I think it'd be pretty funny (and appropriate) if Minecraft forced the language to pirate if it detected that it was pirated.
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Member for 12 years and 16 days
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Dr_Hax posted a message on Force pirate language if MC copy isn't genuinePosted in: Suggestions -
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BrilliantLight posted a message on Lava should replenish in the nether like Water does in the OverworldPosted in: SuggestionsPretty self explanatory. Just makes sense, right?
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Cuchaz posted a message on Tall Worlds Mod - Raising the world height cap without causing lagPosted in: WIP ModsI'm not working on Tall Worlds Mod anymore! But Barteks2x is!
Read all about his progress here:
I'll keep the original OP below for historical reference though.
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Next up in my series of exciting mods is the Tall Worlds Mod!
The goal is simple: Raise the height cap on the world from 256 blocks to 16,777,216 blocks, but do it without adding too much lag. Turns out that's pretty technically challenging to do, but I love a good technical challenge.
Download the mod:
Tall Worlds Mod has released a somewhat-working protoype! The core idea of cubic chunks works fairly well, but there are still lots of minor bugs that prevent seamless gameplay. You can try out the mod today if you like, but don't expect it to work with any of your other mods.
Download Tall Worlds Mod prototype
How does it work?
The first step to raising the height cap on worlds is to break up the world into pieces vertically and only load the vertical pieces when players are actually near them. Of course, Minecraft's chunk system does exactly this to break up the world horizontally, but the vertical size of the world has always been fixed at 256 blocks.
Tall Worlds Mod breaks up Minecraft's world in the vertical dimension as well. Here's an early video of the cubic chunk loading system in action, the main component of Tall Worlds Mod.
Of course, players can't travel very quickly in the horizontal directions, so chunk loading doesn't have to be very fast there. But what about players in free fall? How fast can a cubic chunk system load chunks when players are moving very quickly? This video answers that question:
The details:
Minecraft Version: 1.8.3
Modding System: Magic Mojo Mod Loader (M3L for short)
Wait... what the heck is Magic Mojo Mod Loader?
Well, building the Tall Worlds Mod required gutting and entirely replacing large portions of the Minecraft engine. Namely, the entire chunk loading system and a fair bit of the lighting system. Since these changes are rather large, there isn't much benefit to using a modding system like Forge which has essentially no APIs to help with something like this.
I'm using Tall Worlds Mod to start building the modding API for my own modding system, Magic Mojo Mod Loader, or M3L for short. You can read the justification for why we need yet another modding system here, but it means that when I eventually release M3L, you'll actually have modding API support if you wanted to do something completely insane like entirely replace the chunk loading system in Minecraft.
If you REALLY have a lot of free time, there is another thread discussing cubic-chunk type mods. It's 275 pages long at the time of this post and it's chocked full of discussion about cubic chunk ideas, particularly suggestions for how to solve "the lighting problem." I'll be honest though, I haven't read the whole thread.
Need more room to talk? Try the offiicial Tall Worlds Mod Forums:
http://www.cuchazinteractive.com/forums/
I think we're starting to outgrow a single thread for discussing Tall Worlds. In a huge thread, sometimes good suggestions get lost. If you feel like you want more room to talk, or a place to put your suggestions so people can actually find them later, header over to the dedicated forums.
Development Status: Backburner'd!
I'm taking a break from working on Tall Worlds for a while.
All of the fun technical challenges have been solved and all that's left to do is a massive amount of tedious cleanup work. This is a hobby project. I'm going to enjoy doing the fun bits, but there's no reason I need to slog through all the tedious bits. The tedious work left to do includes things like finding all the places in vanilla Minecraft that broke because of the new engine changes and trying to add compatibility with every modded thing ever imagined.
The only reason to do boring work is if someone is paying a decent wage, and that's definitely not the case here. I ran a poll for about a month asking if players would donate to a Patreon. The answer was very clear: the donations wouldn't come anywhere close to paying a decent wage, or even make a dent in my rent payments.
