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    posted a message on New way to obtain to black dye.
    If a new alternative for black dye was to be implemented it would be coal, the most natural and basic way of coloring something black, inc is sophisticated and elaborate in compare.
    Posted in: Suggestions
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    posted a message on A New Approach To How Ores should be handled
    Indeed. Judging by the replies this would be hard to implement due to limitations in the code? As it appears it's not just this suggestion that bumps into this barrier. Should Mojang deem it a worthy cause, could they lift it without a huge impact on performance? Because if so then maybe they will in time. One day they will have to rework the code, and the sooner the better, judging by the fact that the game will only grow bigger, and therefore harder to change in such a drastic manner? Anyways, thanks for all the positive feedback and input. Let's hope that Mojang hears of this and takes it into consideration.
    Posted in: Suggestions
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    posted a message on A New Approach To How Ores should be handled
    Glad to see all the positive responses. I will keep the thread updated as we go, eventually I plan on adding pictures.

    About the actual implementation though, I couldn't exactly figure out how it could be done either, adding them as you said, Ouatcheur, would make these blocks unmovable by pistons, a great issue indeed. Hopefully we are indeed looking forward towards the implementation of what BadprenupBadprenup was talking about, which in turn would also open the floodgates for a lot of other good suggestions.

    Again, glad to see all the positive feedback. Should I add a poll?
    Posted in: Suggestions
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    posted a message on A New Approach To How Ores should be handled
    Quote from peterdetmig

    This shouldn't be a problem at all. Starbound has the same and has no problem at all with ores within blocks.
    It was playing Starbound that made me remember the original idea, and tweak it to something more similar to this.

    Quote from PuffinPuncher

    This is how I would like it to be done too, and I would also like to see a change to how the new stone generates as well as more new stone types. I'd like to see the underground vary somewhat as opposed to just adding lots of small patches of new stone everywhere, and variation should involve changes in the stone generating there as well as structural changes. Having the ore being able to appear in multiple stone types would much improve the look of this.


    Indeed. That would be the other recent source of inspiration to start this topic. If I remember correctly it was you who started the original topic regarding more consistency in how there should be various stone-types to begin with. Can't remember which one of us that came up with the idea of making this stone replace the original stone for specific biomes, but in the end that is what I hope will come of this suggestion. It would be a great and well needed face-lift for all of the underground, with regular shifts in stone-base as you approach new biomes.

    But more on topic, another aspect of this worth mentioning is that it will break some of the current "rule-setters", like when you find a dirt-patch and just avoid it since you know that there can be no goodies inside of it. This would dispatch equal amounts of ore and reward all around the underground, as well as being more aesthetic and open-minded.
    Posted in: Suggestions
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    posted a message on A New Approach To How Ores should be handled
    With the implementation of the upcoming new stone-types I have decided to share this idea I have had for a very long time. It is essentially the idea of un-binding ore to a specific block and instead make ores generate as an "attribute" to pre-existing blocks in the world.

    -The idea is to make ores instead of a separate block appear as an additional texture overlapping existing blocks, essentially enabling ores to generate in all the new types of stone without the texture being in the way, since it currently only matches with one of the existing stone-types, namely "stone".

    By doing this the new stone-types wouldn't have to be bound to exist in the form of "dirt-type"-pockets due to unmatching textures, and instead maybe be biome-bound, meaning different stone-types for different biomes? This would flesh out the need for exploration a bit, and greatly favor greater mining-expeditions. We could then have full-scale Granite-caverns and the likes, without the ore-generation ruining the appearance.

    And one wouldn't have to stop there. This could lead to Ores appearing inside dirt-pockets, gravel-beaches, even in the base of desserts, with proper balancing of course.

    This could over time be a very worthwhile implementation if there exists a good way of implementing it. This is why I need feedback and comments, so we can figure out how or whether it is possible.




    EDIT: I realize that I forgot to mention this, but a block containing ore could drop both the ore and the block itself, post below what you think?

