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    posted a message on Three biome concepts - ice deserts, cold deserts and cold steppes.

    Cold areas definitely need to be expanded upon and I love your ideas! Full Support!

    Posted in: Suggestions
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    posted a message on Add in the old textured Drowned as a rare variant in swamps
    Quote from tow4rzysz»

    Swamps have slimes.
    Enough special mobs for them!

    As of lava oceans - they slow beings in them to insane degree. Ziglins can walk on lava ocean beds though, although I'd rather see them swim there, the sheer mass of lava should crush to death anything that goes more than 5 meters under the surface.


    Swamps are pretty dull, even with Slimes and Frogs. I always like new mob variants! Full Support!

    Posted in: Suggestions
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    posted a message on grass or dirt stairs

    Dirt Slabs were in the game at one point but got removed. I really like this idea, especially the Grass Slabs, as it would make building smooth terrain way better. Full Support!

    Posted in: Suggestions
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    posted a message on Update to Rivers

    I really like the idea of Jungle Rivers, and the changing of water colour depending on the biome!

    Full Support!

    Posted in: Suggestions
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    posted a message on Pyro Berries and Flaming Potions

    This is a small addition I think should be added to the Nether. It would be a new block called the Pyro Berry Bush, and it can be found in the Nether. The blocks would be smaller than a normal block, and they would only take up about two thirds the space. Every once and a while, Pyro Berries will grow on the bushes. When picked up, they put you on fire for 2 seconds. When eaten, they also set you on fire for 2 seconds.


    The use of Pyro Berries would be to make a Flaming Potion. The Flaming Potion would set you on fire when drunken. If turned into a Flaming Splash Potion and thrown, instead of giving out a particle effect, it would just light the blast area on fire. The Potion's texture would also have a slight aesthetic difference to others. Since it is a Nether potion, the cork at the top would be either red or blue (50/50 chance?) to fit the trees that can be found in the Nether.


    One other small addition would be the ability to turn Pyro Berries into Sweet Berries. If thrown (yes, thrown with Q) into a Cauldron filled with Water, a particle effect would appear. After a couple of seconds the effect would disappear, and a Sweet Berry would pop back out of the Cauldron.

    Posted in: Suggestions
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    posted a message on Warped Fungus and Crimson fungus should be able to be planted on mycelium

    They are fungi (I think) so it would make sense! Full Support!

    Quote from tow4rzysz»

    Mycelium is infested dirt.
    Nylium is infested netherrack.
    Nether fungi grow in netherrack, they don't in dirt.
    I'd approve reverse situation, though - overworld mycelium should be able to grow both on netherrack as well as on dirt.
    That'd make mushrooms the bridge between overworld-dirt-only plants and Netherrack fungi, considering that they appear nowadays in the nether just like they used to in the past minecraft.


    But you are able to plant them on Grass.

    Posted in: Suggestions
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    posted a message on Minecraft tree update

    Please add way more detail to this post.

    Posted in: Suggestions
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    posted a message on Chains! Now, ROPES?

    I think ropes would be a great addition and maybe you can climb them as well!

    Full Support!

    Posted in: Suggestions
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    posted a message on Compasses and lodestones should be obtainable in the Nether.

    Maybe a way to get around this would be to have Redstone available in the form of traps which you can find in structures in the Nether, and maybe a "Nether Lodestone" which is crafted with a new Chiseled Nether Brick block.


    Full Support!

    Posted in: Suggestions
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    posted a message on Put the CRAFT back in MineCRAFT

    Maybe there could also be different blocks which are better at crafting different items. The Crafting Table could be exceptionally good when it comes to making wood related things, as we can even see the tools on the side of it which look like they could be good for that. Maybe there could also be some recipes requiring you to stack items. Because the Saddle has the metal thingy on each side, it could require 2 string stacked and 2 iron stacked.

    Posted in: Suggestions
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    posted a message on Bring back old lighting, colours, and world generation options.

    Minecraft has come a long way since the first couple of years of its release. Alpha and beta are soon gone. I'm fine with not having the bright greens of alpha, but beta lighting and generation looked really cool in my opinion. I will attach an image in this thread of the worlds from that time.


    In my opinion, the colour of that old water and the sun and fog, makes it look really good, especially with the dark crevices inbetween blocks. It feels more like Minecraft. Also in that image we can see a huge mountain. I really like old generation. The colours of the grass and the biomes back then also just had a really dream-like quality to them. I feel if we had options to bring these features back, it would help a lot. It would also put all of the old complainers to rest.

