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    posted a message on Suggested 1.13 Update - The Decor Update

    There should be roof tiles for the roofs of houses.

    Posted in: Suggestions
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    posted a message on What Changes And Additions Are Planned For 1.12

    Disclaimer: Allot of the stuff here is planned to come and not actually confirmed to be in 1.13, so when the update eventually comes out please don't leave hate comments saying what I put down wasn't in the update. And the 1.13 update will also mainly focus on bug fixes and technical features. And don't think 1.13 is coming in a long time, because it's not, the developers have tweeted that instead of working on update 1.12.1 they are just going to skip to update 1.13.0 and so i'm really hyped about what might come. When i say that it's because i'm doing research on the update while writing this so heads up for what's coming in the future to minecraft! Actually now that you think about they probably will make a 1.12.1 update. They usually do.


    Planned Additions From Mojang And Microsoft


    Data Packs


    Resource packs packs are already a thing but a new pack may be added called a data pack. This is a pack that adds different loot tables, achievements and functions to the game and can be changed for each world or server. You apply these by placing them in a world/server file and you can put several in each world/server. Data pack files are zips or folders with pack.mcmeta in the root. Structures will load from (world)/generated/structures/(namespace)/(file).nbt before checking data packs.


    Commands


    - /advancement grant

    - /advancement revoke


    Planned Changes From Mojang And Microsoft


    Crafting


    - Customizable crafting recipes


    Block ID's


    - Block ID limit expanded from 256

    - Grum is working on the system to allow more blocks in minecraft

    - Some block Id's will change


    A full list of block ID's will come out soon!


    Structures


    - A structure stored in a world file will need a namespace

    - Structures will be saved to (world)/generated/structures/(namespace)/(file).nbt


    Commands


    - The error sentance of a command is changed




    That was some the stuff Mojang might add, and down bellow is like shark infested water (these stuff will probably not come, but hey, there's still a chance they might), i will put some rumors and ideas that people think may come in minecraft 1.13 down below.


    Disclaimer: Never trust the Fanon Wiki, why you may ask yourselves, well because the Fanon Wiki says the 1.13 update was already published on April 2, 2015, for more proof, go look at it yourself. If you do read it, it sais some stuff on that list came from April Fools jokes, but most didn't, the only April Fools joke on that list is the locked chest.


    Now we begin.


    Slabs 'n' Stairs Updates


    The Slabs 'n' Stairs update is a planned update for minecraft and because Mojang is expanding the block ID limit it may because of some new blocks being added, but i guess we wont know until it comes out.


    New Ocean Life


    Apparently whales might be added in 1.13.


    Conclusion


    Thanks everyone for all the support and please don't put hate like seriously I get allot of hate so yah, see you on my next thread (maybe).

    Posted in: Discussion
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    posted a message on Tribe/Team suggestion
    Quote from McRiveter»

    Agreed, except for the "worth adding" part. It's been proven why this idea doesn't work so uh yeah...

    You just think it should be in bukkit that's why you don't like it
    Posted in: Suggestions
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    posted a message on Tribe/Team suggestion
    Quote from McRiveter»

    I think you have that backwards. Your idea just doesn't work for vanilla. It's not worth adding.

    It is worth adding.
    Posted in: Suggestions
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    posted a message on Tribe/Team suggestion
    Quote from Cerroz»

    It would seem so. That's well established already.


    I don't think you're picking up the point of what I'm really saying. Something subjective and only for multiplayer is a pointless idea for vanilla. So yeah.


    Not as a good idea, it does not.


    You don't really get the point.
    Posted in: Suggestions
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    posted a message on Tribe/Team suggestion
    Quote from MeowCat50»

    With a little command work, teams/tribes can already be easily made, and I'm sure a lot of servers do that already.

    I mean without commands.
    Posted in: Suggestions
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    posted a message on Biome-Specific Caves: Less gray please!
    Quote from jdc997»
    r]

    Well, it's been a while since I've made a suggestion. Hopefully I still know how to do this.

    Biome-Specific Cave Generation
    Make caving a more varied experience!

    The Problem


    On the title screen, there are two words melded into one stating the name of the game: Mine and Craft. If that is the case, then you would expect that this game would have a great deal of emphasis on those two things That's not why the game was made. However, they're a bit more bland then you would expect. I've touched on crafting before, but now I want to make a suggestion to improve the ambient mining experience.


    Think of any cave in any part of the world. That cave in the plains? Full of stone on stone. The desert? Stone on stone also occasional sandstone. The jungle? Stone on--you get what I'm trying to say here. Every cave, no matter where it is, is exactly the same, and frankly it's pretty boring. Wouldn't it be nice if the underground was as varied as the overworld?