I general, I think making massive changes to Minecraft's core game engine and seeing them through into a finished product is far larger in scope than any one person can really do for hobby without getting seriously burned out. I put up a prototype mod to show the idea actually works, but I don't really have any interest in turning it into a finished product. Perhaps it's up to Mojang now to decide if they want cubic chunks or not, but it's just too much work for a single unpaid modder.
The entire project is open source of course. Contributions are always welcome from other modders. None of this technology is disappearing any time soon, it's just going to start gathering dust.
In the meantime, I'm going to focus all of my energy into my Ships Mod and make that mod the best mod it can be.
Since I'm no longer splitting my time among too many projects, I should be able to make some real progress, so look forward to some exciting new features there!
All mods by Cuchaz:
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Chameleonred5 posted a message on Some Changes in VillagersPosted in: SuggestionsFirst: Let a Beacon's regeneration work on villagers. Villagers are unable to heal themselves, villagers are unable to hide or defend themselves particularly well, and zombies as a predator are too much for the standard village to handle. They die swiftly and often even despite players' best efforts. A regeneration effect may actually keep them alive long enough for a player to deal with the threat. I don't think it's too much to ask that an end-game powerful item like a Beacon do something like this.
Second: Let the population to door ratio be 1:1. It makes no sense to have 3 doors to one villager. The villages we have now feel empty, and attempting to increase the population takes lots of space, especially when keeping zombie defenses in mind. The villages are already spread out over a wide area. The villagers do not need any more room than one door per person, and I cannot think of any rational game balance reason that it is that way. The food/trading breeding requirements from 1.8 are enough of a population cap as is.
Third: Houses, as loosely defined as they are in Minecraft, should have an “occupied/claimed” variable. A villager entering a house for the night (and only at night) will cause it to be “claimed,” causing other villagers to simply not acknowledge it as a house. This will get the villagers to spread out a bit and not all swarm into one house. The only exception is that child villagers will follow one of their parents, or another adult if their parents are not available.
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MattTCreeper posted a message on Fish mobPosted in: Spam ArchiveThis has been done to death since people wanted an prying to the fish item. It also helps that the oceans are a bland as they are and this could spice thing up a little. There should be four fish mobs: regular fish, salmon, clownfish, and pufferfish. Each mob has 6 health (3 hearts) and are passive except pufferfish. These mobs mimic their items and when they're killed, they drop the items (obviously). Pigferfish are brutal and when they're hit, they give poison 2 for 30 seconds. There are baby versions (which are just tinier copies).
Behavior
They just swim around and when they're out of water, they try to flop towards the nearest water source. When you view them underwater in spectator mode, you see normally with the water beathing effect. Above ground, on the other hand, their vision is extremely blurry.
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darkmagi101 posted a message on Sea ArrowsPosted in: SuggestionsI was going through an Ocean Monument and I found how much a Prismarine Shard looks alot like an arrowhead. So I was thinking hey, wouldn't it be cool if we could make underwater arrows using these?
These arrows would have the ability to be fired underwater without getting slowed down by the water. This would make clearing Ocean Monuments easier, but the catch is you would need to go into an Ocean Monument to gather them. Anyways what do you think?
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MysticJhn posted a message on Small SuggestionsPosted in: SuggestionsEven if I could stack soups, I wouldn't want to.
It's so much more effort to gather ingredients and craft a soup
than to just kill meat, shove meat into a furnace, eat meat.
Why make rabbit stew when I can just as easily cook rabbit?
Heck, even making bread is easier than making the stews, and easier to grow wheat.
Mushrooms are a pain to grow in volume and take forever and needs two kinds, and even beetroot soup,
that only requires beetroot and the bowl still needs double the beetroot than bread requires wheat.
And, at the end of the day, even a stacked soup/stew requires 2 inventory slots instead of one.
One for the soup/stew, and one for the empty bowls that couldn't stack with the full soup.
Soups and stews are novelty food for when you're VERY bored and virtually hungry.
If I'm going to waste time in Minecraft, I'll go get that achievement for riding a pig off a cliff.
At least then I can have the ridiculous fun of saddling a pig and riding it.
