• 0

    posted a message on Should Notch add Thirst?
    What if water was changed, so that we could no longer get infinite amounts of it so easily?

    Or more plausibly, what if there are game modes (Adventure, belike) where water can't be generated by players?

    I think Thirst would be a great mechanic in those cases. People would need some way to carry it with them - a canteen item, or the like - and ensuring adequate access to water would be as important as ensuring adequate food supplies. You could even have types of undrinkable water - like swamp water and salty seas.
    Posted in: Suggestions
  • 0

    posted a message on Making Deserts more desert-like
    I rather like the things that have been added to deserts thus far. Even the subtle things, like the alteration to world gen that means desert hills are more likely to be completely covered in sand, instead of having visible stone exposed. That's all great!

    But I would like to see Desert Biomes made both more challenging, and a viable challenge. If you spawn in a desert, you'd better hope that there are other land biomes relatively close by, because otherwise you'll have no trees. And without trees (and thus wood), crafting is extremely limited, and there aren't really any available food sources - the harvesting techs. usually need wood products at some point. If there are close biomes, you can just leave and exploit them - but there's not a whole lot you can do with the desert. By itself, it's almost impossible to survive in - with other biomes, there's no challenge to it.

    So, here are my suggestions:

    1) Remove almost all of the water lakes which normally spawn in the top levels of the terrain.

    2) Have occasional 'oasis' locations occur in deserts instead of the removed lakes. These would essentially be standard lakes, perhaps surrounded by a thin strip of green grass and plants. Some work would have to be done to make sure they weren't partly underground as desert lakes often are now.

    3) Create a new type of tree - a date palm - which provides wood and fruit, and is found only around oases. And regrows only very slowly, possibly only if at least one nearby block is water (somewhat like reeds). Eating the fruit can provide a seed, which can be planted to create a sapling.

    4) Implement a thirst bar - I know, it's controversial, but I think it's interesting.

    5) Instead of rain never occurring in a desert, it occurs uncommonly. This can provide a way to refill cauldrons without generating new water blocks.

    Does anyone else have any suggestions?
    Posted in: Suggestions
  • 1

    posted a message on Minecraft News - Jungle Temples, Tripwires & More
    Y'know, I'm really hoping that they will deign to add Rubies and Sapphires, in addition to Emeralds, to the game. We already have multiple varieties of wood - which I'm very pleased about - so multiple varieties of gemstone would be a nice flourish.

    They wouldn't even have to have different values in trading. Although that's certainly a possibility.

    New thought: should there be Pigman villages in the Nether?
    Posted in: Minecraft News
  • 0

    posted a message on Make Monster Spawners react to Redstone Signals
    I would like to suggest that monster spawner blocks should be activated and deactivated by the presence/absence of redstone signals. I recommend making them automatically 'on' - that is, no signal means they spawn monsters, a signal deactivates the spawner.

    Why?

    Primary Reason: to make interesting new traps
    It's fairly easy to construct a one-time switch with redstone and pistons - that is, a switch that is changed once when activated and doesn't change again. It's even easy to make a switch that conserves resources but can be changed irreversibly. With such a switch, you can make temples and pyramids and such trapped in such a way that, if they're triggered, hideous monsters begin to attack the player from then on.

    Other Reasons:
    It would make dealing with dungeons slightly simpler, without being less challenging. It's already pretty straightforward to illuminate all regions around a spawner sufficiently to prevent monsters from appearing, but reversing this takes a lot of work. Letting a switch placed on the spawner - or connected to it via redstone - toggle it on or off provides a much more elegant way of manipulating it once we've fought our way to it and begun turning it into a controlled resource.
    Posted in: Suggestions
  • 0

    posted a message on Minecraft News - Jungle Temples, Tripwires & More
    The jungle temples are pretty nice. But the secret is something of a death trap -- or at least, it will be in Adventure Mode. You can get down into it, but can't climb out again - and without the ability to dig or place blocks, there's no escape.

    Will we be able to place ladders and things? Although I can't imagine where we'd get them. Rats.
    Posted in: Minecraft News
  • 0

    posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)
    Colored sand is an interesting idea. But for the sake of simplicity, I think the dye should be fused directly to the glass blocks instead - it would result in fewer block types needing to be added to the program.
    Posted in: Suggestions
  • 0

    posted a message on Fear of the Dark - Endermen should remove light sources
    What if any given Enderman only removes a set number of light sources before vanishing?

    I'm all for anything that makes the darkness more our enemy.
    Posted in: Suggestions
  • 0

    posted a message on Fear of the Dark - Endermen should remove light sources
    Endermen aren't all that common in caves. I don't think lights will vanish anywhere nearly as quickly as you think they will. And I've never, never, had an Enderman teleport into my house without my activating one first.

    If it's that much of a problem, just say that Endermen can't teleport into lit areas.
    Posted in: Suggestions
  • 1

    posted a message on New Cloud Behavior
    Not to mention that turning clouds into an actual block - and making them "move around" obstacles - would require a great deal of processing. Much more so than water, in fact, since water is practically stationary compared to clouds.

    It's a nice idea, but not plausible to implement.
    Posted in: Suggestions
  • 0

    posted a message on Fear of the Dark - Endermen should remove light sources
    Quote from CommanderM
    when you get trapped into a cave and you have no light left.... How do you get out?


    Hmm. An excellent point. Perhaps not *absolute* blackness, then. But I do think it should be much harder to see anything in the dark, compared to how it is now.


    Quote from Rogueblawd
    So basically we would have griefers in our worlds. That's what I've always wanted.


    We already do have griefers - Endermen do a lot of damage to terrain. This suggested change removes the damage to the natural terrain, and puts a certain class of placed blocks at risk. It seems a reasonable trade-off to me.
    Posted in: Suggestions
  • 0

    posted a message on Fear of the Dark - Endermen should remove light sources
    I'd like for there to be a real advantage to glowstone. As it is, there are few benefits to using it rather than a jack'o'lantern. Sure, there are a few - jol's can't be easily placed without under-support, and they can't be made into lanterns. But at present, there's very little reason to bother mining glowstone at all.

    But if it's the only real light source that Endermen won't remove...
    Posted in: Suggestions
  • 0

    posted a message on Growable Glowstone!
    I like the idea of glowstone being growstone - but it should happen very, very slowly. And should require a sacrifice of a major resources - possibly combining a diamond with glowstone powder yields a glowstone seed.
    Posted in: Suggestions
  • 0

    posted a message on Fear of the Dark - Endermen should remove light sources
    Quote from otafraid
    wouldnt endermen end up destroying all your light if you didnt have glowstone


    They would only spawn in pitch-dark places. So if you've illuminated your tunnels and buildings, they wouldn't be able to show up there. They would only be a real risk when dealing with caverns and tunnels that had un-illuminated sections.

    BUT, once they started to show up, they would show up more and more, as their removal of light sources opened up more suitable places for them to spawn.
    Posted in: Suggestions
  • 0

    posted a message on Fear of the Dark - Endermen should remove light sources
    Does anyone have any feedback regarding the important aspect of these suggestions: that Endermen should seek out and remove certain light sources?
    Posted in: Suggestions
  • 0

    posted a message on Fear of the Dark - Endermen should remove light sources
    Pumpkin masks, sir. Pumpkin masks. Suddenly, everyone seems to be wearing them.
    Posted in: Suggestions
  • To post a comment, please .