    The Solution


    I think the easiest and most streamlined way to add this would be to make the underground consist of different blocks and populating caves with biome-specific decoration items. This would make most biomes look distinct, as well as increase the desire to explore beyond your initial cave. In full, biomes will effect:


    • The "main block" of the biome (i.e. stone)
    • Decoration blocks that make the caves less boring (such as mushrooms)
    • How high lava lakes generate, if at all
    • The amount of ore that generates in the biome
    • How common underground structures such as mineshafts, ravines, and dungeons are.

    For this suggestion, I will go over each biome one by one. Variants of a biome, such as Extreme Hills M, will be counted as the same as their parent biome. They are given in the same order that the wiki names them.

    Biomes


    Ice Plains and Ice Plains Spikes: Instead of stone, packed ice generates, with regular ice taking the place of dirt what if you place a torch, will the ice melt . The occasional underground boulder (an oblong sphere 3-7 blocks tall and 4-11 blocks long and wide) of stone can be found, and these boulders are guaranteed to have non-coal ore somewhere in them. Ores do generate in the ice and gold and diamond are slightly more common (by 20%), but the overall size of coal and iron veins are decreased by half it would be more realistic for more iron then gold and diamonds. Patches of gravel spawn very rarely. Lava lakes do not generate and are all replaced by water lakes. New icicle blocks can spawn on ceilings, which, when the block they are under on is destroyed, they fall and damage any entities underneath by 4 points (2 hearts). Like on the surface, all skeletons have an 80% chance to spawn as a stray. what about generated structures


    Cold Taiga and Cold Taiga M: The underground is filled with snow blocks, so you'd better bring a shovel not everyone hunts for snow balls, also, if the ground is snow cant it melt with torches. Boulders with ore spawn here as well, and are more common the deeper you go which ores and rarity. Instead of dirt, bunches of packed ice spawn instead. Ore generation is normal, except diamonds and gold ore veins spawn 50% less frequently. Gravel spawns rarely gravel should spawn as common as normal caves, the snow biome is just a forest or plains with snow. Dungeons and enemies spawn 20% less commonly i'd give more support if theres ice monsters, shouldn't strays also spawn here. Lava lakes spawn at only y8 or lower and are surrounded by stone again, lava melts snow, HOW DOES LAVA GET HERE AND NOT AFFECT THE CAVE. There are no decoration blocks in this biome.


    Frozen River and Cold Beach: Identical to Ice Plains if these are water biomes, shouldn't there be more water.


    Extreme Hills, Extreme Hills M, Extreme Hills +, and Extreme Hills M: you said extreme hills mega twice and forgot extreme hills + mega This biome is composed mostly of stone, and is mostly unchanged, except andesite is 5x as common. Mushrooms are rarely found in low levels, and there are two new decoration blocks. Stalagmites generate on the top of stone blocks and increase fall damage that one takes by landing on it by 2 points (affected by feather falling; you do not take damage from a 3 block or less fall). When mined or the block under them is mined, a stalagmite will have a 20% chance to drop 1 cobblestone. Stalactites also spawn, which are functionally the same as icicles and drop 1 cobblestone with a 20% chance. Dungeons spawn with polished andesite walls. to finish it off you should have put ore raritys and do emeralds still spawn here


    Taiga, Taiga M, Mega Taiga, and Mega Spruce Taiga: These generate normally, but occasional have a boulder generate without ore that is made of mossy cobblestone. Stalagmites and stalactites spawn.


    Stone Beach: Normal generation if this is a beach cave there should be more water and because of being a stone beach more ores. Stalagmites and stalactites spawn.


    Plains and Sunflower Plains: Gravel is more common. Above y50, dirt can generate as a new grass variant called "cave grass" that doesn't need light or to be exposed to the sky texture, size, is it eaten by sheep? (sheep eat grass). Stalagmites and stalactites spawn.


    Forest: Cave grass replaces dirt at or above y45. Occasionally, a small, spherical room can occasionally generate where the floor is cave grass and 1-4 oak trees can generate don't trees need sun. Lava lakes cannot generate near these rooms. Stalagmites and stalactites spawn.


    Flower Forest, Birch Forest, Birch Forest M, Roofed Forest, and Roofed Forest M: Identical to forest, but the room can generate with a variety of flowers (Flower Forest), 1-4 birch trees (Birch Forest and Birch Forest M), or 1-3 dark oak trees (Roofed Forest or Roofed Forest M). Stalagmites and stalactites spawn.