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jdc997 posted a message on Small SuggestionsPosted in: SuggestionsMake it so that enderman in the Overworld and Nether will always drop at least one ender pearl. I always find enderman hunting to be the most boring part of the game, since they're already rare mobs. In the End, due to the ease of farming, they can retain or even lower their drop rate.
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Cerroz posted a message on Magmafin - Nether-Lava Fish (Heckload of Images!)
It's that time for you guys to criticize my idea and possibly get back at me for many nasty criticisms I've done on other suggestions. Gotta have that balance. I had this idea swimming in my brain for maybe a year or so.
Anyway, I have worked hours, and hours, and hoooourrrrssss on this to make this as perfectly presentable as possible. I hope it's a good read even if you don't support this. I think the lava in the Nether could use something interesting. So this is why my brain thought of this. I don't know why you're still standing there, the suggestion is down there... ↓ ↓ ↓
Physiology and Spawning
As you can see, these things have a body almost sort of similar to the Guardian, but more fish like. The sounds they make are very bubbly and snake-ish. (Possible video to be added showcasing the sounds.) The "bulb" at the side of the face rotates and wiggles as this thing moves, the fin at the segment behind the head flaps realistically as it swims around the lava. They are a very rare encounter; their rarity is a peg and a half above an Enderman spawning in the Overworld. As you might have guessed, they don't spawn in Overworld lava pools.
See that "Hardened" part in the text below? Hold on, I'll explain that soon enough. Bear with me.
Detection Range: 15 blocks
Normal:Health: (24)Armor: (4)Damage: (6 on Easy) (8 on Normal) (10 on Hard/Hardcore)
Hardened:Health: (24)Armor: (12)Damage: Same as above, but causes doubled knockback.
Behavior & Combat
When idle, they just aimlessly swim around. Sometimes dolphin-diving out of the lava so you can see where they are.
For balance reasons, Magmafins won't just blindly attack you if you're close enough. They are neutral, but there's two ways to get it hostile towards you: the first way is obvious, hit him in the face with something. The second way is a unique mob feature that involves player movement - much like a reverse ocelot. A Magmafin will make a "curiosity" sound, if you're standing still or not moving the mouse for 5 seconds (this also counts for other mobs near this thing), it will...
or...
Leap out of the lava in a parabola to pounce on the provoking player, then will bounce back to the space it jumped from. In multiplayer, the Magmafin will bounce from player to player if they are close enough to the provoking player - then try to frantically bounce back to the closest source of lava. If the prov. player runs far enough away, the Magmafin will lose interest and return to being neutral. Even if extra pounced players are still close enough.
Attack successfully while it's in mid-leap and you'll break its flight pattern. Do this while the Magmafin is in the hardened state it will suffer heavily reduced knockback.
It will also lean out of the lava and spit fireballs at you. So you better dodge out of the way unless you want to be knocked off that thin Netherrack bridge you made. The fireball does set you alight, but for only 2 seconds, and has very minimal knockback.
Now, what's this strange image? You will only see this happen when it's in combat. About a smaller-third of the time, a Magmafin will "harden" itself into a solid rock state. When this happens, it gives a very high armor rating boost for as long as the harden lasts - which is 3-6 seconds, or 4-8 seconds on Hard. Note that hitting a hardened Magmafin will doubly decrease the durability of whatever you're hitting it with. So it's best to just wait until it reverts to its lava-ish yellow form.
If a Magmafin is lost on land, it will bounce around like a Guardian, but the bounce is not as high and agile as the Guardian's, so it might take a bit longer for a Magmafin to reach lava if it's too far. If spawned in the Overworld with a spawn egg, they will take damage from water. They also take damage from snowballs.
If they flop around out of the lava for too long, they will enter their hardened form due to 'drying out'. Making it difficult for players to easily kill them. (This part is an idea from WDSMinecraft)
Drops & Uses
They drop something called a Molten Core.
Oh yes, it's animated. This has two uses. If combined with stone or cobblestone, it can make 10 magma blocks (this may change). The Molten Core does not burn up in lava, it will safely float on the surface. Or, it can be used as a potion ingredient (because I'm obsessed with new potion effects, but this may also change). It creates a Potion of Hardening. When drunk, it will give the player's skin a grey overlay along with normal swirls.
