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May 16, 2014Sylveon posted a message on Go through the alphabet before someone posts a my little pony picturePosted in: Forum Games
May 27, 2013Sylveon posted a message on Sing the My Little Pony Intro Song Before Someone Interrupts.Knock knock.Posted in: Forum Games
Interrupting cow w-
Mar 17, 2013Posted in: Forum GamesQuote from TT2000
The other terrors attack the l9 sentry for 40000 damage, and it counters by blasting the ghast for 8000 damage. But then, the terran army swoops in and finishes it off!
THE L9 SENTRY WAS IN A WAREHOUSE BEING REPAIRED WHERE IT COULD NOT ATTACK OR BE ATTACKED.
Feb 15, 2013*sigh* how come whenever someone tries to make an MSPA, the people controlling the character always want them to be evil, insane, or both?Posted in: Forum Games
anyway: don't do any of the stuff they suggested, propose marriage to the store owner and live a happy life with 2 children.
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Oct 9, 2011Posted in: Suggestions
Alright, so there's this idea I've been working on for the past few weeks. You heard me, weeks. Basically, it's boats. Boats than you can make bigger, slap a name on, armor, choose what propulsion system it has, and carry stuff in.
Full idea in spoiler:Boats Evolved; bigger, modular boats (Watch out --- huge!)
Okay guys. Just a slight disclaimer, the explanation for this idea is going to be *HUGE*. The idea itself may be simpler, but the description will take a long time to explain. In a nutshell, it's bigger boats that are also modular.
So we'll start with a slight modification of a game mechanic. Otherwise, the idea won't work very well. So just keep in mind that in this idea, you can't push a boat around by standing on top of it. At least just for the higher-level classes, which we'll get to in a minute.
Also, upon entering a boat, a GUI will appear somewhere around the bottom-right or so that displays the ships 'health', and speed.
Before we go overboard (no pun intended), let's begin with some basic principles that can be applied to the current boat. Let's call it the Dinghy. You can't do too terribly much with the Dinghy, but you CAN do some things.
Dinghies can be crafted just like they normally are. However to modify a boat, a new tool will have to be brought into the game. Let's say it's a Hammer. Right-clicking on a boat with a hammer, granted you're the one that built it will open up a GUI.
Like I said before the abilities with the Dinghy are limited, so you have limited things that pop up in the GUI. All that displays for now is the hull, propulsion system, and their respective health bars. You can also give your boat its own custom name that appears on its hull (But this probably won't be for the Dinghy). You will also notice two numbers at the top. On the left (12/12), is the boat's hitpoints. I doubled their damage resistance because I thought it was kind of silly to kill a boat with one arrow. To the right (1) is the ship's base speed attribute. That is to say, the speed capability of a boat, excluding the propulsion system. Boat stats will vary upon each construction. Therefore someone can be proud of themselves if they have made a fast/strong ship.
Normally, you have your standard, nonreinforced plank hull. However, you could change that. Let's start with a Reinforced Wood Hull. In the crafting table, put in 9 pieces of log together to form a piece of Reinforced Wood Plating. Dinghies will probably only need one plate to reinforce themselves. Plating will probably not be stackable for gameplay purposes.
Reinforced wood will provide a higher defense for the dinghy. Two more types of hull include Steel and Gold. Steel Plating requires 4 Iron blocks in the crafting table, and Gold likewise. With a steel-plated hull, the boat can take considerably more damage than Plank or Wood. Steel hulls can possibly withstand lava. Gold plating is only slightly stronger than Reinforced Wood and is not feasible as battle armor. However, just in case you were thinking these hulls are easy to reinforce, keep in mind higher levels will need more plating as they get bigger.
When a boat is damaged, simply right-click with the Hammer to open up the GUI. There should be a slot for extra plating to go in should the ship need repair. To ensure fair fights, the repair will be timed, like a furnace. Each repair uses up the Hammer some. It would also be nice to see some sort of visual cue for an almost-destroyed ship, like fire or a broken, damaged texture.
And now, the propulsion systems.
With the default dinghy, you have your Hands. Hands for a dinghy are basically neutral, however they will be slower than in previous versions of the game.
An alternative solution, is craftable Oars. Oars are very maneuverable and faster than hands, however they do not grant a steady speed and require you to hold down the forward button whenever you want to move. They may even 'tire' you out more (using up more Hunger).
The last one for the Dinghy, is the sail. Sails can provide very fast speeds, however they have low thrust and are not easy to slow down and speed up easily. A steady speed is required for traversing around land-covered areas. Sails can also possibly be made with different colored wool, to help a boat stand out. Sails grant a steady speed as you can leave them unattended with very little deceleration.
So now we move on to a bigger boat. Not too terribly big, but we're getting there.
To construct larger ships and propulsion systems, you're going to need an alternative to the crafting table. Let's just call it the Shipwright. This block ONLY crafts boats and takes up more blocks of space.
I think for a new level of boat, you're going to need some Blueprints. Blueprints can most likely be created by interacting with the Shipwright by combining a blueprint (Or in this case, a solid Dinghy) and investing your Experience Points to come up with a new 'idea' for a bigger boat. The 'studying' is timed, again, like a furnace, and with each clump of EP filled, the progress bar is filled some. You can also find Blueprints in dungeons, but only rarely.
After that will be done, the Blueprints can be put in a separate slot, with another slot under it. The slot under it is for the wood required to build the boat. Every time you put more wood into the slot under it, the progress bar for the ship increases. I'm not sure if this should be the way but it sounds pretty good.
I think that for each class of boat, a bigger mast will need to be crafted. That, or just have one single mast that, for bigger boats, you need to pack in more Sails. Kind of like how plating works.
