I noticed when considering posting my idea for a redstone rotator in here that it has been suggested before (or something like it). The idea was simple. A sticky block that changed the orientation of the block attached to it's sticky side by 90 degrees when a redstone charge was applied (player could toggle it to counter clockwise). The attached block would be erased and replaced with a block in the new orientation. It was designed with pistons in mind, though could be used for a myriad of other things. I noticed that a number of other ideas that were rejected and included on the list of commonly suggested stuff are now IN THE GAME. Now that there have been significant upgrades to the game engine itself, new things are possible that once were not, and new things that could not be done easily can now be done. With this in mind, I am wondering if the Redstone Rotator is still out of the question, and if so, why? It really doesn't do anything different from a piston except instead of replacing a block in a new location, it replaces it in a new orientation. I think it would open up some very interesting Redstone possibilities.
... Thoughts
PS: The other fellows thread on his version of the idea had a LOT of support, so don't shoot me for revisiting this idea.
I often find it hard to support ideas for new mobs and/or bosses due to lack of originality, or lack of balance. As far as balancing goes, this is just a fledgling idea at the time of this post, so I haven't worked it all out yet, but as far as originality, how about a Mystery Mob/Boss? Here's how it would work... On Hard difficulty only, there's a rare chance at night, during a full moon, that a Ickthor will spawn (just a working name). Some Ickthor are hard, some are really hard, and they dawn the head of another mob type over their own to signify how brutal they are. Ickthor are very slow moving and have a medium and short range attack. They are easy to see and hear at a distance and their close range attack is devastating. They can carry some unusual items, which may include gold ingots, lapis lazuli, or a generous helping of redstone. They will use whatever potions are in their inventory and at random intervals a potion of random type may appear in their inventory. They are rugged and hard to kill but will only attack if they have line of sight. The Ickthor boss however, which has a one in 20 chance of spawning instead of a Ickthor, is another story altogether.
The Ickthor boss has a lot more HP, moves as fast as a player, and is always equipped with diamond armor. His long range attack hits harder and travels much further than that of a regular Ickthor. The potion thing is still in play. The Ickthor boss has a chance of dropping a single diamond. A close range hit by a Ickthor boss is an instant kill for anyone not decked out in iron armor or above. If the Ickthor boss dies in moonlight, he goes dormant (indestructible inert state) for 10 seconds then comes back to life. The only way to kill the Ickthor boss is to either bait him indoors, or kill him early in the morning after the moon has left the sky. Once aggroed the Ickthor boss is relentless and will not stop persuing the player that he's mad at until he despawns after dawn or until he's defeated. Ickthor boss is fire and blast resistant.
Another challenge of the Ickthor boss is that he can call in reinforcements from randomly spawning mobs in the area, and will sometimes boost them with potions. Also, wolves will not attack him. Ickthor boss has some very unusual behavior and is mildly inspired by you-know-who. :-D Ickthor, boss once aggroed, will eat a nearby animal or villager to rejuvenate his health bar, and all Ickthors can spawn regen potions into their inventory at random and will use them when they appear. They will also scoop up useful objects left on the ground, like potions or the armor of a fallen player (which they will drop if defeated). During the day, Ickthors will despawn, but not right away. They linger for a few minutes after dawn then vanish in a dazzling display of effects.
The Ickthor boss should also have some abilities and/or behaviors known initially only to the developers. The legend can be that Ickthor boss is you-know-who's pet, and can be portrayed that way when he is featured in artwork. The difference being that Ickthor boss actually exists. Ickthor boss should be the only actual mob to have an extensive backstory or legend attached to him, with rumors both false and true being intentionally spread over the net to deepen the mystery.
I would support an extended reach piston, but as far as push power, 12 blocks is plenty for most purposes, and it's balanced for server load. Besides, anything that can be only acquired with command block commands I would not support since I have a console. This idea solves a problem that doesn't really exist. Sorry, no support.
The remember state would not map block orientation for things like logs. I consider orientation and state to be two different things. This is mainly for blocks with activated states. If you wanted to change from having 3 tick repeaters to 4 tick repeaters, click on the last repeater you placed and now you are placing 4 tick repeaters, click a repeater again and you are placing 1 tick repeaters, etc. It just remembers the players preferences for only block types with activated states. There's relatively few, so I don't anticipate any lag resulting.
@SwissxPiplup: The comment about Layman was humor, since Mikey doesn't like anything, but he likes this.
