As to farms.. It wouldn't be viable.
Unless you plan to cover the entire Nether in PigZombie traps and check them regularly, a farm simply doesn't work.
(In fact, it'd waste more time and resources than it would output)
That depends on how useful gold becomes in the long run and how efficient the system is. If it's the only currency accepted by villagers, I'm sure there's a lot of value in it. Also, farms don't have to be intimidating; if you've got experience, you could knock one out in half an hour, and get a substantial return even if you only get one ingot per minute, since you can work on other projects in the Nether while the farm runs. If your goal is to get whatever the villagers have, and gold is the only way to do it, it might be a better investment than you think.
I think the nugget system, as is, is designed for those who like to build farms. Killing pigmen individually for gold nuggets is a waste, whereas an efficient farm will make you a very rich man in a hurry. I have no objections to this, as having to build in the nether gives added challenge. Perhaps gold will also be very valuable to the NPCs.
1) Love the snow golems. It gives a fun use for pumpkins, and can be used for hours of mindless entertainment.
2) I like the monk look of the NPC characters. In my opinion, having the villagers look too human takes some of the fun out of being alone in the world. However, I've read comments that the added nose might be a bit strange for modders, and I'm inclined to agree. I'd give them a normal nose model whilst keeping their overall design. The village generation needs work too; it's no good having gravel cover half the doors and the others 6 blocks in the air. Beyond that, I trust Mojang to make them useful.
3) I agree with plans to nerf the Endermen's block carrying ability as is, but something should be done to make them more interesting. As of right now, they have too many weaknesses to make them a good enemy...
a ) Walking mindlessly into water- I'd have them wait on the shore. Water isn't a bad weakness, but there should be more to it than simply jumping into a pool when the going gets tough.
b ) Getting trapped outside a 2 block high doorway- I'd give them a form of ducking ability and/or the ability to destroy blocks when angered. Also, they should only spawn above ground, where they don't get lost in caves.
c ) Stopping in the middle of an attack upon looking at them again- When angered, they shouldn't stop for anything in their quest to kill you.
d ) Low attack strength- I'd up it to 2 on easy, 3.5 on normal, and 5 on hard. It's no fun taking one of these guys on when they can be killed as easily as zombies.
e ) Burn in sunlight- There's nothing rare about ender pearls that get dropped by just waiting for Endermen to die in the sunlight. They could simply vanish.
Also, they should have some objective with their block transport. Perhaps they could have their own unique biome where they can build weird structures to their heart's content, or just move around dirt in unique patterns, perhaps forming some sort of code.
4) I like the Nether updates. If another ore and/or a boss guarding treasure in the middle of the fortress were added, it would make the Nether essentially complete.
5) The mushroom islands are funny, but they need some expansion. How about some form of rare item, another silly mushroom mob and a (non-erupting) volcano in the middle?
6) Still waiting for those new sound effects and records...
With the advent of the piston age, I'd like to bump this idea and breathe some new life into it. My proposal is a simple switch that could powers on at light level 8 or above, and powers off at light level 7 or below.
Simple applications:
-The aforementioned daytime-only iron doors
-Nighttime killswitch for all mob-sensitive machines
-Nighttime-only traps
Advanced applications:
-Accurate long-term clocks
-Fiber optics (long series of light-controlled switches connected to pistons in a tunnel)
So I was looking through the forums and saw no topic for this. After seeing the use of slimeballs on sticky pistons, I was wondering if maybe another use for this could be glue! What would happen is you have a slimeball in hand and you right click on a surface you want to be sticky. Then, you place the block you want to be glued to the first block onto the sticky surface of the first block. You could get rid of the glue by punching where you placed it.
Does anyone else like this idea?
Thanks,
Comeback323
Remember that the complaint about beds was that it made the "first night" a much less scary and dramatic experience? This way, only the truly seasoned will be able to make a bed in time to sleep through the night. I like this change.