So now, the next level: the Skiff.
The skiff is *about* 2 1/2 times the length of the Dinghy. However, with the next level comes new features. First off is a second slot, a passenger seat if you will. But besides that, there are two more features.
Here, there will be special lots to place blocks at. These could be something decorative like gold blocks, or practical, like chests.
To place a block in there, logically you would right click on that one place with the block. It's possible the block lot will be highlighted by the Hammer to show you where you can place things. To get it out, leftclick with the Hammer and it will appear in your inventory. If blocks aren't your fancy, perhaps animals are. Here is where the extra space in the GUI comes in. There would be a list of all the entities in the boat. If they are NPCs, you can choose to move them to another slot, or evict them. You can also evict players,
but not move them[amended].
With the Skiff, you have an additional propulsion system. I'm not sure about this one so I'm going to need you guys' approval. Essentially, it is a steam-powered paddlewheel. The steam engine will need to be powered by coal, which will either have a furnace-like GUI or not. It is also be slightly less maneuverable than the Sail. The steam engine, like Sails, grant a steady speed and can be left unattended. They have perfect acceleration, however they are much slower than Sails.
For armoring, the Skiff will need more plates to sufficiently armor the boat. Possibly two or three.
The skiff will most likely be the largest boat to successfully navigate shallow marshlands and the like.
Now, for the adventurous sailor, we're going to go one step up. Meet the Cog. The Cog is a fair-sized boat, but it is hardly big. What is does have though is a top deck large enough to walk upon. Now, we're going to introduce another feature. This time, the Cog will have a lower deck. You could be able to place a few blocks in that bottom deck, such as beds and chests. This will be good for long adventures. If you aren't spoiled, you would be happy with a Cog for your adventuring needs. Hands are now unusable.
For gameplay, an invisible, penetrable box will be in the interiors of the ship that hides water and its effects when water blocks go near it, but as soon as they leave the water blocks return to normal.
Now here, starting with the Cog, is the boat's main means of offense and defense. You guessed it, the Cannon. I believe the cannon could be made with a crafting table. To fire (And right now I'm making most of this up as I go along), you must first craft a Cannonball (Maximum of 16 allowed in hand), and right click on the cannon. The cannon will fizz for about 2.5 seconds or more before firing the cannonball. You must wait an additional second to fire again. To adjust the angle of a cannon, rightclick it (without a cannonball) to point the cannon up or down.
Now with ships and other entities, contact with the cannonball will just equal damage being dealt. But with blocks, there is a chance (Depending on their blast resistance) that the block being hit, and/or the blocks around it will be pushed forward and respond to gravity. And in rare cases, break upon falling.
That, or it would just be a weak form of TNT. But I like the former better. Mostly because it's my idea. Good gosh I think I'm vain or something.
So like I said, if you aren't spoiled, you would be happy with a Cog for your adventuring needs.
But sometimes, you ARE spoiled. Or, just requiring a bit more power. That's where the fourth level comes in, behold: the Carrack. Significantly larger than the other boats, this one can actually be called a ship. It has 3 decks. The first being the top deck (Which comprises of the main deck, quarter and poop, naturally), the second the gun deck, which to the back holds the captain's quarters, and the bottom deck is mainly for cargo. If the Carrack is steampowered the boiler room will be in there.
Oars are now unusable for the Carrack, as are Hands for Cogs. (The Oars for the Cogs would be weaker than on the Skiff and Dinghy, as would hands with the Skiff. However with the Steam engine and Sail, they just get faster with each level, with exceptions [amended])
Another neat thing you get to do with the Carrack is you get to live up to the naval definiton of a ship. On the Carrack, you can place another boat inside it for scouting/lifeboats. But it can only be a Skiff or Dinghy.
Okay, next one. Here we go.
(This level is optional. You guys tell me if it should be ingame.)
Now sometimes, your lust for power is so great no measly Carrack can hold it; not even when it is steel-hulled and armed to the teeth. No, you wish for the very seas to obey your will. Well, you psychopath, here's the fix for you: Feast your eyes sir, on the Galleon. Over twice the size of a Carrack, four long decks and plenty of guns, you would not want to war with this vessel. It is essentially a Carrack on steroids; bigger, stronger (but not faster [amended]), and scarier. But, slightly slower. Should you decide to armor it, keep in mind it will need 8 Platings to armor (Maybe more). And considering each plating requires 4 blocks to fill, you're going to need a LOT of iron.
When a ship finally loses all of it's 'health', it will sink to the bottom of the sea. Here, it is subject to despawn, but will stay there as long as there is a player near it. Although dangerous, it would then be available for looting, if you haven't plundered the ship while it was afloat already. < --- This entire paragraph is subject to discussion and alternative options. It's also been proposed that the ship turn into it's block counterpart, only leave chests, or like in the Amendment Posts, leaves a Ship's Bell that can serve as a savegame for your ship.
Now, I understand that such a feature is going to be *HUGE*, possibly requiring its own update, and would be just a massive undertaking. But I for one believe it will be an undertaking worth the effort. It would heighten the spirit of Minecraft adventure and exploration, people could trade vast amounts of resources over long distances, and plunder other ships for their booty. So I'm not 100% expecting this to be accepted entirely (But if it is, thankyouthankyouthankyou!), but in the future if any modders were curious about how to go about doing their ship mod, this could be a good example. But I really hope this would at least be seen by Mojang. Just two-thirds into completing this idea, I read an old tweet of Notch saying that he might add something like this in the future. So, if you are, this could be one of the ways to go about it.
Amendment Post 1:
- In the Shipwright GUI, the product slot of the boatbuilding section is now a button. I've updated the image.