Yes, some glitches don't produce a hit box, but a block could use the same mechanics that create this glitch to represent itself visually as two blocks and still have a hitbox. Incidentally, I've seen stuff pushed together where both blocks/entities have their hitbox and can be activated separately where the hitboxes don't overlap. Blocks therefore designed to jigsaw together in the same space should not therefore be beyond the existing capabilities of the game engine. As far as semantics goes, the confusion is probably due to me generalizing placeable objects as blocks. My bad. If this same goal can be more easily achieved using "entities" then entities it is. It's the ability to create your own widely customizable aesthetic placeable 3D objects in the game that is the goal.
As far as block sharing, many of the mashings I've seen have been patched (not all) so the patches are not global. I've even seen minecarts stacked into the same space. They still have hitboxes, but they are completely overlapped. The bumping into each other mechanic was causing the stack to crawl along the ground without track once started on it's way with a powered rail, but the carts never separated and appeared as one. I've seen chest minecarts mashed with, I think it was a crafting table (not sure now) but I do recall that both could be activated individually where their hitboxes stuck out. The mechanics for overlaying stuff into the same block space exists, albeit unintentionally. It can therefore be exploited for a useful purpose.
How exactly is this op? You would need 20,000 redstone torches to travel a few chunks.
Torch, line of redstone dust, repeat. A handful of torches and a redstone dust per block, and then place your levi-block beside the redstone. Horizontally, it's a glorified minecart, but this could go straight up or down using staggered glowstone with redstone on top or torch towers. You do seem to like your big exaggerated numbers though. I'm also thinking power sources could be connected using slime blocks. Now if we could only find a way to make the finished product look like a Delorian.
I do not support this idea. The moving block will create lots of more lag with the checks determining what direction the block will go in and the main functionality of the block combined.
Lag? It would create no more lag than existing transport systems (like slime-block piston shuffle cars, piston elevators, etc.)
Okay, if I have display frames displaying every item in the game, I guess they all have separate item ID's then. That Mojang added a gazillion blocks so this one item could show a gazillion ways? Really? I am sick of people making up stuff that makes no sense so they can shoot down an idea they don't like. If a block can show graphics of other blocks on one side it can show textures borrowed from blocks on any of it's sides, WITHOUT NEEDING TO ADD A UNIQUE BLOCK FOR EACH COMBINATION. Even a shaped block like a fence or chair shaped block can borrow textures for it's faces. The faces point in 6 directions, so there can be a reference to six blocks whose textures are used on the faces pointing in each of those directions.
Alternatively, as I said, I've seen some blocks pushed into the SAME SPACE. Glitch or not, I don't care, it proves that TWO OR MORE BLOCKS >CAN< OCCUPY THE SAME SPACE AT THE SAME TIME, and this ability can be exploited to make blocks with complimentary shapes and textures jigsaw together in interesting ways to create a wide variety of possibilities using a fairly SMALL NUMBER OF BLOCKS. NOT 1000, NOT 30,000. OKAY?! Using the Jigsaw overlap system, 6 mash blocks offer 36 combinations, even a boatload more if the means to mash more than two is implemented. If the texture referencing system is also used, you have yourself the ability to make a whole boatload of interesting things, because when rendering one mash block, others are also rendered in the same location according to the references designated by the blocks inventory. It is still the one block in that location, the mash block, even though multiple are being displayed. Once again, the game engine (even if unintentionally) does support block overlap. I'VE SEEN IT! And to suggest that blocks can't borrow textures is nonsense because item frames do it.
As long as there was a single block ID for that space I see no reason why an exception couldn't be coded for displaying two blocks at the same time or changing the appearance of the block in that space to be textured with existing textures. If multiple blocks were displayed in the same space, it would still take as much time to render as two individual blocks, so any kind of mash block idea would probably have to have a count limiter, perhaps per chunk, to keep from lagging out the game. They are intended as accent blocks anyway, not primary building blocks. Of course it makes sense that two blocks with unique ID's couldn't (or at least shouldn't) share the same space, but one block that displays itself using the display functions of two other blocks, from a programming point of view, seems plausible. I've also seen certain blocks piston pushed into a shared space, so I know graphically it is possible.
Doing a Copy would copy any terrain blocks in between the "From" and "To" blocks, so if you didn't want them copied, you'd have to get rid of them before placing the function blocks. Also, when pasting, the process would cease if there were pre-existing blocks in the way. However, assuming you've done your terraforming first, you're still going to save a lot of time on complex or very large structures. I think also if the fill block inventory were left empty it would count as a bulk delete function (creative mode). How wonderful would this be for working with those infernal water source blocks?
