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    posted a message on Colored Bed Sheets Or Blankets
    But why are we using leather for the sheets and not wool?
    Posted in: Suggestions
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    posted a message on Colored Bed Sheets Or Blankets
    I think it would probably be better just to be able to place a dye and a bed in the crafting square. Gathering all that leather seems a little much for something as simple as dying a bed.
    Posted in: Suggestions
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    posted a message on Travelling Merchants (rare)
    There appears to be enough support for this that providing a signature banner would be practical:



    [url=http://www.minecraftforum.net/topic/1628484-travelling-merchants-rare/][img]http://img690.imageshack.us/img690/4024/travelingmerchants.png[/img][/url]


    Will edit OP to include as well.
    Posted in: Suggestions
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    posted a message on Travelling Merchants (rare)
    I was also thinking: maybe, in addition to traveling merchants spawning in the overworld, kid villagers could rarely grow up to be traveling merchants, which would no longer be bound to the village and could wander off.

    As for the appearance, yes, I think gold clothing would be a little over-the-top. I like Jedi_Gumball's suggestion of them carrying a bag.
    Posted in: Suggestions
  • 19

    posted a message on Travelling Merchants (rare)
    Of course, villagers already exist to suit your trading needs, but having an additional, much rarer type of trader could add to the game.

    Traveling merchants would be mobs which rarely spawn on the surface. And I mean RARE, as in, on average, you would only come across your first one in a given world after several hours of cumulative play. They would resemble villagers, except that they would wear golden clothing carry a bag on their backs.

    Traveling merchants would have multiple deals available from the get-go (2 to 5). Traveling merchant deals are always emeralds -> items, and are always more uncommon items. Some of the items are only available via traveling merchant and nowhere else, and others are items that are simply very rare and otherwise nonrenewable, such as diamonds.

    When a traveling merchant first spawns, it is not persistent, so it could easily despawn if you go too far away. However, as soon as you right-click the merchant for the first time, it becomes persistent. This is to prevent a large amount from building up in an area over a long period of time, as you would need to find a merchant during the window of time when it's present in order to make it stay.

    Each deal a merchant offers is only good once. That is to say, if you make a purchase, that particular trade will disappear from that merchant's list. Once every deal has been exhausted, you will no longer be able to trade with the merchant, and they will stop being persistent, so that once you travel far enough away, they will despawn.

    Here is a banner to show support:



    And here's the code for said banner:
    [url=http://www.minecraftforum.net/topic/1628484-travelling-merchants-rare/][img]http://img690.imageshack.us/img690/4024/travelingmerchants.png[/img][/url]
    Posted in: Suggestions
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    posted a message on Your first nether experience?
    My first experience was back in alpha, right when the Nether was first added. This was before the bug was fixed where the Ghasts screamed all the time. I portaled into the Nether, heard a bunch of bone-chilling screams, freaked out, and went back through the portal.
    Posted in: Survival Mode
  • 0

    posted a message on Not so unlimited land
    Ah, yes. I actually realized that shortly after I made my post.
    Posted in: Suggestions
  • 0

    posted a message on Not so unlimited land
    Quote from CaptainSandbox

    It dosnt have to, I don't see any reason it would


    Because of this:



    Notice how at the poles, the faces are triangles rather than squares, and how more than 4 meet at the vertex. This would make for some pretty weird parts of the world. There are other ways to tile a sphere, of course, but they all present similar problems.

    A torus, on the other hand, does not have this problem:

    Posted in: Suggestions
  • 0

    posted a message on Not so unlimited land
    It would have to be a toroidally-wrapped world rather than spherically-wrapped, since there would have to be somewhere in a spherical world where the blocks are noticeably distorted.
    Posted in: Suggestions
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    posted a message on Potions of rage and loyalty
    Since a fair few people are opposed to potion of loyalty, I have a possible alternative proposal: Potion of Fear

    Maybe instead brewing potion of rage with fermented spider eye creates potion of fear. Mobs hit by this will run away when you approach.

    Or perhaps it starts as potion of fear, and using fermented spider eye will create potion of rage.
    Posted in: Suggestions
  • 0

    posted a message on Potions of rage and loyalty
    Quote from 0_Zippy

    Are Creepers affected by this? Because if so, they could end up doing more damage than they would if they weren't "loyal".


    Yes. That's one of the risks involved in using it.
    Posted in: Suggestions
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    posted a message on Potions of rage and loyalty
    However, I think the loyalty potion idea should either be thrown out the window or watered down a bit. This loyality potion could turn a whole group of hostile mobs into your slaves, which defeats the purpose of acquiring wolves. It'd be better if that potion turned hostile mobs neutral.


    Remember, loyalty potion only works for a minute and a half, plus the ingredient will be rare enough that it would need to be used sparingly, so you wouldn't be able to amass a huge army to fight all of your battles for you, or at least not for very long.
    Posted in: Suggestions
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    posted a message on Potions of rage and loyalty
    I had an interesting idea for two new potions. The first, rage, would be brew-able through use of a new ingredient (or perhaps an item that already exists). Potion of loyalty, on the other hand, could be made by brewing the rage potion with a fermented spider eye.

    Both would only be useful as splash potions.

    Any mob affected by potion of rage would become hostile to any and all nearby mobs, prioritizing the closest. This is a good item for when there are a bunch of mobs in an area that you want to clear out but don't want to deal with yourself.

    Potion of loyalty, on the other hand, makes any mob affected loyal to the thrower of the potion. The affected mob will follow the player around and attack any mobs that attack the player, or that the player attacks. Affected mobs will not teleport to follow the player, however, and if the player travels too far, they will start to wander aimlessly again. If the player returns to where they are before the potion has worn off, they will resume following them.

    The duration and intensity of both potions are fixed, and they are not affected by redstone or glowstone. Both potions only last 1:30.

    Since these potions are very powerful, I think the main ingredient for brewing should be pretty rare, as to discourage overuse.

    What do you think of this idea?
    Posted in: Suggestions
  • 1

    posted a message on Pictures from our Fun Server - (new Area)
    Wow. That's pretty impressive. Kudos.
    Posted in: Screenshots
  • 0

    posted a message on My sunken courtyard complex

    I like it! Was this creative, or survival?


    100% legit survival, normal difficulty.
    Posted in: Screenshots
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