- Craftable ship components should have been expanded. In addition to a Galley, an Anchor component (probably most vital) is also one of them. Also proposed by the community are tables, crows' nests (That basket thing on the top of masts), icebreakers, and if the NPC crew idea is implemented, a sea captain's desk to chart courses for the helmsman.
- I actually think you should be able to move players. I mean, if they actually decided to choose to lock themselves in a mob slot rather than move around freely I think the captain should be free to move them wherever.
Amendment Post 2:
- Galleons really shouldn't be the fastest ships out there, it would be unfair. Instead, their base speed capability should be a tiny bit slower than a Carrack, probably. Updated.
- Right clicking on a cannon without a cannonball could point the cannon up/down. Updated.
- Different types of ships that do not follow the linear 5-level path of upgrades. Instead, 'extra' ship blueprints could be found in dungeons in strongholds, but they would be rare. Could be a way to get Caravels and viking ships or whatnot.
- I'm not sure about the decay process of sunken ships. Perhaps after someone leaves the ship's general area, a timer starts and eventually the ship will despawn. Or maybe it just stays there forever but can be 'mined' away to recollect valuable materials.
Amendment Post 3 (Note: These are not as important as the first 2) :
- Flags. Although I'm sure colored sails can do a good job of faction identification, custom-made flags would be really great to have. They could be used outside of boats, too.
- Extra ammo types. The standard cannonball would be made of stone and gunpowder, but others could be made out of iron and other materials. The new usable fireball coming 1.2 would also make a neat incendiary addition. Other types can inclde grapeshot and chainshot.
- Sea monsters. Pretty straightforward, I'd like to see some minor sea bosses when roaming the sea. But in my opinion, they should be restricted to certain sizes of ships (Dinghies have no bosses). For example the ship the size of a Skiff would probably only get a shark or something, whereas something Cog-sized would get sharks and sea serpents, medium-sized ships like the Carrack would get sea serpents and maybe giant octopus (Will wrap tentacles around the ship and begin to tug down unless tentacles are damaged), etc...They are, however, uncommon.
- A ship's bell. Yes, they can be used as a normal bell, but there's something that makes them special. Once placed on a ship, it bears the ship's name and can ONLY be placed on that ship (e.g Bell of the S.S Whatchamacallit). Then, if a sunken ship despawns, that bell is turned into a block at the bottom of the ocean and contains all of the ship's data. Then, it can be used to recreate the ship.
- Sea obstacles. The ocean would be made that much better if occasionally you stumbled upon a mini-biome within an ocean. These could be mysterious sea rocks, or icebergs made of pack ice where a tundra or arctic biome would usually be.
And the Reddit post is here:
Due to popular demand, I give you this:
Add this to your signature if you like it!
<a href="../../../topic/699830-boats-evolved-bigger-modular-boats/"><img src="http://i569.photobucket.com/albums/ss136/elitemandalorian48/besig-1.jpg" alt=""></a>
Important Things to Know for the Unfortunate Few Without Common Sense (aka posts I've gotten a million and one times and wish to halt):
- This is NOT A MOD. The illustrations may look convincing (for a bunch of photoshopped models made in Sketchup :p) but I have repeatedly, in this suggestion, mentioned it as an idea and rarely even mentioned the word 'mod'. Please stop asking how to install this. Plus, we're in the Suggestions forum. That tell you anything?
- Yes, I have SEEN the Zeppelin Mod. You're just about the 508th person to show me this. Yes, I've seen it. YES, I think it's a great mod, but in my opinion it's best to leave it at that, and this idea is about the vanilla Minecraft ships made of predefined modules, not blocks, as that seems to be more congruent with the current game mechanics. Saying "There's a mod for that" is a warnable offense, in any case.
- You see that little link up there? Yeah, the idea is in the link (or the spoiler). I've explained rather thoroughly how the boats work. While I would really like it for you to give me your two cents, this thread is not for people to make up entirely their own ideas on how the boats work. That part's already here, mostly
- "This would be great, but the oceans need to be bigger!" <-- Say this and you're gonna get a smack. >=(
Download link to the original SketchUp models: http://www.mediafire...55l1cnm1npgkbgl
--- See Also: ---
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Sep 16, 2012Forged Swords:Posted in: Suggestions
My suggestion to the Minecraft world, is the ability to add a title and specific color customization to a sword.
The idea is to create and add another fun and exciting challenge for those who want to customize their sword. It doesn't upset any balance and is not mandatory to players who do not wish to do so, but provides the way to get that "perfect sword".
Forging your very own sword!
Name and color custom swords would be made with all 5 sword materials: wood, stone, iron, gold, and diamond, adding customization to every sword possible in the game, for even more blade color!
The color would be added through the use of dyes to the leather handle and cross-gaurd of the sword, as well as an inset gem to the pommel and cross-guard! An already crafted sword would be placed into the the Anvil, first put through with a dye, and then put through again with an inset gem.
Gems/metals to inset on the sword:
Nether Quartz = white
Iron = silver
Diamond = light cyan
Lapis Lazuli block = blue (block because Lapis is used for dye)
Ender Pearl = purple
Emerald = green
Glowstone dust = light yellow
Gold = gold
Blaze Rod = orange
Redstone dust = red
Obsidian = black
Dying the hilt:
Insetting the gem:
A fully colored sword (dyed hilt, inset gem) would have higher enchantability. This means that the normal enchant levels for that sword would bear a greater and more valuable enchant.
A forged sword would have greater durability than the sword of it's material counterpart.
Name Your Sword:
Since 1.4 the Anvil Block has been added. One of its main features is naming tools. Whether or not the whole idea was inspired by this thread, it is a huge triumph that the aspect of naming tools has found its way into Minecraft. You saw it here first folks!