Correct me if I'm wrong, but hoppers can pull from ender chests no? In which case putting a hopper under an ender chest effectively makes it an ender hopper.
In the case of "Fill" it would be a single block type, in the case of "Paste" it would be whatever block is about to be placed from the structure in the Paste blocks memory. So if you copied a redstone gizmo and didn't have enough repeaters in your inventory, you'd run out and the paste would be halted at that stage. No block duping.
The idea was conceived for creative so feel free to support it just for creative mode. For console, I think using blocks to activate map editing functions is the easiest way.
The shape and design of the mash blocks is intended to optimize the number of good-looking combinations. The shape of the block is based on the mash block, so you wouldn't be able to have a wool ladder unless you had a mash block that was shaped like a ladder, but you could use one shaped like a chair, have the top and front sides textured like red wool and the other sides textured like white wool (using the 6 slot version), or use a ladder texture on a square mash block on all sides for a little cage.
I like the idea of a levitation block, but not sure if this is quite the route to go. And the recipe? Uhm, no.
Hmm... placed beside a powered wall and oriented upward it would float to the top of the wall. I'd suggest that it also be a gravity affected block so you wouldn't need two to go up and down. Power could be pulsed on the way down for a slow descent. Except for the recipe, yeah, I'll support this.
I think 1 Ghast tear and one slimeball and maybe a wool block would be a more reasonable recipe.
And it would add an extremely unnecessary over 1000 new blocks. No thanks
How ya figure. If you even have one mash block, in the latter variation of the idea, it is like a chest with 6 slots which shows the texture of the contained blocks on each of it's sides. It adds ONE block to the game, not 1000, yet you have many options for controlling the appearance of that block. It's still one block, just like a chest is one block. In the first iteration of the idea, you have maybe 6 or 7 mash blocks of different shapes, and the shapes and textures can be shown in combination, but they still each represent a single block. It's only the way they are displayed which is polymorphic. For example: Mashblock A = Wooden chair, it contains Mashblock B which is a large music box. Both are displayed in the same square looking ln combination like a bed end table. Lots of combinations, but few blocks. Where do you get 1000 from? That's the opposite of the idea.
0
I noticed when considering posting my idea for a redstone rotator in here that it has been suggested before (or something like it). The idea was simple. A sticky block that changed the orientation of the block attached to it's sticky side by 90 degrees when a redstone charge was applied (player could toggle it to counter clockwise). The attached block would be erased and replaced with a block in the new orientation. It was designed with pistons in mind, though could be used for a myriad of other things. I noticed that a number of other ideas that were rejected and included on the list of commonly suggested stuff are now IN THE GAME. Now that there have been significant upgrades to the game engine itself, new things are possible that once were not, and new things that could not be done easily can now be done. With this in mind, I am wondering if the Redstone Rotator is still out of the question, and if so, why? It really doesn't do anything different from a piston except instead of replacing a block in a new location, it replaces it in a new orientation. I think it would open up some very interesting Redstone possibilities.
... Thoughts
PS: The other fellows thread on his version of the idea had a LOT of support, so don't shoot me for revisiting this idea.
0
I often find it hard to support ideas for new mobs and/or bosses due to lack of originality, or lack of balance. As far as balancing goes, this is just a fledgling idea at the time of this post, so I haven't worked it all out yet, but as far as originality, how about a Mystery Mob/Boss? Here's how it would work... On Hard difficulty only, there's a rare chance at night, during a full moon, that a Ickthor will spawn (just a working name). Some Ickthor are hard, some are really hard, and they dawn the head of another mob type over their own to signify how brutal they are. Ickthor are very slow moving and have a medium and short range attack. They are easy to see and hear at a distance and their close range attack is devastating. They can carry some unusual items, which may include gold ingots, lapis lazuli, or a generous helping of redstone. They will use whatever potions are in their inventory and at random intervals a potion of random type may appear in their inventory. They are rugged and hard to kill but will only attack if they have line of sight. The Ickthor boss however, which has a one in 20 chance of spawning instead of a Ickthor, is another story altogether.