    EDIT2: Maybe we could have gravel get its own texture for when it contains flint? It shouldn't be able to appear in the inventory as it would cause separate stacking, but when you place a block of gravel instead of it having a random chance of dropping Flint instead have it a random chance to be placed with visible traces of Flint and a guaranteed drop if so. Tell me what you think below.
    Posted in: Suggestions
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    Quote from FenixDowned

    You misunderstand. My diagram here was a suggestion on how to redo the original skin layout in such a way that it would grant us space for texturing both arms and legs while still fitting within the 64x32 image size. Also note that this suggestion is several years old.

    Snapshop 14w03a introduced a different take on what I proposed. They use a completely different mapping which also includes extra space for additional "hat layers" for the rest of the body. It is entirely different from the layout I thought up of.
    But had you not made the topic, there would have until very recently been none to express the need of a re-take on how to create skins. Your input in this implementation remains that of a suggester, since what you really suggested was to be able to include asymmetrical limbs. Mojang looked at this, as they usually do, and implement the part they like, combined with features they themselves see fitting. I really must thank you for making this thread! :D
    Posted in: Suggestions
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    This is the BEST DAY. I have been looking forward to this suggestions' implementation before it was ever even mentioned on the forums. As a skin-drawer this is my calling! I will start working on a new version of my skin at once to celebrate this endeared addition!

    ... I will loose so much spare-time to this addition... ._.
    Posted in: Suggestions
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    posted a message on Railways: Going places
    Maybe make Wooden-carts for mob/player-transportation and iron-carts made for the block-combinations like furnace-carts only? It makes sense since the iron-carts would obviously be the more sturdy of the two, thus being able to hold a furnace without breaking or catching fire. And being able to color the wooden carts would also help setting some differences between them. Now this looks like an even MORE interesting idea!
    Posted in: Suggestions
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    posted a message on Railways: Going places
    A great idea Deonyi! I thought about the fact that all these recent mounts really tore on the usefulness of railways, and this would be a great way of bringing it back into the action! One idea that kind of bugged me was the rotor-rail. I would prefer having this introducing the rotor-block: http://www.minecraftforum.net/topic/1543885-rotator-blockrotating-blocksrails-redstone-items-and-over-ton-more-useshas-lots-of-pictures150-supporters-control-the-directions/page__hl__%20rotator , as it no doubt could have had the exact same function as the rotor-rails, but ALSO work in all situations mentioned on that thread.

    Good idea! I would love to see it implemented.
    Posted in: Suggestions
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    posted a message on More types/colours of Stone
    Quote from Deonyi

    It just seems unneeded. Making stone bricks would essentially require slabs, stairs etc. Cobblestone would also need the same. Just having the stone alleviates that issue.
    Or we could instead have the three types of each kind, then at a later date, post-implementation decide whether slabs and such are worth including or not. Personally I don't think slabs and stairs would be necessary, since you can always find a replacer-material to build such decor out of.
    Posted in: Suggestions
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    posted a message on Sideways Cactus, Different Cactus Shapes And More! (Changing The Way Deserts Are, 70+ Supporters!)
    With the current system this would be impossible. That is why I suggest not only that this is implemented, but also that the placing-restriction on cactus is lifted. Thus it would not only allow for aesthetics like this one, but more interesting defenses and builds over all as you could now finally build solid walls out of cacti. One more suggestion to add to this list of improvements would be the ability to push the cacti with pistons. Then we would for all practical purposes have the "spike-pistons" that we were promised back and beta.

    Though I wish to see all of these ideas added as well at some point, good job on this suggestion, I have been thinking in the same direction for quite some time now, glad someone finally decided to give it a topic.
    Posted in: Suggestions
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    posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)
    Quote from CptSpaceToaster

    -snip-

    I've been working on and off for several weeks now.
    This looks absolutely incredible!
    Posted in: Suggestions
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    posted a message on Endermen, Strongholds and NOT MINESHAFTS
    I think that you are on the right track, but I could never think of endermen as the builders of Mineshafts, their appearance is much more related to what villagers build, not to mention that this place already have its curse, the spider-infestation.