    Swampland and Swampland M: The underground is primarily dirt wouldn't cave grass be more accurate here, with only boulders being a source of stone wow. Water lakes generate from surface to bedrock, and are much wider than normal but there not wider at beaches. They also generate with lily pads. Vines will generate commonly on the sides of caves. Mushrooms generate at lower levels, and a new glowing mushroom block generates as well texture, size?. It can't be used for mushroom soup, but it gives off a light value of 6. Slimes spawn underground at a rate that is 50% higher than the rate on the surface, which is based off of the phase of the moon. There are also slime dungeons, which spawn slimes based on the phase of the moon design, spawner or not, size?.

    New moon: Size 1
    Crescent: Size 1 and 2
    Quarter: Size 2
    Gibbous: Size 2 and 4
    Full: Size 4. 1% of slimes spawned by the spawner will spawn as a massive size 8 slime, but only if space allows.

    Jungle, Jungle M, Jungle Edge, and Jungle Edge M: These biomes generate as dirt with the occasional stone boulder. Any dirt blocks with a transparent block above it generate as cave grass. Ravines are much more common, and you are practically guarenteed to have at least one underground ravine per jungle. Ravines are surrounded with vines, and small jungle trees generate from the base of the ravines. Lava never fills the bottom of ravines, but generates in lakes like normal. The occasional mushroom and glowing mushroom can be found as well. Dungeons are made surrounded by mossy and chiseled stone brick.


    River and Beach: Identical to Plains generation there should be more water here.


    Mushroom Island and Mushroom Island Shore: Identical to Jungle, but cave grass is replaced with mycelium, no vines grow, and jungle trees are replaced with giant mushrooms and these spawn where?. All three 5 (red, brown, glowing, giant red, giant brown) kinds of mushrooms generate very commonly. Dungeons do not generate, and no hostile mobs naturally spawn.


    Desert and Desert M: Instead of stone, sandstone generates, and boulders can occasionally be found. Instead of dirt and gravel, patches of sand appear, and on these patches, you can occasionally find a cactus if gravel spawns on walls, there's now wall cactuses?. Dungeons generate surrounded by carved sandstone. Lava lakes generate commonly from surface to bedrock there should be glass near the lava as lava in real life turns sand into glass. 80% of all zombies spawn as husks instead.


    Savanna and Savanna M: Generates similar to the Forest biome, but will rarely spawn a room with a single acacia tree why rarly this time.


    Mesa and Mesa (Bryce): Underground generates with layers of stained clay. Bolders filled with gold ore generate occasionally why more gold. Half of all zombies spawn holding a stone or iron pickaxe so miner zombies now. Granite boulders can also be found. Dungeons spawn with polished granite walls.


    Mesa Plateau F, Mesa Plateau F M, Plateau, Plateau M, Hills, Plains M, Frozen Ocean, and Extreme Hills Edge: These are all variants of other biomes, and will generate the same as their parent biome some need other stuff.


    Ocean and Deep Ocean: These generate similar to regular caves, but they are all flooded and only spawn guardians squids should spawn to. To make up for the added difficulty of navigation, diamond ore veins are twice as common. If a lava lake generates, a layer of obsidian generates on top of it.


    The Void: Generates like normal, a 33x33 stone platform with a single block of cobblestone in the center. What did you expect this is conspiracy stuff?

    Biome Transitions


    When two biomes meet, the two biomes meld together with their primary block. This is accomplished by making each block at a particular position generate either with nearby biomes or it's own biome. First, the game scans the block three blocks north, west, south, and east, and sees if any of them are in a different biome than the biome of the block being generated. If they are, the generator attempts a transition. It then generates blocks to create a smooth transition using similar code to this:


    //create variables we can change
    int nx=x;
    int ny=y;
    int nz=z;
    //to prevent overflow, we reduce the value of these variables to less than 100 but greater than 0
    if(nx<1)nx=nx*-1+1;
    if(ny<1)ny=ny*-1+1;
    if(nz<1)nz=nz*-1+1;
    if(ny==nx)ny++;
    if(nx>=100)nx=nx%100;
    if(ny>=100)ny=ny%100;
    if(nz>=100)nz=nz%100;
    //we perform a calculation to determine the value of the currently generated block
    int biomeBlock=(seed*nx*ny*nz)%13; doing this for each and every biome can crash the game


    For those of you non-coders out there, this will create a number between 0-12 which is used to generate the block at any particular position. The number will cause the generator to create a block from the biome that is:


    0: itself

    1: one block south

    2: one block east

    3: one block north

    4: one block west

    5: two blocks south

    6: two blocks east

    7: two blocks north

    8: two blocks west

    9: three blocks south

    10: three blocks east

    11: three blocks north

    12: three blocks west. already did bold response


    If the generator attempts to reference the biome of a block that has not yet generated, it guesses the biome based on regular biome generation algorithms.