This will reduce knockback from all damage sources, and double the player's armor rating (or add +2 if the player has no armor.) Note that the armor boost can never go past 20 as this combined with diamond armor and then being doubled would be waaaayy too much (subject to change.) However, the player suffers slower attack speed as balance. Any mob or player that hits you face-to-face will suffer heavy knockback while you only get the reduced knockback.
That's all for now, I hope this was an enjoyable read and uhh... Yeah I ran out of stuff to say. -
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BlackAbsence posted a message on Bear TrapPosted in: SuggestionsCrafted like so:
The Bear Trap is a tool used to immobilise players and mobs that are blind enough step on them, once placed.
An inactivated Bear Trap is only 1/8th of a block high (so you can step on it), whereas an activated one (while it's clamping) is 3/4s of a block high. They'll do 1 heart of damage on easy, 2.5 hearts of damage on normal, and 4 hearts of damage on hard, only upon activation. Once an entity is trapped, it's immobilised for good, however, players will be able to mine their way out of it quickly, given that they have at least an Iron Pickaxe - If they don't, it'll take fairly longer, but it's still possible.
Bear Traps can be activated/deactivated via Redstone, which, when accompanied by a hopper underneath, makes handy grinding machines.
Lastly, these can be found randomly set up within the halls of Darkwood Mansions, said to be placed there by the illagers themselves that will navigate around them. villagers, illagers, and witches are the only ones smart enough to avoid them.
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The key phrase here being "By Default, nothing will change." Changing the how chunks are divided up, stored, and accesses doesn't necessarily change anything about how terrain will generate and appear. In other words natural landscape generated by Minecraft code remains unchanged. Mountains don't get any taller, oceans don't get any deeper etc.
Logically this would imply that the Nether would remain the same with bedrock above and below and the void below the lower bedrock. Likewise with coordinates, they'd remain the familiar Cartesian x, y, and z, values we're used to, ores generating at the same depths, sea level remaining at 62, etc.
It becomes possible to move some of these things either through some minor configuration settings, mods, or updates from Mojang, heck it suddenly becomes possible for the Nether to have the same vertical distance compression as it does horizontal, allowing for ridiculous portal traps and portals generated really high in the air in the overworld, but by default this will not be the case.
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Agreed. Maybe could be some limit on the rate of fire?
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Second, I'm nitpicking here but this has become a pet peeve of mine among Minecraft suggestions so bear with me.
The crafting recipe is stupid. "Filling a crafting table with leather" creates a whip? Come on, how does that even make sense?
Now don't throw the tired old "Minecraft is a game it doesn't have to be realistic" nonsense at me. I'm not talking about realism, I'm talking about internal consistency. And Minecraft is internally consistent. It's part of what makes it a good game.
There's a consistency in how crafting works, recipes tend to have a logic to them. Most of the time a crafting recipe resembles what the resulting object will be or logically how it would function. The recipe for a pickaxe looks kinda like a pickaxe same with swords and other tools, the armor pieces, boats, etc. The recipes for different tiers of tools or armor are the same shape but made of different materials. The recipe for a chest is literally wood in a box shape to make a wooden box. A bucket recipe looks like it could hold water. A boat recipe looks like it could float. A block of iron is a lot of iron bars in a square shape. I'm sure people can find the occasional exception here but by and large crafting makes sense. It may not hold to real life logic all the time, but it certainly holds to Minecraft logic.
Now, based on Minecraft logic "filling a crafting table with leather" the player would expect to be crafting a leather block, or perhaps a leather sheet or something. Whip does not come to mind. Now you could stretch the idea and say that it's a coil of leather, or a line that bends back on itself, but it will always just look like a weird lump of leather in a crafting table based on the limitation of the crafting table.
A much more logical whip recipe would be this:
or this: or this:
but not this:
I mean look at that! That is indisputably a whip! Heck you could replace the leather with string, wool, even replace it with pork and it would still look like whip! It looks like a whip because it follows two principles of crafting logic.