For the name, you would simply use the Anvil and a bit of XP. This idea stays here because this suggestion existed before the Anvil even came out! Here is an image showing what hovering over the titled sword in the inventory might look like:
Dungeons - Legendary Swords!
Around 5 to 7 already enchanted, colored, and titled swords would become loot in dungeon chests. Much like records, these swords would become well known, and could differ with better or worse enchantments. To keep the balance however, finding one would be EXTREMELY RARE. Submitted ideas for these:
thisguy1045 - Ender: black hilt, purple gems, found with Sharpness and Knockback of any level
moochfloatjr - Blaze's Wrath: orange hilt, redstone gems, found with Fire Aspect I - III
moochfloatjr - Dungeonmaster: grey hilt, emerald gems, found with Smite I - II, Bane of Arthropods I - II
LegoMyLego27 - The Undead Destroyer: black hilt, quartz white gems, found with Smite II - IV
The_Miner_Nick - Harbinger of Wealth: orange hilt, diamond gems, found with Looting I - III
F1am3 - Suns Fury: orange hilt, glowstone gems, found with Fire Aspect I-II, Smite I - II
BioShock_Rules - Annihilator: red hilt, iron metal inset, found with Sharpness III-VI, Fire Aspect I-II
Flamedude166 - Flame's Might: red hilt, obsidian gem, found with Fire Aspect II, Knockback II, +1 enchant
NitrogenSnow - Hurricane: grey hilt, quartz white gem, found with Knockback IV, Smite II
Ampulugator - Slapstick: all brown, found with Unbreaking III, Knockback II, Sharpness I, low durability
Grave Robber: red hilt, obsidian gems, found with Looting I-III, Smite I-IVKholdstare's submissions:
Defiance: black hilt, iron metal inset, found with Sharpness I-IV, Fire Aspect I-II
Arachnophobia: gray hilt, redstone gems, found with Bane of Arthropods I-IV, Knockback I-II
BioHazard: black hilt, gold metal inset, found with Smite III-IV, Fire Aspect 0-II
Excaliber: blue hilt, gold metal inset, found with Sharpness II-IV
Earth: lime hilt, quartz white inset, found with Smite I-III, Bane of Arthropods I-III, Unbreaking III
Nether: red hilt, gold metal inset, found with Fire Aspect II, Unbreaking III
End: black hilt, obsidian gems, found with Sharpness V, Bane of Arthropods I, Smite I
Masamune: black hilt, gold metal inset, found with Sharpness II, Bane of Arthropods I-II, Smite I-II
Juggernaut: white hilt, iron metal inset, found with Unbreaking III.
Sanctumguard: white hilt, gold metal inset, found with Smite V
Inset Effects [Optional]:
Each inset item, described above, will give the end result of the sword a differed effect, depending on the item!
[Nether Quartz] +1 damage to Nether mob types
[Iron] +20 durability, -1 damage against Iron Golem
[Diamond] +30 durability
[Lapis Lazuli block] ???
[Ender Pearl] +1 health when using enderpearl, -1 damage against Enderman and Ender Dragon
[Emerald] 30% chance of Looting I
[Glowstone dust] ???
[Gold] +10 durability, -1 damage against Zombie Pigmen
[Blaze Rod] 10% chance of fire on each hit, -1 damage against Blaze
[Redstone dust] ???
[Obsidian] 30% chance of blocking any given attack
Achievement and Additional Kill Status [Optional]:
"To Forge A Sword" could be added to the achievements section, only completed after fully crafting (with colored hilt and inset gem), enchanting, and titling a sword.
Forged Swords come with a new kill status that simply states: [Name1] was slain by [Name2]'s sword [sword name].
Some other side notes:
- To those of you who say: "I wouldn't want to lose my great sword after creating it and smashing people to bits for such a long time!" Well, the solution is not creating new items or ideas that allow you to rebuild your sword (this becomes too overpowering in the long run), but using the Frame Block that was added in 1.4. Once your sword is on it's last straw, you simply stick it in a chest or frame to show it off as decoration. It has memories and stories with it; it is not wasted.
- This would be great for adventure maps! Quest for the Legendary Sword. Think of all the possibilities!
- Some of you (everyone) want more use for Lapis Lazuli. This helps out with that! Mostly Lapis Lazuli in real life is used for jewelry and such. Using Lapis for the hilt color and adding gems to a forged sword is a great use of it! It doesn't take much, but it is still put to good use!
The mod is out! Make sure to show that page some love, but give feedback here too!
You can check it out here: BladeCraft
Poll Stats: (10/13/14)
Should Forged Swords be added to Minecraft?
- 430 said Yes
- 23 said No
- 22 said The idea needs to be changed before it is added
Should Advanced Swords come with a new kill status that simply states: [Name1] was slain by [Name2]'s sword [sword name]?
- 34 said Yes
- 15 said No
[Removed, vote accepted as YES]
Should a series of small effects be placed on the sword that are determined by the inset gem? e.g: Bone inset gives +1 damage to undead.
- 125 said yes
- 29 said no
[Removed, vote accepted as YES]
CHANGE LOG! Check here for updates!!
-Made more fancy, bolded and underlined
-Added side notes
-Added poll on idea of swords, updated to include kill messages
-Added buffs/debuffs section
-Took out blade submission Dungeonmaster, due to the combo of Smite and Bane of Arthropods (impossible)
-Added change log
-Changed poll to simple kill status (original question was a vote of NO)- don't forget to vote!