    If an underground lake spawns on the border between two biomes, it will generate as a lava lake and be surrounded by stone unless both biomes can only generate water lakes so then what happens.

    Well, that's everything. If I missed a biome or if you have a question, feel free to tell me! I am also trying to find a good biome to make diorite more common in, so you are invited to give feedback on that how about none.

    Changelog


    EDIT 1: Removed increased creeper spawn rates, added strays to Ice Plains, slimes to swamplands, and husks to deserts.

    [/center]

    Responses in bold. Medium support.
    Posted in: Suggestions
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    posted a message on Biome-Specific Caves: Less gray please!
    Quote from ducksayshi»

    I like this idea alot, but can you elaborate on the glowing mushrooms a bit.

    Posted in: Suggestions
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    posted a message on Tribe/Team suggestion
    Quote from Cerroz»

    If something is a wishlist, then... it's a wishlist I get it. The reception you get doesn't change something like that...

    This idea is too subjective for something to be added in vanilla, because it only encompasses multiplayer it's for multiplayer. If tribes are really needed for a server, someone can just make a mod for whatever server needs them some people can't get tekkit or forge. Because not every server needs something like this, hence the subjective part it's also for realms and LAN worlds.

    It works for a specific type of server, but not in vanilla at all it works in vanilla. This has no use in singleplayer it's not supposed to be in singleplayer. No support i knew it.


    Yeah.

    Responses in bold.
    Posted in: Suggestions
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    posted a message on Tribe/Team suggestion
    Quote from Badprenup»

    If it is solely for Multiplayer I would prefer it to be a plugin as only specific servers would use it.


    That said, a lot of this could just be rolled into the scoreboard team system. That I would be okay with, but adding a secondary "team" functionality is redundant.


    It's for LAN worlds and realms.
    Posted in: Suggestions
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    posted a message on Tribe/Team suggestion

    it's for multiplayer

    Posted in: Suggestions
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    posted a message on Tribe/Team suggestion

    Hi everyone i'm jamescoolcrafter15 and today i'm going to tell you my suggestions on tribes/teams in minecraft. Please don't declare this a wishlist as i'm telling you suggestions about this topic. Also make sure to check out the poll.


    Note: Please be honest about your response in the comments and the poll.


    First lets get over what these are. Tribes/teams (i'll call them teams now on) are different tribes (not ancient ones) which work as teams.


    Everyone automatically has a tribe called team of (username here) but you can change the name. To manage it when you go on minecraft it shows single player and multi-player, under multi-player it will say teams. Click on this and it will bring you to the tribe management section. In the middle of the screen it will show a box with a scroll bar. The scroll bar is not usable at first but after people can no longer fit in the box it is usable. In the box it will show everyone on the team along with there rank. The rank of the members is automaticly member but you can promote them to admin. The owners rank is owner. The top of the screen (not the box) will show the title of the team. When you click the team name it will ask you if you want to change it. You have a maximum of 32 characters in the title and the more you write the smaller it appears to make room. The title is in block letters like the minecraft logo. There is a letter (letter as in card or letter card)picture beside the title and when you click it you can invite players to the team. There is also a small square in the top left corner that is automaticly white and when you click it you have a variety of colors to chose from.


    When in tribes all tamable creatures are owned by the tribe. Horses, pigs, cats, and dogs are all tamable and owned by the tribe. Horses and pigs which you can ride are only ridable by tribe members. When you name them under the name will be the tribe name in smaller letters.


    You can declare war between 2 tribes. When war starts you can not hurt tribe members until it ends.


    This is my tribe suggestion so by everyone, hope you enjoyed and see you on my next thread. Also remember to vote on the poll.

    Posted in: Suggestions
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    posted a message on Prehistoric Update pt.1

    The redesign for ferns is not major not optional. And carbiniferous and devonian ferns are good. Anomilocris have gills. They give you the artharobpod meat from stuff it kills. Im adding more because i didn't have time. Your a second person with suport, i don't get it often.

    Posted in: Suggestions
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    posted a message on Prehistoric Update pt.1

    Seriously some stuff are to make the time machine. How else would you make it huh. Can you see i put search up some stuff. I know wiwaxia and anomilocaris are not alive today so get recked. And i put lots of details so to bad.

    Posted in: Suggestions
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    posted a message on Prehistoric Update pt.1

    I'm adding more

    Posted in: Suggestions
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