I freaking love it!!!
Even right now tons of ideas about new ways to build and ways to improve my older buildings are spirlaling through my mind!
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Jul 10, 2012lightningstruckcreeper posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)Posted in: Suggestions
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Apr 1, 2012Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)NEWS:------------------------------------------------------------------------------Posted in: Suggestions
HUGE NEWS!it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
Guys, WE DID IT!
Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3Topic:---------------------------------------------------------------------------
However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!
Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
"So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"
"...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"
Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
(images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)
[NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^
Here is how it could work:
Color Glass Blocks & Changing The Color of Light
Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
Here is a little diagram that briefly explains my proposition:
Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:
Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use.
Tell me what you guys think
Support colored glass by wearing this banner:
(Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)
Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!!
Cool Ideas by you guys -_^:
Quote from ChadGarion25
Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form
- Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
- 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
Here are some images that better explain the proccess:
Quote from neraphim
If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.
I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic.
"Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.
Is it possible to change the color of the light?
Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
(question aswered by Nocte)
Will it cause lag?
Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
(question aswered by Nocte)
"Are there any Mods with Colored glass or colored light?":
Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:
• Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^
Discussion found here:
• Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^
• CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
• Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
Colored sands into colored glass
• Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
"I don't like colored sand because it would add too many new blocks to MC":
I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.
Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.
If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.
"Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions!
"Has Mojang seen this?"
Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.
The whole conversation can be found here:
ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft!
Check it out!
So basically what we can assume from all this is:
1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^
2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!
3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.
Jul 24, 2012We don't need anything in the End! It's a boss room!Posted in: Suggestions
...Or is it?
Why do I ask this? Because I see the "boss room" excuse, or some variation of it, used pretty frequently in regard to suggestions about the End. It's a good argument, don't get me wrong. The main thing to do in the End is to fight the Ender Dragon, the
only"end boss" boss in Minecraft. You can't leave until you beat him. Once you do, you get "end credits" for the game. So, the reasoning seems to be sound.
What about after that, though?
The dragon only appears once per world. Once it's gone, it's gone forever, but you still have a portal to the End. The problem is, there's not much to do in the end once you can travel there freely. Sure, there's lots of Endermen, but they aren't a great source of experience, and even their drop, while sometimes helpful, isn't so great. Besides which, you can find them in the overworld. It's how you get to the end. There's also End Stone. However, while a perfectly good block, it isn't really much of a reward for beating the game. It doesn't much go with anything, and it's blast resistance, while higher than most things, isn't high enough to make it any more useful.
So, what's the incentive to keep coming back to the End? Sure, it's a boss room, but does that mean you should only be going there once? In many games, an area that was previously a boss fight changes after the boss is beaten. Or else other things in the game world will change to show the effects of beating the boss. For example, new enemies will populate the room. Things that weren't there before may appear. Sometimes, defeating a boss can even change the weather.
I propose that this should happen with the End.
Once the Ender Dragon is defeated, things in the end should change. On your next visit, you would find things that weren't there before, making the End a more interesting place, and giving you new regions to explore. Of course, the obvious question is what form these new areas would take, and where they would be placed. Certainly, no-one wants to find anything they have already built there destroyed. Well, as it happens, Notch himself gave us an answer to this dilemma. Specifically, the unused "Skyland" dimension that he started work on. Once the dragon is defeated, the sky of the End will brighten, and the player will be able to see the various floating islands that have generated since their last visit. Of course, that won't be the only change. Read below for more.
Crystal Bridges: One of the hardest elements to deal with in the Post-Dragon End will be getting from island to island. Crystal Bridges will give the player a head start in this regard. Similar to the Nether bridges, at least one will go from the central "arena" platform to an island when the post-dragon generation takes place. These fragile, glass-like blocks will sometimes connect one island to another, form sloping rises and arches, and hang majestically off into space. Most islands will generate at least one, though some may not have any, and a few larger islands might have multiple. Best of all, Mojang already has a texture.
As a block, Crystal will need to be harvested with Silk Touch, just like glass. It will let light through, but reduced by two levels per block. Crystal will be able to be crafted into panes and slabs, both of which will appear naturally in the formation of Crystal Bridges.
Floating Islands: Rather than a separate kind of soil, floating islands will generate from End Stone and Mycelium. Not only does this cut down on the number of extra blocks being added, it should help to give the End a more surreal, alien look. Floating islands would hold lakes and rivers, with water flowing off into the void, and have giant mushrooms in place of trees. There would also be some plants native only to the End.
Plant Life: Firstly, in the End, mushrooms would eventually turn into giant mushrooms without bonemeal, mimicking saplings. Secondly, there would be three new plants found nowhere else.
- Cyan Flowers - Like those seen in the pocket edition. They are actually a fungus, not a flower, and give Cyan Dye if cooked in a furnace. They can be eaten raw to regain a small amount of stamina, and will spread like mushrooms. If taken out of the End, they can be replanted following all the rules of other mushrooms, but they have no giant form, and spread more slowly.
