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    posted a message on Need help with my base.
    make the area where the enderman is closed off by glass panes and leave the top open. Putting glowstone in the wood stairs would take care of mob spawns, a door near the top would finish off the threat
    Posted in: Survival Mode
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    posted a message on Colour my world (Paint)
    If it was still the 90's I would be concerned about the data, but seriously, we have computers running with gigs of ram, why shouldn't that be utilized?

    because I am talking about hard drive space, not ram. Consider how much extra load this would be on servers; block data now has 2 values (as far as I'm aware). Every placed block would now have 2 extras, meaning you just doubled the space each block takes. Even if you don't consider ram at all, which you should, this doubles the size of every world
    Posted in: Suggestions
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    posted a message on Colour my world (Paint)
    adding 2 new values to a block might not sound like a big deal, but think of all the billions of blocks in the world; it would be a nightmare.

    The reason why people get so excited about things like stained clay and glass is because it allows things that look like paint. Both blocks were added only to give more color options to people, and the only way to do that was to add a whole bunch of new blocks to the game.

    Think about what would happen if you paint a stone wall, then mine it; you would have a bunch of different colored stone blocks now that won't stack, which would be annoying and space-intensive. It would also render the different wood types, glass types, clay types, and wool types redundant.

    no support
    Posted in: Suggestions
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    posted a message on Suggestion: Rewrite the Game Engine in JRuby!
    java is one of the most common programming languages and works across all platforms.

    The pure man-hours to translate the entire engine from something that everyone already knows to something a small subset of programmers know, but for them is slightly easier to work with, seems like a massive waste of time.

    To put it another way, right now there are a few hundred amateur programmers using java to create and use minecraft plugins, many of which are teenagers. If you go to any career website, you can find hundreds upon hundreds of job postings from companies looking to hire java programmers; these modders and coders are gaining extremely valuable skills that will earn them hard cash on the job market later.

    Switching to this less-common programming language means that in order to keep up this hobby (or to start for new modders) they are instead using a different language that nobody is hiring for. So you're basically screwing the modding community out of what will one day be work experience and job prospects.


    No support
    Posted in: Suggestions
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    posted a message on Stone Tools (Not Cobblestone)
    the new types of stone do have cobble variants.

    Cobblestone -> smooth stone
    granite -> polished granite

    ect

    This would add redundancy and make things look weird; you don't make things like furnaces out of granite in real life anyway
    Posted in: Suggestions
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    posted a message on Is Minecraft dying?
    stats do tell everything.

    Minecraft isn't dying by any stretch of the imagination, though. So long as mojang continues to support it, there will probably be an active community for a decade
    Posted in: Discussion
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    posted a message on Is Minecraft dying?
    Quote from Ickabodx

    Why are the higher values on the graph at the bottom of the graph rather than the top. Interestingly the spike in the graph is about when school got back in. There is a spike about the same time in 2012 as well, but not as pronounced.

    It measures website ranking in relation to total traffic. 1 is the highest
    Posted in: Discussion
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    posted a message on Is Minecraft dying?
    Rather than arguing and guessing, lets look at some stats, shall we?

    Looking at sales tells us nothing, since that number can't go down. Looking at the sales trend over time might, but I don't have that data. What I do have is traffic on these forums, minecraft.net, and mojang.com. So lets look at that.

    People go to minecraft.net to buy the game or change their skin, so its traffic would be directly proportional to the number of people playing the game.

    its traffic:

    Honestly, not great. It peaked sometime in the summer of 2013 and had a massive drop immediately after, and still hasn't recovered to what it was at this time last year. Not looking good, but its been more or less stable for the last 6 months or so.

    So how about these forums?


    We can see more or less the same pattern, peaking last summer, a massive drop, then relatively stable.

    From that, I wouldn't say its dying, but its not really growing very much either. We can look at mojang for reference:


    It has the same spike and drop last summer, but it didn't have the same massive overall impact, but today's numbers are still below what it was a year ago
    Posted in: Discussion
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    posted a message on A Slime Overhaul.
    in that case I don't think its super useful.