    Strongholds on the other hand is something I always thought needed something special to really stand out in difficulty. Funny that you mentioned Endermen seeing as I always thought of the strongholds as being the Endermen's. If you think about it it really makes sense both because it provides an explanation for the presence of Endermen in the overworld, as well as giving us a founder of these underground complexes. The fact that they are called strongholds only supports this claim, seeing as the only thing worth holding is the threshold for Endermens entrance to our world, the portal itself.

    The idea of an increased spawn-rate always struck me as a good idea too, but I think that this place should also make the Endermen more uncomfortable with the presence of the Player, maybe even invoke direct hostility on sight, seeing as you are attempting to destroy their potential leader and invade their home. THIS would really turn the difficulty up a notch, yet it would be far from impossible, just make sure to lower the roof wherever you go, to avoid their reach and you would be fine.
    Posted in: Suggestions
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    posted a message on Pigman Villager Nether Villages
    Quote from SVGK

    They would have a hard time finding houses due to the way they detect them normally, you would need a hole all the way up to and through the bedrock to tell them where houses are.
    THAT is one very valid point. There really is no way that a village could exist in the nether with the current housing-AI. Though we are beginning to get side-tracked now I would really think that an over-haul of this AI is in order, not only for this suggestion to be able to exist, but for undergound-housing in the regular world to work as well. Not only that but It would also add a lot more alternatives for people wanting to build their own houses for both types of villages.

    And SVGK, the aspect that these villagers will in some ways be a rip-off of regular villagers is unavoidable, and hardly even a problem to begin with. I think that with a new type of villager unique for this area only we already have set some degree of difference, maybe if this potion-brewer cancelled out say the librarian for example, seeing as that proficiency has little relevance for the Nether, because none of his trades are possible in there. -Then there will be a specific reason to go to either of the types, other than the exclusive trades available only at one of the types.

    And instead of seeing this village-type as a comfyfier of the Nether, maybe see it as another one of the reasons to even search through the Nether? It would be an alternative source for whatever blocks we are going to find there, and it would offer good deals for gold-wares, not to mention the new appearances, maybe som will transport them out of the Nether and house them in the houses in the regular world? The Nether shouldn't be tamable, but it SHOULD be rewarding to raid. Maybe even make Zombie-pigmen near this village directly hostile? That should spice the visits up a bit?

    And Ghost, even though there is a suggestion being made elsewhere, maybe consider adding a golden-golem-type for these villages? One that is not buildable outside of the Nether, and whose only difference would be that instead of targeting zombies it would target zombie-pigmen? It could maybe have a pig-snout instead of a big nose?
    Posted in: Suggestions
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    posted a message on Pigman Villager Nether Villages
    Some aesthetic advise on the buildings that could also be something to consider: have you noticed that your buildings kind of blend in with the background element (Netherrack)? If you ever noticed, villages in the regular world are not made out of dirt and stone, they are in fact made out of more refined materials available other than the ground-material. Therefore a good way of make these Nether-villages feel more like a village-substitute for Nether would be replacing cobble with netherbrick, as it is a refined form of the basic-material found. And wood with quartz, seeing as wood is an alternate material found in the overworld that makes the villages stand out from the ordinary.

    Just like that could these villages both stand out more as well as feeling like a more accurate nether-version of something in the overworld, thus making it feel more like vanilla. It could also give a more comfy and safer feeling than just making houses out of basically dirt, and yet feel somewhat alien and different. I will however try this out myself before fully backing up this last idea, combining quartz and netherbrick might just end up looking weird... Maybe I will also give some alternate textures for the furniture a spin later, we will see.

    EDIT: I realize that I basically just re-stated what was mentioned just one post above... More power to you, Hikaro...

    Another idea would be to individualize the trades with these villagers. Like instead of regular-world-ores they would sell things like quartz, and offer more regular deals with glowstone, seeing as this is just everyday-stuff for them. An interesting idea would be if they payed more for gold than regular villagers, seeing as at least the zombies seem to enjoy this luxorious mineral quite a lot. If anything, their trading with gold could actually be an explanation for ALL the gold we see in the Nether, even your doors and anvils, seeing as you probably aren't the first one to trade them.
    Posted in: Suggestions
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