- Bluegrass - Unlike its real-world counterpart, Bluegrass in the end is literally blue. It looks and acts similar to tall grass in the overworld. Patches of this grow naturally, and it can also be created by using bonemeal on Mycelium in the End. When destroyed with shears, it has a 20% chance of dropping as an item. Passive mobs will respond to it the same as wheat, however when both parents are fed Bluegrass, they produce two offspring instead of one.
- Luminous Mushroom - Pale white mushrooms with a little bit of yellow on them that sprout in clusters. They don't give off light, but have a glow effect similar to spider eyes that makes them visible in the darkness (they appear slightly green in the dark). They can be used to make a "Potion of Night Vision", which would raise ambient brightness to increase visibility (similar to how light levels appear brighter in the Nether). By reversing the effect, it is possible to make a "Potion of Blindness" instead. Since both of these status effects are already in the game (though Night Vision appears unfinished) this would only require a minor addition.
Random Extras: What other ways could the Ender Dragon's death be felt across Minecraftia? Below is a stream of consciousness of things that could add to the "ding-dong the dragon's dead" feel of things, but aren't quite full enough concepts, or don't quite fit well enough to be part of the main suggestion. Think of this as the "Deleted Scenes" part of the post.
You are making the End like the Overworld
- Endermen could stop spawning in the overworld. This would give players an added reason to visit their native dimension.
- This one feels like a winner, but I wasn't really comfortable with making the overworld safer.
- Floating islands could sometimes have naturally occurring portals on them. Going through such a portal would create and transport the player to a matching portal on the overworld. However, unlike the Nether, distances in the end would not directly match with those in the overworld. Instead, the world seed and current date would be used to assign an offset to the player's co-ordinates, making portals come out at seemingly random places anywhere in the world. Once travelled through, a portal's exit would be "locked in" however.
- I really like this idea, it just seems too complex.
- Some islands could have ruins, similar to Nether fortresses, strongholds, and the like.
- I didn't care for the impression that Endermen had a civilization.
- Frequent rain and thunderstorms in the End after the dragon is beaten.
- Endermen don't like rain, so this one got squashed pretty quick.
- Obsidian pillars, like those in the arena, could sometimes appear on islands.
- This is only listed down here because it's debatable. One could argue that the only reason for the pillars in the "arena" is to hold the dragon's crystals, in which case having them on the islands makes no sense.
This has come up a couple times now, so I feel I ought to address it.
Frankly...I don't see how. The overworld is filled with mostly familiar things. I have tried my best to keep the End, post dragon, looking and feeling as alien and strange as I can. The overworld has many distinct biomes, changing weather, day and night. The End would have one biome and be stuck in an unchanging eternal twilight, just clear skies, alien islands, and darkness as far as the eye can't see. The overworld is filled with many varieties of plantlife, and passive mobs. The End would have a handful of relatively strange "plants" (fungus really, with the possible exception of Bluegrass), and only hostile mobs, which unlike the overworld could spawn at any time. The overworld has cave systems, mines, strongholds, dungeons, and villages. The End would...contain alien islands, and the occasional crystal bridge.
If anything, I am proposing to make the End more like the Nether, which is hardly similar. The Nether is a place where you go to get some unique items, with a utility purpose. This is what the End would become. Incidentally, while I'm on the subject, I'd like to point out that the Nether was only ever intended to be a transport hub. It was an area that let you establish faster travel routes than were possible in the overworld. Did it completely destroy the Nether when they gave it some added utility, so there was more to do there than the, "Travel from one portal to the next in the shortest time possible." that it was designed for?
May 19, 2012FiredHigh posted a message on World Generation : Selective Biomes (Updated Post!)Posted in: Suggestions
UPDATE: Creating new concept pics, should be out soon Almost to 100 Supporters!
50 Supporters: 19/07/2012
I watched over the snapshot releases and noticed the new world type, granting players to have larger biomes. Now, i personally love the idea, but i think while they're on the topic of world generation, they should add in a small tab for players to select what biome types they would like in their world.
How does this work?
So, you can check or uncheck the boxes of the biomes you want, for example if you wanted a full Jungle Biome, you can untick every biome except Jungles and Jungle Hills so that the world will not generate any other biomes. Unchecking all the boxes would result in an error message saying "No Biomes Selected!".
What would this look like?
This would create a customize button below the standard world selection option, just like for the Super Flat customization, but instead of selecting which layers you want to have whichever blocks, it would have scrolling bars and check boxes for selection.
The scrolling bars would be to select how often these biomes would spawn, and the check boxes would be to select the biome the player would spawn in, and also to disable the biome spawning.
I think this would be good for people wanting to create a specific kind of world with the biomes they want, instead of getting the ones they don't want in the middle of the biomes they like. Tell me what you think
Now i've made a list of everyone that supports this idea
Total: 98 Supporters
If you REALLY support this idea, add this to your signature
Jun 12, 2012thefowles1 posted a message on Pressure plates on walls/ceilings, buttons on ceilingsPosted in: Suggestions
Remember those eyes?