The Ickthor boss has a lot more HP, moves as fast as a player, and is always equipped with diamond armor. His long range attack hits harder and travels much further than that of a regular Ickthor. The potion thing is still in play. The Ickthor boss has a chance of dropping a single diamond. A close range hit by a Ickthor boss is an instant kill for anyone not decked out in iron armor or above. If the Ickthor boss dies in moonlight, he goes dormant (indestructible inert state) for 10 seconds then comes back to life. The only way to kill the Ickthor boss is to either bait him indoors, or kill him early in the morning after the moon has left the sky. Once aggroed the Ickthor boss is relentless and will not stop persuing the player that he's mad at until he despawns after dawn or until he's defeated. Ickthor boss is fire and blast resistant.
Another challenge of the Ickthor boss is that he can call in reinforcements from randomly spawning mobs in the area, and will sometimes boost them with potions. Also, wolves will not attack him. Ickthor boss has some very unusual behavior and is mildly inspired by you-know-who. :-D Ickthor, boss once aggroed, will eat a nearby animal or villager to rejuvenate his health bar, and all Ickthors can spawn regen potions into their inventory at random and will use them when they appear. They will also scoop up useful objects left on the ground, like potions or the armor of a fallen player (which they will drop if defeated). During the day, Ickthors will despawn, but not right away. They linger for a few minutes after dawn then vanish in a dazzling display of effects.
The Ickthor boss should also have some abilities and/or behaviors known initially only to the developers. The legend can be that Ickthor boss is you-know-who's pet, and can be portrayed that way when he is featured in artwork. The difference being that Ickthor boss actually exists. Ickthor boss should be the only actual mob to have an extensive backstory or legend attached to him, with rumors both false and true being intentionally spread over the net to deepen the mystery.
... Thoughts?
0
I would support an extended reach piston, but as far as push power, 12 blocks is plenty for most purposes, and it's balanced for server load. Besides, anything that can be only acquired with command block commands I would not support since I have a console. This idea solves a problem that doesn't really exist. Sorry, no support.
0
The remember state would not map block orientation for things like logs. I consider orientation and state to be two different things. This is mainly for blocks with activated states. If you wanted to change from having 3 tick repeaters to 4 tick repeaters, click on the last repeater you placed and now you are placing 4 tick repeaters, click a repeater again and you are placing 1 tick repeaters, etc. It just remembers the players preferences for only block types with activated states. There's relatively few, so I don't anticipate any lag resulting.
@SwissxPiplup: The comment about Layman was humor, since Mikey doesn't like anything, but he likes this.
0
Yes, some glitches don't produce a hit box, but a block could use the same mechanics that create this glitch to represent itself visually as two blocks and still have a hitbox. Incidentally, I've seen stuff pushed together where both blocks/entities have their hitbox and can be activated separately where the hitboxes don't overlap. Blocks therefore designed to jigsaw together in the same space should not therefore be beyond the existing capabilities of the game engine. As far as semantics goes, the confusion is probably due to me generalizing placeable objects as blocks. My bad. If this same goal can be more easily achieved using "entities" then entities it is. It's the ability to create your own widely customizable aesthetic placeable 3D objects in the game that is the goal.
As far as block sharing, many of the mashings I've seen have been patched (not all) so the patches are not global. I've even seen minecarts stacked into the same space. They still have hitboxes, but they are completely overlapped. The bumping into each other mechanic was causing the stack to crawl along the ground without track once started on it's way with a powered rail, but the carts never separated and appeared as one. I've seen chest minecarts mashed with, I think it was a crafting table (not sure now) but I do recall that both could be activated individually where their hitboxes stuck out. The mechanics for overlaying stuff into the same block space exists, albeit unintentionally. It can therefore be exploited for a useful purpose.
0
Torch, line of redstone dust, repeat. A handful of torches and a redstone dust per block, and then place your levi-block beside the redstone. Horizontally, it's a glorified minecart, but this could go straight up or down using staggered glowstone with redstone on top or torch towers. You do seem to like your big exaggerated numbers though. I'm also thinking power sources could be connected using slime blocks. Now if we could only find a way to make the finished product look like a Delorian.
0
Lag? It would create no more lag than existing transport systems (like slime-block piston shuffle cars, piston elevators, etc.)
1
Okay, if I have display frames displaying every item in the game, I guess they all have separate item ID's then. That Mojang added a gazillion blocks so this one item could show a gazillion ways? Really? I am sick of people making up stuff that makes no sense so they can shoot down an idea they don't like. If a block can show graphics of other blocks on one side it can show textures borrowed from blocks on any of it's sides, WITHOUT NEEDING TO ADD A UNIQUE BLOCK FOR EACH COMBINATION. Even a shaped block like a fence or chair shaped block can borrow textures for it's faces. The faces point in 6 directions, so there can be a reference to six blocks whose textures are used on the faces pointing in each of those directions.