I do understand your point of view. The existing ratio was created in a time when there was no such thing as powered rails, so it was very easy to lose your cart while trying to get in, and building a minecart "station" was a far-off prospect. With the current features, I'd say increasing the ratio to around 10:4 would suffice. You do have to consider that it has been like this for a long time, and making too dramatic of an adjustment would ruin many existing structures that have built around this feature.
Given the new piston video, slime glue could be used to hold sturctures together so it moves with a piston. A sticky piston will move a block that is stuck to it yes? Well what if you slimeball-glued a block to a block moved by a sticky piston. In theory both blocks would move. With enough glue and blocks you could move a whole house with a piston :smile.gif:
I just had this idea today. Surprised this got no comments, I love the idea.
Here's my take:
-Slime glue, like bone meal, is directly craftable from slimeballs. One slimeball will yield two slime glues.
-Slime glue will act as a non-solid block appearing as a green splatter on one side of a block.
-Any two blocks capable of being pushed by pistons can be attached by glue. Placing a block on top of glue will destroy the glue block and create a "glue bond" between the two. This bond is delineated by a green glow along the borders of the two connected blocks.
-Between 2 and 64 blocks can be connected to each other in one component. Upon reaching the 64th block, all unattached glue falls off the component. If the 64th block would connect to another component greater than 2 blocks, the block would place, but the glue would be dropped.
-Sand or gravel attached to a block by means of slime glue will not fall unless the entire component consists of sand/gravel and has a clear path by which to fall.
-All blocks attached by slime glue will move in unison upon one of them being pushed by a piston. The entire component must have a clear path in order to move in this manner.
- If a block attached to another by slime glue is mined or destroyed, the block will act independently of the component, and no slime glue will be dropped.
Thoughts? I feel like expanding upon this could open up a world of opportunities for elevators and moving platforms.
-Upon the falling of darkness, beds become unusable. The night skies would be filled with the cries of Ghasts, though none are ever seen.
-Not just some grass, ALL grass would turn to dirt, and all dirt would turn gray and pale; the world looks dead.
-The harbingers of doom must be more powerful; the dragon with 100 health, the wizard with 15, Herobrine with 20 and the equivalent of diamond armor.
-During Chalize, food begins to spoil. Most importantly, it doesn't happen randomly; inventories with greater amounts of food will undergo less spoiling, while inventories with less food will see their supply diminish to nothing. The wealthy must choose between saving those around them, or trying for Herobrine's sword alone and risking a revolt (My favorite idea)
Nah. Most water sources aren't deep enough for giant water creatures to swim in anyway. It would look awkward, and probably stay in one place for too long.
0
That depends on how useful gold becomes in the long run and how efficient the system is. If it's the only currency accepted by villagers, I'm sure there's a lot of value in it. Also, farms don't have to be intimidating; if you've got experience, you could knock one out in half an hour, and get a substantial return even if you only get one ingot per minute, since you can work on other projects in the Nether while the farm runs. If your goal is to get whatever the villagers have, and gold is the only way to do it, it might be a better investment than you think.
0
0
1) Love the snow golems. It gives a fun use for pumpkins, and can be used for hours of mindless entertainment.
2) I like the monk look of the NPC characters. In my opinion, having the villagers look too human takes some of the fun out of being alone in the world. However, I've read comments that the added nose might be a bit strange for modders, and I'm inclined to agree. I'd give them a normal nose model whilst keeping their overall design. The village generation needs work too; it's no good having gravel cover half the doors and the others 6 blocks in the air. Beyond that, I trust Mojang to make them useful.