Granted most players will know what they are trying to craft in advance of crafting something but the more logical the recipe the easier it is to remember, and a easily remembered recipe means less time looking things up on wikipedia or forums (or in Not Enough Items inventory system if you're using mods) and more time actively playing the game.
Now that's not to say I'd support this idea even if you changed the recipe. Mainly I'm going on this rant for the benefit of yours and others' future suggestions.
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There's nothing wrong with having options at all. But if I'm not interested in something why should Isupport it's inclusion?
If other people are interested, and clearly some are, then let them support it. If enough people are interested in an idea (including Mojang staff) then it will come to pass. I'm not against the idea being added if other people like it.
It's not like I'm going to get all grumpy about it and quit minecraft the moment teleporting rails get added, that would be ridiculous. But I'm not going to support something suggested to get added Minecraft just because "it adds options." Almost all suggested ideas "add options," even terrible ideas.
I'm only going to support an idea if I like it and think it would be a good addition to Minecraft. Something "adding options" is not enough of a reason.
Not sure you read my post correctly? The second part was in response to a completely different concept of a "portal rail" rather than just a teleporting rail.
I understand the original concept quite well, it's basically like throwing an enderpearl to go from one track to another and taking the minecart with you without having to throw an enderpearl or having the limitations of the destination track being in a place that a thrown enderpearl can't land (like if a wall was in the way).
Sure, it could be used for all sorts of things. Anything in Minecraft can be used in very creative ways. That's pretty much the best thing about Minecraft. It's also why command blocks exist which can do what a teleporting rail can and more, granted it requires a give command to be made.
Alright, I think I'm done defending my opinion. Not that there aren't plenty of holes in my arguments or whatever but I just don't feel like putting any more effort into this right now.
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No fortresses, blazes nor wither skeletons, it would eliminate the necessity of the Nether. No naturally spawned functioning portals. You could have a broken portal at the center of the biome, a partially completed frame of obsidian, providing a semi-logical reason for how the biome came to be. Naturally a player could come by and restore the portal by placing obsidian to complete the frame and igniting it
For the End biome:
No Enderdragon. The Enderdragon should be restricted to the End proper. It would basically wreak havoc if it ever flew outside the biome. Likewise no obsidian towers nor the crystals on top of them. Those are basically exclusively for the Enderdragon. No functioning end portals, no complete but unactived End portals, they would eliminate the necessity of Stronholds. Instead you could have a broken end portal frame providing a semi-logical means of how the biome came to be. The player cannot restore this portal since these End portal frame blocks cannot be crafted or obtained in Survival, unless the player places them in Creative mode. In this way strongholds are still necessary.
Only then would I support.
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I love the name.
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I would imagine a game with only one kind of gun and tedious collection of ammo wouldn't be satisfying to "Call of Duty Kiddies." But you seem to be biased anyways so any further discussion is pointless.
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This thread is a suggestion and argument for adding cubic chunks to Vanilla Minecraft.
Both threads serve different purposes, evidenced by the fact that the Tall Worlds thread is in the mods section, and this one is in the suggestions section.
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Change the game? Sure. "Completely different focus?" I think not.
It's just as possible to have that same problem now with somebody using a bow. It's an inherent risk on any server with PVP enabled.
It's really not as much of a potential catastrophe as you're making it out to be. You seem to think that guns will inherently make players naturally more violent and bloodthirsty or something.
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I didn't address this before because I didn't really want to bother, but since you seem to be thinking "Flintlock Pistol" = Sniper Rifle (aka one hit kill from really far away) in terms of lethality so...
Where did you even get this number?
Let me quote the original post (it may have been edited since you last looked at it.)
Damage of the pistol as stated on the original post:
So its base damage is slightly greater than 1/2 that of a fully drawn bow (9 damage, or 4.5 hearts). The DPS of a flintlock pistol is then 6.67.
According to Minecraft forum user DemonXeron, it takes 1.2 seconds to fully charge a bow to fire for it's maximum damage.
Taking that into account using a bow with only fully charged shots, which has the greatest range any bowshot, a player could achieve a maximum DPS of 7.5.
Interesting, now that I actually took the time to do the math it seems pistols would not be the most powerful weapon in the game. Definitely not twice the damage of a diamond sword.