-Added more swords
-Added "Achievement get!" style banner
-Removed buffs/debuffs due to complexity as of right now
-Added bit about Dinnerbone's Anvil GUI
-New highlights (mainly to bring pictures to the forefront), some changed bolds
-Changed crafting idea and images to the new anvil block - presented by Badprenup
-Added Dinnerbone's Anvil Block picture
-Added poll stats
-Added question about buffs/debuffs to poll - Don't forget to vote!
-Removed poll about kill status - a vote of YES
-Added kill status to thread
-Changed title to be congruent
-Officially changed idea of Advanced Swords to Forged Swords - check out the banner!
-Added bit about new upcoming mod
-Changed title to fit thread
-Modernized bits about 1.4
-Added concept image and progress to mod section
-Converted idea to add all 5 sword materials
-Added new edited images
-Added Community Update Section
-Updated Community Update Section
-Added Inset Effects idea
4/5/2013 - 5/11/13
-1.5 Nether Quartz traded out for bone inset
If you would like to show support, you can do that in a few different ways!
1. Feedback: Provide feedback on things you may want added to this idea! Taking any and all suggestions for consideration! Support if you like the idea, and if not, state why!
2. Go smash the rep button! !
3. Copy this banner into your signature!
Credit to those who helped form these ideas:
Sep 23, 2012ErasmoGnome posted a message on Move Wither Skeletons out of Fortresses! *Over 480 Supporters!*Posted in: Suggestions
[size=large]Mod[/size]Rinnsal has added this as an optional feature to his Nether mod! If you want to check out how this idea would work in the Nether while having some really cool new Nether items as well, check out his mod here: NetherStuffs 0.19 by Rinnsal The download link is at that page, along with a mod review video and a description of all the awesome stuff in the mod. I highly recommend it! Additionally, Builderb0y has created a mod that allows Wither Skeletons to spawn everywhere in the Nether without all that extra stuff. Here's the download link: http://www.mediafire...a7ttstxokee2puv Just put it into the minecraft.jar and you're done.
[size=large]FAQ/Responses to Common Criticisms:[/size]
[size=small]NOTE: Because of the recent influx of posters who have given two sentence posts and haven't even bothered to look at the FAQ, any post that clearly could have been addressed with a trip here will be replied to with a simple "See FAQ #X". I highly encourage you to at least peruse the questions before posting ignorant criticism.[/size]
Q: This would make the Nether too hard!A: The Nether was originally known as a "hell world". It was released during the Halloween update, and players initially entered with trepidation, fearing the dangers that awaited them. The people realized the only mob in there could be kill with two arrows. Ghasts are 4x4x4, making them fairly easy to hit, even from a distance. Additionally, a single knocked back fireball takes them out instantly. Their fireballs, even with a direct hit, still do less damage than a creeper. They are the only mob that represents a challenge in the Nether, and they aren't even that hard. Magma cubes are a joke - at the speed they go, you can just walk away. Zombie Pigmen ignore you unless you actually hit them, at all the rest of the mobs are confined to Nether Fortresses.Q: The Wither is a boss. It is meant to be hard to summon!
This is supposed to be Hell, and yet a player with a small stock of arrows can walk freely through the area with barely a care in the world! With iron armor, basically all caution except with lava can be abandoned, because a Ghast would only be able to take you out with two direct hits, and everything else can be ignored! Wither Skeletons would add needed challenge to a dimension that is supposed to be terrifying, and force players to actually be prepared to get their Glowstone and Nether Quartz. With Wither Skeletons moved out, a player that isn't in good armor would need to be fast, and a well prepared player would actually need a variety of equipment like milk buckets or potions. If you really didn't want to fight them, you could always sprint away, which takes a small amount of skill.
But remember, they would only spawn about as commonly as Endermen, so it isn't like you'd be horded like with 3 at once. You would have to fight one, maybe two, unless you actually walked around getting a bunch on your tail. This change would make the Nether much more challenging, but not nearly enough to make it impossible, even in no armor. A veteran could still walk without armor with enough movement skill, while newer players could most likely survive in iron armor, but no less, as they should be able to in the dimension of Hell.A: Yes, and I agree it should be hard to summon. But right now, it takes far too long. You have to kill 120, on average, and it might take you a half-hour or so just to find three. This idea keeps it a challenge without making it so only a collaborative multiplayer effort or obsession is able to summon the wither. People want to be able to summon it in single player without being in a nether fortress 24/7.Q: How commonly would they spawn outside of fortresses?
There has been a fair amount of contention about this lately, especially making the beacon too easy to get. I would remind players that the beacon takes a minimum of 81 ores to complete. That's quite the chore - just because you can summon the Wither does not mean it can suddenly immediately get a beacon. Second, this does not make it too easy to get all the skulls to summon the Wither. As I said earlier, it takes an average of 120 Wither Skeleton kills to get all the heads. Unlucky player might need to kill as many as 300 or more. As I've said, they will spawn about as commonly as Endermen. Go out and try to kill 120 Endermen, then try to tell me that the amount of time it took you would make it too easy to get the beacon.
Don't believe on the average of 120 or unlucky players having to kill as many as 300? Have a full-blown statistical analysis based on the normal and geometric cumulative frequency distributions. Happy reading!So take this from someone taking AP Statistics – having to kill 120 Wither Skeletons is not an “extreme”, it is an average. There is a 2.5% chance per kill of getting a skull, meaning p=(.025). To calculate the average number of repetitions needed before achieving “success”, the formula is simply 1/p, or in this case 1/.025. Plug that into your calculator and it spits out 40. From there, it doesn’t take a statistics class to tell you that to get three, you multiply by three for (guess what!) 120. That means, the average player will have to kill 120 Wither Skeletons before getting three heads, leading me to the conclusion that you are either lucky or exaggerating. This isn’t really something you can dispute – these are well established mathematical formulas.