3) I agree with plans to nerf the Endermen's block carrying ability as is, but something should be done to make them more interesting. As of right now, they have too many weaknesses to make them a good enemy...
a ) Walking mindlessly into water- I'd have them wait on the shore. Water isn't a bad weakness, but there should be more to it than simply jumping into a pool when the going gets tough.
b ) Getting trapped outside a 2 block high doorway- I'd give them a form of ducking ability and/or the ability to destroy blocks when angered. Also, they should only spawn above ground, where they don't get lost in caves.
c ) Stopping in the middle of an attack upon looking at them again- When angered, they shouldn't stop for anything in their quest to kill you.
d ) Low attack strength- I'd up it to 2 on easy, 3.5 on normal, and 5 on hard. It's no fun taking one of these guys on when they can be killed as easily as zombies.
e ) Burn in sunlight- There's nothing rare about ender pearls that get dropped by just waiting for Endermen to die in the sunlight. They could simply vanish.
Also, they should have some objective with their block transport. Perhaps they could have their own unique biome where they can build weird structures to their heart's content, or just move around dirt in unique patterns, perhaps forming some sort of code.
4) I like the Nether updates. If another ore and/or a boss guarding treasure in the middle of the fortress were added, it would make the Nether essentially complete.
5) The mushroom islands are funny, but they need some expansion. How about some form of rare item, another silly mushroom mob and a (non-erupting) volcano in the middle?
6) Still waiting for those new sound effects and records...
0
0
Simple applications:
-The aforementioned daytime-only iron doors
-Nighttime killswitch for all mob-sensitive machines
-Nighttime-only traps
Advanced applications:
-Accurate long-term clocks
-Fiber optics (long series of light-controlled switches connected to pistons in a tunnel)
Any other ideas?
0
0
1
There were a few threads about it before the forums crashed... my take on it was at the bottom in this one: http://www.minecraftforum.net/topic/310325-slime-glue/page__p__4537770__hl__glue__fromsearch__1#entry4537770
0
0
I do understand your point of view. The existing ratio was created in a time when there was no such thing as powered rails, so it was very easy to lose your cart while trying to get in, and building a minecart "station" was a far-off prospect. With the current features, I'd say increasing the ratio to around 10:4 would suffice. You do have to consider that it has been like this for a long time, and making too dramatic of an adjustment would ruin many existing structures that have built around this feature.
0
0
I just had this idea today. Surprised this got no comments, I love the idea.
Here's my take:
-Slime glue, like bone meal, is directly craftable from slimeballs. One slimeball will yield two slime glues.
-Slime glue will act as a non-solid block appearing as a green splatter on one side of a block.
-Any two blocks capable of being pushed by pistons can be attached by glue. Placing a block on top of glue will destroy the glue block and create a "glue bond" between the two. This bond is delineated by a green glow along the borders of the two connected blocks.
-Between 2 and 64 blocks can be connected to each other in one component. Upon reaching the 64th block, all unattached glue falls off the component. If the 64th block would connect to another component greater than 2 blocks, the block would place, but the glue would be dropped.
-Sand or gravel attached to a block by means of slime glue will not fall unless the entire component consists of sand/gravel and has a clear path by which to fall.
-All blocks attached by slime glue will move in unison upon one of them being pushed by a piston. The entire component must have a clear path in order to move in this manner.
- If a block attached to another by slime glue is mined or destroyed, the block will act independently of the component, and no slime glue will be dropped.
Thoughts? I feel like expanding upon this could open up a world of opportunities for elevators and moving platforms.
0
0
A few things I had in mind:
-Upon the falling of darkness, beds become unusable. The night skies would be filled with the cries of Ghasts, though none are ever seen.
-Not just some grass, ALL grass would turn to dirt, and all dirt would turn gray and pale; the world looks dead.
-The harbingers of doom must be more powerful; the dragon with 100 health, the wizard with 15, Herobrine with 20 and the equivalent of diamond armor.
-During Chalize, food begins to spoil. Most importantly, it doesn't happen randomly; inventories with greater amounts of food will undergo less spoiling, while inventories with less food will see their supply diminish to nothing. The wealthy must choose between saving those around them, or trying for Herobrine's sword alone and risking a revolt (My favorite idea)
0