    Posted in: Suggestions
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    posted a message on Reworking cave generation - an Idea for the Cave update
    Quote from TheMasterCaver»

    I very highly disagree that caves need to be less common - after all, I have not updated to a newer version for nearly seven years and very likely never will because of a certain update in late 2013 which greatly reduced the size and variation in cave system density as well as made mineshafts and dungeons much rarer (ravines were untouched):

    This is an interconnected caves map for the seed "-123775873255737467" in 1.6.4 (the seed for my first world), over a 3072x3072 block area centered around the origin; all the green areas are directly interconnected to a single point near the middle; the area to the lower-right interconnects off the edge of the map (only the area shown on the map is traced for interconnectivity. This also does not consider things like veins of ore or falling gravel linking otherwise separate caves, or water/lava dripping from the ceiling, revealing the presence of a cave directly above):



    For comparison, this is the same seed in 1.7 and later; it still did cover an area about 1000 blocks long but that isn't much by my standards:


    I tried recentering the map a few times without much result, hence I don't show the full map:



    These are renderings of what I explored over several days in my first world (vanilla 1.6.4) - the interconnectivity of the underground is absolutely perfect for somebody with my playstyle, I simply go from one cave system to the next through interconnected caves, which is something that is impossible to do in 1.7+, as I've confirmed with my own program that traces all caves directly interconnected to a starting point, and explore them at a rate that most people find impossible (just the last time I played I explored a large cave system, 3 ravines, and most of 2 mineshafts, with more than 4,000 ores, rails, cobwebs, and moss stone mined - all in one sitting):
    This is over 10 play sessions, the area I covered is around 700 blocks across and represents more than 30,000 ores mined and 10,000 torches used:


    Another sequence taken over 4 play sessions:

    Luckily, my own modding abilities means I can forget about ever updating since I can update the game myself, including making my own cave update with some of the most insane caves you've ever seen:
    A rendering of the underground, showing many of the unique types of caves:


    This is a chart of all the different types of caves, which does not include many new ones that I've added since:


    This is a comparison of underground air volume, which is substantially higher in TMCW than even vanilla 1.6.4, which is in turn higher than 1.7 and later (the changes to caves in 1.7 had a bigger impact on their distribution), and includes 7 additional layers between lava level and sea level (this is a 13% increase in ground volume used by caves):


    This is another comparison of cave density, which shows the distribution of the number of caves within an area (the first one is for individual cave systems, which originate in a single chunk); you can see that 1.6.4 has a lot more variation than 1.7+ (notably, the minimum cave density is actually lower in 1.6.4 than 1.7+, as best seen by a 4 chunk radius, where 1.6.4 has a big spike at 0, which is due to caves being more clustered. The spikes seen for TMCWv4 are due to the way "special" cave systems are generated, which are larger than single-chunk "vanilla" cave systems and prevent normal caves from generating nearby):


    These are charts of the distribution of caves by width and volume, compared to 1.6.4 only (1.7+ has 23% fewer caves but otherwise the same distribution); this is outdated as I've doubled the maximum volume of the largest caves, now up to a million blocks:





    This cave has a volume of 685,000 blocks - yes, over 2/3 of a million air blocks and they can get even larger:






    A truly colossal ravine, so long that you'd need 23 chunk render distance to see from one end to the otehr if it were straight (more when accounting for fog):








    Even as big as those are, they are nothing compared to a giant cave region, seen in the upper-left of the first image; one of which I explored had a volume of 1.26 million air blocks and took over 5,500 torches to light up with over 15,000 ores mined and nearly 2,000 mobs killed, mostly within just 4 play sessions, plus a bit of a 5th - for the largest cave system I've ever explored in terms of volume (though the cave systems in my "TripleHeightTerrain" mod were far larger in terms of distance covered by the tunnels/player):








    Note that the mineshaft has spruce wood; the type of wood is generally based on the trees in the biome they start in, defaulting to oak for biomes without trees, except deserts, which use birch to blend in better:


    Dungeons are more interesting as they spawn more types of mobs, including "double dungeons" which spawn two different types of mobs; mobs also spawn much faster and in greater numbers, making them actually challenging:




















    I even made special "cave maps" which will map caves that are lit up by torches (all naturally generated torches are either redstone torches or "fake torches", which look exactly the same as normal torches but are a separate block so they are not picked up. This is a lot like how MCMap works, which is how I made the multi-day renderings of my progress):


    How do you make renderings of your world and stuff?

    Posted in: Suggestions
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    posted a message on Make TNT craftable using soul sand.

    I think that instead, the Soulsand should craft Unstable TNT which explodes when minded.

    Posted in: Suggestions
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    posted a message on A new joke language?

    Even thought the joke languages aren't serious, I'm still always open for new ones!

    Full Support!

    Posted in: Suggestions
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    posted a message on Reworking cave generation - an Idea for the Cave update

    Better cave generation needs to be updated before little details are added, and I love your ideas for it!


    Full Support!

    Posted in: Suggestions
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