Further a bow can be enchanted up to Power V increasing it's per shot damage up to a whopping 23 increasing its DPS to 19.12 if you spend enough time with an anvil and enchanting turns out a bow is superior. A bow with even a power I enchantment (14 damage, 11.67 DPS) is far superior.
(Is that where you got 14 damage from, is there mention somewhere in this thread about the pistol being as strong as a bow with the Power I enchantment? Checking back through pages and running some in text searches it doesn't seem like that number ever came up before you posted it...)
The OP never mentioned anything about guns being enchantable so I'm assuming they're not. Even if they could be enchanted with the same Power enchant, they'd still be weaker than bows for every equivalent enchanting level, in fact they'd scale linearly with bow damage always remaining just over half as strong as bows having a slightly lower max DPS than bows.
I guess then the only effective difference between a pistol (as described in the OP) and a bow is the increased rate of fire, better for mid range combat, and probably a faster projectile overall, requiring less lead time on distant targets. But this is all pure speculation, there's nothing saying this in the OP.
Feel free to correct my math if I made mistakes or otherwise correct me if I ended up with the wrong impression again.
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How on earth would guns replace the need for ore? You still need armor. And mining gold is just as valid a method of obtaining gold nuggets as
killing Zombie pigmen. Hell, it's a MUCH SAFER alternative to boot.
Also, check back on the original post. The design for ammo has changed to iron paper and gunpowder (based on the voting it looks to stay that way). So that involves mining (or building an iron golem farm), growing/harvesting, and hunting creepers. All activities within Minecraft's core modes of gameplay.
An overpowered Gun WOULD break the game, but the gun CAN be balanced between melee swords and ranged arrows.
Minecraft would NOT become just a shooter game. I mean seriously. Is PVP combat the only way you play Minecraft? My guess here is probably not. Is it the only way everyone plays Minecraft? Obviously not.
There's still, building, mining, crafting, hunting, farming, surviving,
exploring. Some of those aspects would might change slightly with the
addition of guns, maybe. It would NOT become a first person shooter. Quit panicking.
If guns were added to Vanilla Minecraft and if somehow, against all common
sense predicting otherwise, DID become a first person shooter, I'm
pretty sure that Mojang would nerf or remove guns in a following update.
They seem like pretty smart people.
1.) There is far more to Minecraft than just combat. See above.
2.) This is precisely why guns shouldn't be a "most powerful weapon in the game" but a balanced between swords and bows. Which is precisely why I suggested there be a range limitation on pistols.
The range limitation doesn't have to be 20 precisely but it seems like a decent trade off to me personally. Mrlong2 has thankfully added in a firing delay (0.75 seconds) so that the pistols can't just be spammed forever. They are faster than bows and cause the same damage as an arrow shot from a fully drawn bowstring (takes about 1.25 seconds). Add in a range limitation to them and I think they will make combat more interesting via the addition of a midrange weapon.
Ignore redstone for the moment, consider instead the coal fueled steam powered locomotive, or trinitrotoluene (TNT). The presence of both in Minecraft would place it in the mid to late 19th century. Roughly a century after the creation of the flintlock pistol.
However Minecraft isn't really set in any Earth based time period.
This is probably the first good argument about guns not fitting in Minecraft that I've seen. Just like Minecraft doesn't include blood and gore, it makes sense to not include guns because of reference to real life violence. It is rated E10 after all. But considering this, shouldn't "gunpowder" also not be in the game? Really it should be named something else if Mojang is going down that road.
Like "blast powder", "creeper dust", "explody sand", "pile of BOOM," etc.
I'd be perfectly fine with something other than a "gun" taking place as a mid range weapon in Minecraft, say maybe a cross bow, or some kind of magic thing, or heck, even a slingshot. Naturally though, those wouldn't have anything to do with this thread.
I don't believe the actions of irresponsible parents nor paranoia of the possibility of those actions should ever prevent Minecraft from being the best game it can be, whether guns are present in the game or not.
If Mojang doesn't want to add guns, then Mojang won't add guns. In the end it's up to them anyway.