But hey, say you don’t believe me. Say you think I got the math wrong, even though this kind of probability is something I learned before statistics even expanded upon it. I built a quick calculator program on my calculator while I was bored in precalculus, then ran it for 999 trials (the max my calculator can take before no longer being able to run analysis). Here’s the coding, so you can be sure I didn’t cheat. It probably won’t make much sense to you, but I’m sure another programmer on the forums can confirm its validity, and I’ll comment it up and add actual names to the variables to make it easier to understand.
ClrHome //clears what is currently on the screen ClrList L[sub]1[/sub] //clears whatever is in the list I’ll be storing the results in 0->Successes 0->Count 1->Runs Input “Trials:”,Trials //Asks the user how many trials he wants to run Output(3,1,”Trial:”) Output(4,1,”Last Num:”) While Runs≤Trials //Sets up loop for number of trials Output(3,7,Runs) //Outputs the current trial to keep track of progress 0->Successes 0->Count //Resets both variables for the coming trial While Successes<3 //Will run until 3 “Successes” are achieved If randInt(1,40)=1 //If a randomly generated number 1 through 40 is one, a wither skeleton head is received. This simulates the killing of one Wither Skeleton Successes+1->Successes //increments the number of successes by one (for those unacquainted with calc programming, when there are no brackets the calculator only considers the line right after the If as part of the contained area. Count+1->Count //Whether or not a skull is received, the number of kills is incremented End //Ends the While Successes<3 loop (if Successes is not less than three, reruns until it is) Count->L[sub]1[/sub](R) //Stores the number of Wither Skeletons killed before three skulls were received in a list location corresponding to the current run. Output(4,10,” “) Output(4,10,Count”) Runs+1->Runs End // Ends the While Run/Trial loop. If Run is not to trials yet, will run entire thing again until it is. 1-Var Stats L[sub]1[/sub]Note to experienced calc programmers: To make it more easily understandable, I added actual names to the variables based on their letter, and commented it up Java-style. To derive the original program, truncate all but the first letter of the variables and ignore the commenting.
You probably didn’t understand that, so I’ll summarize what it does. It simulates the killing of a Wither Skeleton by giving a 1 in 40 chance of a “success”, and repeats that until 3 “successes” are achieved. It then stores the number of Wither Skeletons it took to get these three skulls in another location for further viewing, then runs again. I ran this program 999 times, simulating a random player going to get his three skulls 999 times. Here are my results:
Mean: 119.4544545 (Shocker, only .5 off 120, which is the actual value)
SD(X)=64.86644227 (There’s a decent chance you don’t know what this is, so I’ll explain it later)
Min(X)=9 (In all 999 trials, the smallest number of Wither Skeletons killed to get all three skulls was 9)
Max(X)=390 (In all 999 trials, the largest number of Wither Skeletons killed to get all three skulls was 390)
So the mean was 119.45 Wither Skeleton kills needed. Don’t even try to tell me my math was wrong there now.
But I already knew that. I’m more interested in the standard deviation. Now, the Central Limit Theorem would normally cause the combined results of trials to be normal, especially with a sample size of 999, but unfortunately np = 3, which is less than ten. That means the left side of the normal model will be cut off, causing a right skew. That means the standard deviation isn’t useful for far-reaching calculations, and the SD can’t be calculated by regular methods. But we already have an approximate SD from our trials, so that should be almost dead-on accurate for our purposes, especially since independence is a certainty. So what does a standard deviation of 64.866 mean? Well, it means that when you go one standard deviation out in both directions, you have contained just about 68% of all results. Here’s a little table so you can visual what I mean:
But I said earlier that it can’t work quite as well in this case because np<10. We can still approximate, especially for the smaller sigmas. With a bit of math, we can find out that 1SD above the mean is 184.866, 2SD is 249.733, and 3SD is 314.599. With a bit more math, specifically, finding the area of everything else by taking (1-the other results)/2, we can find out the odds that a player might have to kill a certain number of Wither Skeletons to get his skulls.
Here are the results:
Odds that a player might have to kill above X Wither Skeletons to get all three skulls, according to the slightly-off normal model:
So that means 1 in 40 player will have to kill more than 250 Wither Skeletons to get their skulls. 3 in 2000 players (not unlikely at all considering the millions playing Minecraft) will have to kill more than 315, which is absolutely ridiculous. Some will have to kill more. If you’ve followed along with the math up to this point, you can do your own calculations as to how they might stretch out farther, but be warned that the normal model gets more and more inaccurate because np<10 as you go out farther. As I mentioned earlier, these might be a bit off because of the truncated normal model that causes a right skew. You can’t really call me out on that though, because what that would really mean is that for a manually placed normal model extending into the negatives the standard deviation would more than likely be even larger, meaning that unlucky players have to kill even more Wither Skeletons than is mentioned here. This of course means that many lucky players will have to kill somewhere on the range of 60 or less, but unlucky and lucky happen about the same amount of times, and with my way even the unlucky ones will be able to get it eventually with a bit of perseverance, unlike the obsession that would be needed if you wanted to get them just from Fotressses.So yes, some lucky players will be able to get enough materials to summon the Wither within an hour or so – it is really the same now. But do not even try to tell me any longer that needing to kill 120 is an extreme. It is the average, and needing to kill even half that would only happen to less than 1 in 5 players.
But let’s take a different approach, because I’m spending a lot of time applying what I learned in Statistics, and this is kind of fun. The Geometric model is even better for our purposes than the normal model, and even easier to use. It gives us a different perspective on how crappy the current system is as well.
