one, it shouldn't be a major concern. The idea here is a mob/boss which when you do see one in the distance, or hear one, you can say "Uh oh" and get out of dodge if you don't feel like taking him on. Ickthors wouldn't spawn close enough to you to automatically be aggroed. My thinking also is on "Hard" mode there should be a random chance of an "Oh Crap!" kind of mob/boss spawning in the overworld.


    The Ickthor boss would not "summon" new mobs to help it, only to aggro existing passing mobs in range to attack you. The reason regular Ickthors move slow is to give players an added opportunity to decide they want none of that. Fighting Ickthor boss should be very very hard for a single player to do as he has multiple ways to heal and can also boost himself and his allies. I'm thinking this guy could be human/spider hybrid, like an Arachnitaur. :) Being a fledgling idea, perhaps some parts need a rethink, but the idea of having an overworld superboss with some secret attributes and strange behaviors would in my opinion add interest to the game. It would also offer a serious, albeit optional challenge for players who think they've seen it all and faught it all.

    Posted in: Suggestions
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