    Why is such a thin layer of slime making you so slow anyway? A thick block of it sure, but a thin layer would probably act more like ice, just being slippery. Being able to spam slimeballs all over the place all creating blocks and decomposing quickly would probably cause a quite a bit of lag as well.

    It might be OK if slimeballs were a combat item, causing slowness for 2 seconds or something, but that isn't adding much either
    Posted in: Suggestions
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    posted a message on Environmental Withering.
    you can give it a nametag and lead it through a netherportal.

    Withers are supposed to be powerful but this would just make them more annoying. He also meant spawning a wither near someone else's base, you could destroy half of it with just the explosion from spawning, and destroy all his farms and wood by leaving it there.
    Posted in: Suggestions
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    posted a message on A Slime Overhaul.
    most of the items seems to just overcomplicate the slime rendering and coding without much tangible benefit, except for the slimeball. Unfortunately, since slimeballs are much easier to get than spiderwebs, this would just get very annoying and I am sure would be overly abused by griefers. Imagine finishing your pristine new base with all kinds of cool aesthetic features and details, then some guy shows up with a couple dozen slimeballs and flings them all over it. It would take forever to climb all over it to clean all the gunk off, and by he time you do he's come back with a couple more stacks.

    no support
    Posted in: Suggestions
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    posted a message on Environmental Withering.
    I don't think I have ever seen a wither skeleton anywhere this would ever actually be visible, except for the torch effect which is just extremely annoying for people who want to avoid mob spawns in their netherfortresses (for whatever reason).

    This would be applicable with the wither boss a bit more, but since they are almost exclusively spawned deep in caves it would only serve to make the battle a lot more frustrating since you can't see anything
    Posted in: Suggestions
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    posted a message on Silt Block and gold mining
    considering how hard it is to make a giant farm, it wouldn't be overpowered at all (just cause farms to shrink and produce more output).

    I like the silt idea on both fronts. It would look like very dark brown gravel, and its tool would be the shovel. If you break it by hand, you get nothing ever. If you break it with a shovel, you have a small chance to get a gold nugget (1/4 the chance as flint from gravel) but the silt is destroyed 100% of the time. If you shovel it with silk touch, you can get it as a block, and it speeds crop growth by 10% when used as farmland.

    found only in riverbeds and swamps, with 1/2 the distribution as clay. The gold drop would be affected by fortune, so fortune shovels finally have a use.
    Posted in: Suggestions
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    posted a message on 1.7 Horrid World Generation
    what would be nice is if they put in a continent system similar to how rivers work.

    How it would function is that "deep ocean" is kept as a single biome of its own "climate", so it would group itself together. The other climates are grouped more-or-less as is, but the "ocean" biome being generated like a giant river separating the clumps (and, more importantly, putting some sort of barrier to break up the monotony).

    Oceans would have no climate parameter, so any biome could generate beside it to start off each new continent at random. The oceans would generate with a varying width; from just bigger than rivers to larger than visible with maximum render distance (but not much more). The current terrain generation would allow varied continents (even outside the climate constraint), with the oceanic buffers forcing more variety in a given area. Deep oceans linking only to themselves (bordered by regular oceans, treating deep oceans as their own "continent") would keep regular large ocean expanses from 1.6 still part of the world as well, without causing massive endless stretches of it.
    Posted in: Recent Updates and Snapshots
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    posted a message on Generation Improvement: Dungeons, Villages, etc.
    I would prefer if there were simply more strongholds than the 3 you get to start with (even if they don't all have end portals in them).

    Adding the current dungeons as a naturally generating part of mineshafts would also be nice.

    Increasing the spawn rate of jungle temples would be great, having some sort of generating structure for each biome would be pretty nice too. I'm always a supporter of adding ruins to the landscape.

    And changing random dungeons (or the extra strongholds) to have something like a mini-boss would be cool too, a named mob that doesn't disappear and drops something like a random equipment with good enchants
    Posted in: Suggestions
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