Alternatively, as I said, I've seen some blocks pushed into the SAME SPACE. Glitch or not, I don't care, it proves that TWO OR MORE BLOCKS >CAN< OCCUPY THE SAME SPACE AT THE SAME TIME, and this ability can be exploited to make blocks with complimentary shapes and textures jigsaw together in interesting ways to create a wide variety of possibilities using a fairly SMALL NUMBER OF BLOCKS. NOT 1000, NOT 30,000. OKAY?! Using the Jigsaw overlap system, 6 mash blocks offer 36 combinations, even a boatload more if the means to mash more than two is implemented. If the texture referencing system is also used, you have yourself the ability to make a whole boatload of interesting things, because when rendering one mash block, others are also rendered in the same location according to the references designated by the blocks inventory. It is still the one block in that location, the mash block, even though multiple are being displayed. Once again, the game engine (even if unintentionally) does support block overlap. I'VE SEEN IT! And to suggest that blocks can't borrow textures is nonsense because item frames do it.
Okay, you made me rant. Happy now?
0
As long as there was a single block ID for that space I see no reason why an exception couldn't be coded for displaying two blocks at the same time or changing the appearance of the block in that space to be textured with existing textures. If multiple blocks were displayed in the same space, it would still take as much time to render as two individual blocks, so any kind of mash block idea would probably have to have a count limiter, perhaps per chunk, to keep from lagging out the game. They are intended as accent blocks anyway, not primary building blocks. Of course it makes sense that two blocks with unique ID's couldn't (or at least shouldn't) share the same space, but one block that displays itself using the display functions of two other blocks, from a programming point of view, seems plausible. I've also seen certain blocks piston pushed into a shared space, so I know graphically it is possible.
0
Doing a Copy would copy any terrain blocks in between the "From" and "To" blocks, so if you didn't want them copied, you'd have to get rid of them before placing the function blocks. Also, when pasting, the process would cease if there were pre-existing blocks in the way. However, assuming you've done your terraforming first, you're still going to save a lot of time on complex or very large structures. I think also if the fill block inventory were left empty it would count as a bulk delete function (creative mode). How wonderful would this be for working with those infernal water source blocks?
0
Correct me if I'm wrong, but hoppers can pull from ender chests no? In which case putting a hopper under an ender chest effectively makes it an ender hopper.
0
In the case of "Fill" it would be a single block type, in the case of "Paste" it would be whatever block is about to be placed from the structure in the Paste blocks memory. So if you copied a redstone gizmo and didn't have enough repeaters in your inventory, you'd run out and the paste would be halted at that stage. No block duping.
The idea was conceived for creative so feel free to support it just for creative mode. For console, I think using blocks to activate map editing functions is the easiest way.
0
The shape and design of the mash blocks is intended to optimize the number of good-looking combinations. The shape of the block is based on the mash block, so you wouldn't be able to have a wool ladder unless you had a mash block that was shaped like a ladder, but you could use one shaped like a chair, have the top and front sides textured like red wool and the other sides textured like white wool (using the 6 slot version), or use a ladder texture on a square mash block on all sides for a little cage.
0
I like the idea of a levitation block, but not sure if this is quite the route to go. And the recipe? Uhm, no.
Hmm... placed beside a powered wall and oriented upward it would float to the top of the wall. I'd suggest that it also be a gravity affected block so you wouldn't need two to go up and down. Power could be pulsed on the way down for a slow descent. Except for the recipe, yeah, I'll support this.
I think 1 Ghast tear and one slimeball and maybe a wool block would be a more reasonable recipe.
0
How ya figure. If you even have one mash block, in the latter variation of the idea, it is like a chest with 6 slots which shows the texture of the contained blocks on each of it's sides. It adds ONE block to the game, not 1000, yet you have many options for controlling the appearance of that block. It's still one block, just like a chest is one block. In the first iteration of the idea, you have maybe 6 or 7 mash blocks of different shapes, and the shapes and textures can be shown in combination, but they still each represent a single block. It's only the way they are displayed which is polymorphic. For example: Mashblock A = Wooden chair, it contains Mashblock B which is a large music box. Both are displayed in the same square looking ln combination like a bed end table. Lots of combinations, but few blocks. Where do you get 1000 from? That's the opposite of the idea.