So, if you have a TI graphing calculator, you can follow along. Hit 2nd Vars, then go to the very bottom, where it says geometcdf(. That is the geometric cumulative distribution frequency, which you probably don’t understand. What is does is calculates the chance of an occurrence happening by the time a certain number of trials have gone by. So click it, then type in into the parentheses .025,120).That spits out .952075909, right? What that number means is that there is a 95.2% chance of getting at least one skull by 120 trials (note the at least). While that seems decent, that leaves us 4.8% of people, after having killed 120 Wither Skeletons, wondering if the info they got off the wiki on drop rates was wrong. You can plug in other values instead of 120 to see the chances a person will have received a Wither Skeleton Skull by the time they have killed that many Wither Skeletons.
But let’s remember that I’m not even suggesting a change of drop rate – I’m just suggesting that they are a bit easier to find, by moving them out of Nether Fotresses. Which means all this still applies even after my idea comes into play – all it means is that they will be easier to find, so you will be able to rack up these ridiculous amounts of kills.A: The same as they do now inside of fortresses. They won't spawn in groups like Zombie Pigmen, and are a bit rarer to begin with, so they still will be a bit hard to find, kind of like Endermen in the Overworld. I'm sure Jeb can mess around with the spawn rate to make it good.Q: Wouldn't this stop people from building bases in the Nether because a hostile mob could spawn in their base all it wanted? (Thanks to corinanth for bringing this up)A: Currently, Wither Skeletons have a limitation that they cannot spawn in a light level of 8 or greater (in addition to their only spawning in Nether Fortresses). This limitation will be maintained as they are moved out into the Nether. This means they will be able to spawn fairly near to Nether light sources like lava and glowstone (who emit a light level of 15), but it will be possible to light up a base enough that Wither Skeletons won't spawn. Thanks to Immibis for help with the technicalities of the lighting system!Q: Why do you have a supporters list?A: I think it is a good idea to have a semi-visual representation of the amount of support this idea has received. A supporters list is a good way to give a quick numerical summary of how many supporters this idea has, and the dropdown list of specific supporters allows people to see if their favorite critic/friend has supported. I don't require a +1 to be on the list because I don't feel you should have to give rep to me just to support this. I do appreciate reputation though, because I did spend a fair chunk of time assembling this idea to be informative and aesthetically appealing.Q: Oh come on, why don't you just use a Looting I/II/III sword?!A: The maximum level of Looting, Looting III, brings your chance of getting a skull up to 1 in 25. Which, for those of you who haven't done the multiplying, means you now need to kill an average of 75 wither skeletons instead of 120. Now, 45 is a hefty difference, but it still means a huge chunk of time to kill 75 Wither Skeletons. Even if it did bring it down to a reasonable number of Wither Skeletons needed to be killed, it still wouldn't fix the other problems, namely that there are no challenging ground-based hostile mobs in the Nether, and there is a hugely skewed content ratio between Nether Fortresses and the rest of the Nether. Mojang has an entire dimension to fill, and they choose to stuff about half of the content into one tiny building, the Nether Fortress. Moving Wither Skeletons out into the rest of the Nether would provide a hostile mob and a huge step towards fixing the content ratio of the Nether, even if it wasn't necessary to fix the time it take to get the 3 skulls, which it still is even if you are lucky enough to get a Looting III sword.Q: So, how can I help this become a reality?A: I'm glad you asked. There are a bunch of ways you can help this become part of the game:Q: Why not just increase the spawn rate or drop rate of Wither Skeletons?
A: Because that only fixes part of the problem. Yes, increasing the drop rate would work insofar as it fixes the problem of the Wither being incredibly hard to get, but it takes away some of the challenge of fighting all those Wither Skeletons. Increasing the spawn rate of Wither Skeletons would fix the problem as well, but there are still two huge problems the solution quite simply does not address. There is still no challenging hostile mob in the Nether. Ghasts take two arrows, and if you are in the nether you should certainly have arrows; Magma Cubes are so slow you can just ignore them, and don't put up much of a fight even if you don't; and Zombie Pigmen you can just ignore because they are neutral. Thus, moving the Wither Skeleton out would finally get that hostile mob into the Nether. The second thing that either solution does not fix is the incredibly skewed rate of content in the Nether. Almost half of the available features of the Nether, an entire dimension, are packed into a comparatively minuscule building. Why? There is no good reason, and moving Wither Skeletons out into the Nether would be a great step towards fixing the problem.Q: Why not give Wither Skeletons a building of their own?A: This solution is a bit better than the suggested solutions in the above Q&A in that it helps fixed the skewed content of the Nether and, if the spawn rate is high in the building, helps with the challenge of getting enough Skulls to summon the Wither. However, it still doesn't do everything that moving them out into the Nether does. Moving Wither Skeletons out into the Nether would get a challenging hostile ground mob into the Nether, something that people have been asking for for a long time. It would be a huge leap in finally making the Nether the terrifying, dangerous, and hellish place a dimension like the Nether should be. In addition, building an entirely new structure for Wither Skeletons would represent a lot of coding for the Mojang team. The change suggested here would probably take Mojang about 5 minutes or less to implement, as all they would have to do is remove specific spawning restrictions. So, moving Wither Skeletons out of Nether Fortresses fixes more problems and involves less work for the Mojang team, allowing them to focus on other features. It's a win-win!Q: I tried to use one of the banners, but it isn't working!A: First of all, thanks a bunch for helping out this idea by using a banner! Your problem might be a few things:Q: Hey, how do you have so many supporters? There aren't even as many comments as supporters!
- Support! It's as simple as pressing the rep button or posting "I support!", and every person who supports adds credibility and weight to the idea.
- Spread the word! You can do this by telling your friends on the forum, or using the banner. Like above, the more people who come to this topic to support, the better the chance Mojang will see what their players want and implement this.
- Check back! A great way to help out is to come back every once in a while and comment on additions and reply to people who aren't sure about whether they want to support. Following the topic is a great way to keep informed. Every post helps people make up their mind, and has the added benefit of bringing this back to the top of the page.
- Leave constructive ideas! Every improvement to this idea, whether it is to make the suggestion more appealing, more balanced, or just plain old more awesome, makes this a better suggestion, and therefore more likely to be implemented.
- Contact Mojang! You can PM or tweet any of the Mojang team (Jeb, Dinnerbone, Lydia Winters, and EvilSeph are here if you want to tweet them), and that way they can see the idea and know people like it! Disclaimer: I am not suggesting that you spam their page. A lot of people contacting them would be great, but don't spam their PM inbox or twitter repeatedly. That is rude and does not help this suggestion become part of the game.
A: I didn't think this would become an issue, but it's been asked quite a bit recently. My system for creating the supporter's list is taking those who leave a positive comment as well as those who +1 the post. Obviously, some people post and don't +1 and some people +1 and don't post. The list is taken from both, eliminating any duplicates. Because apparently a lot of people +1 and don't post, I have more supporters than comments. I have nothing to hide here, so if anyone wants to comb through the list for fake names, feel free .More FAQs will be added as questions pop up repeatedly. If you have a question you want answered/think should be added, post with the question and I'll get back to you as soon as I can.
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[size=large]Supporter's List[/size]You'll be added if you , or I happen to see a positive comment. For why, see the FAQ. [size=medium][size=large]Current Supporters: 489'[/size][size=medium]][/size]
- Minecraft Pro Jordan F
- Joe The Bow
- Tom Marvelo Riddle
PLEASE LEAVE CONSTRUCTIVE CRITICISM, SUPPORT, AND IDEAS!
Robe's Art has made an awesome banner for this idea. If you like this idea and want to help support it, just copy the code below into your signature, then highlight it and click "Remove Formatting" (the eraser in the upper left)!
Here are some old banners you can also use:This one was made by Yuutsu:
This one was made by me:
Having trouble with a banner? See the last question in the FAQ for help and troubleshooting. [represent]
Aug 2, 2013ValkonX11 posted a message on Go through the alphabet before someone posts a my little pony picturePosted in: Forum GamesQuote from RedFourteen
Pokemon guy who likes snowdrop and keeps making me lose the game, have you seen the new friendship is witchcraft?
What exactly is Friendship is Witchcraft? I've seen it mentioned a lot, and from what I can tell it's supposed to be good, but I've never actually seen any of it.
Jun 1, 2013Here's how you make a record-player golem:Posted in: Suggestions
and here's a rough sketch of what it might look like:
And here's a very cool Techne model done up by SkarmorySilver
Quote from SkarmorySilver »
(you can raise and lower the volume by having the golem raise and lower its speaker arms. Feed him redstone to raise arms, wool to lower arms).
New bit edited in: The record player golem is a pacifist, a lover not a fighter, so he doesn't attack mobs with his speaker hands. Instead, when his speakers are at maximum volume, this disrupts the targeting system of all mobs within a 16-block radius (including iron golems and wolves, so be careful) so they have a chance of losing sight of whatever they were trying to attack, for a few moments, while the music sweeps them away in a reverie of awesomeness.
and here's the gui you access by right-clicking on our living record player friend. I'm thinking you can also put note blocks in the record slots, and make some interesting tunes that way.
Why? Because record players are limited to a local area. If you make friends with a record golem, you can put him in a Minecart, or put him on a lead, and have him make music in many locales.
Technical issues? Perhaps there are some. I'd suggest breaking up some of the songs into smaller files that play in sequence, or perhaps even randomly. Sort of like a procedurally generated song based on a seed disc. But that's a radical change, and maybe deserves its own thread.
May 27, 2013Posted in: Forum GamesQuote from Minor107
THE HEAVY! MAYBE IT'S A CROSS BETWEEN MINIGUN AND FLAMETHROWER?! OR MAYBE SANDVICH!
Quote from TheGreatArmclub101
And the post before you didnt know much about TF2. xD
OT: Yeah, I choose that he opens the one from Heavy first.
You open Heavy's present.
Damage: 20 base, 120 crit
Always crits burning enemies
-50% damage dealt to non-burning enemies
Cannot crit non-burning enemies
You then open Demoman's present.
Damage: 30 base, 90 crit
Magazine capacity: 1
Max reserve ammo: 30
Can detonate flare, dealing damage to 2-3 enemies
Always crits burning enemies
+25% explosion damage taken when equipped
There are also a few flares inside.
You suddenly hear something outside. It sounds like... explosions? You walk outside to investigate and find a gunship in the air, carrying some strange-looking people. You see a shadowy, evil-looking Scout, two demonic Pyro creatures, a ghostly Soldier, a black-clad Demoman, a gray-wearing Heavy, an energy-enhanced Engineer, a claw-wielding Spy and his phantom ally, a demonic Medic and his slave, and a Sniper wearing a strange suit, coated in blood. They begin attacking you. You need to stop them! But first, you need to get on the gunship.
Name: Freak Show
Objective: Stop the freaks
Reward: 50 XP
==[Pyro - Level 1]==
HP: [==========] 90/100
SP: [==========] 50/100
XP: [===============] 50/150
Melee: Fire Axe
Air Guitar: Direct all attacks toward you instead of allies
Fire Axe, Detonator, Axtinguisher, Detonator Flares (15)
Freak Show: Stop the freaks. +50 XP
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