For those of you who don't know what that is, that's the Legend of Zelda: Ocarina of Time.
That screenshot shows a particular feature in the game's dungeons: the eye switch.
Shooting this eye will activate a switch that, in this case, removes the bars from the door below it. As a gamer who believes this game to be in the top 5 games of all time, this mechanism was incredibly satisfying and rewarding.
What does that have to do with Minecraft, you may ask?
Well, with the latest snapshot, one particular feature caught my eye:
Quote from Sacheverell
- Wooden Pressure Plates detect arrows.
For a while, I've been thinking about and hoping for a type of "bulls-eye" redstone switch. I've built many doors in my time on Minecaft that can be opened with buttons, levers, or pressure plates that are stepped on.
But what if I wanted to have a switch like in the screenshot?
What if, for example, I wanted to have a door that can only be opened when a pressure plate above it is shot by an arrow?
Normally, pressure plates are placed like this:
But what if they were placeable on the sides of walls, or even on ceilings (as suggested by SpyGuy)?
The potential for switches, puzzles, and other circuit ideas could dramatically increase!
(CREDIT FOR AWESOME IMAGES GOES TO Redyoshi101)
(click on images for larger sizes).
A door is only one example of many that could be implemented using this technique. My most favorite idea is a drawbridge that can only be connected by shooting a pressure plate that is across it. I've wanted something like that for a long time, but after Alpha, Beta, and the official release, I have yet to see it possible, even modded.
Not only does this new placement allow for more creativity, but it is beneficial in the sense that anyone without a bow or arrows cannot activate said switch from a distance and it is highly secure against mobs as well.
(...Okay, maybe not completely secure against skeletons, but it would still be highly effective!)
Here's another idea that I believe falls under this category.
(Credit for this goes to Nickmiste.)
Why not allow
levers/buttons to be placed on the underside of blocks as well?
(As of 1.3, levers are placeable on ceilings!)
I wish I had thought of this particular idea myself, because I love it just as much as my pressure plates idea!
One huge benefit could be having a switch on the underside of a block, with redstone wire or a torch on the top. The switch/button powers the block, thereby changing the state of the wire/torch connected to said block. Essentially, this idea is the same as having a switch/button on a block like normal, but instead of placing them on the sides/top, they're placed on the underside.
This could allow for better hiding of switches and buttons for people who like to build labyrinth or mazes. Again, simply one example of endless possibilities that would be opened up!
What say you, community? I think Minecraft should have these!
If not, anyone who wants to give a shot at a Bukkit plugin is greatly encouraged!
6/14 EDIT: format to make it more publicly appealing and pretty :3
6/16 EDIT: Levers are planned to be placeable on the undersides of blocks in the upcoming 1.3 update! I apologize, for I was not aware of this. I'm excited. :3
7/11 EDIT: Added Redyoshi101's awesome images of plates on walls/ceilings.
10/21 EDIT: Changed to reflect addition of levers on ceilings.
Aug 4, 2012AlexanderValkyrie posted a message on Earn a good or evil reputation with the Villagers!What was wrong with your old thread?Posted in: Suggestions
My old thread was highly imbalanced and was only composed of what I wanted. I didn't try hard enough to put down what would be best for Minecraft. I recently had my old thread locked because out of my frustration and desperation I "bumped it" and recieved an infraction. At first I just wanted to rage quit and give up on it. But then I thought, what if I made it better?
Why make a new thread? Why not edit the old one?
It would be unfair for me to make such drastic changes to my idea and then keep all the feedback it had earned me. It would be almost like starting a brand new idea that was already "hot". So for fairness sake I have decided to start over. If it belongs in Minecraft than I have confidence in the fact that it will make it there. If not then I will have learned through feedback from forum users how this doesn't fit and hopefully I will have a better view of Minecraft.
EARN A GOOD OR EVIL REPUTATION WITH VILLAGERS
I believe that for the sake of more useful NPC's and more intricate, complex, and interactive trading that having a reputation with each individual village would be game changing in a positive way. I really appreciate you taking your time to view my opinion.
-Keeping wheat farms full of crops; you are allowed to harvest them but you must replant the seeds to add good reputation. You gain one good reputation level for every thirty (fully grown) wheat crops you harvest and replant (only inside village boundaries).
-Building new buildings; by adding homes for new villagers you will gain four good reputation levels. The home can be of any shape, size and material but it MUST meet villager spawning/living conditions to count.
-Killing a zombie will have a fifty percent chance of giving you one good reputation level.
-Killing any other monster within village boundaries will have a three percent chance of giving you one good reputation level.
-Completeing one trade offer has a ten percent chance of giving you one good reputation level.
-Putting out a fire (one space or block of fire) has a thirty percent chance of giving you one good reputation level.
-Building an Iron Golem gives you three good reputation levels (because Iron Golems are costly to make). NOTE: You yourself must build the golem (inside village boundaries); naturally spawned golems according to villager population will not add to your reputation.
-Planting flowers in the village has a five percent chance of giving you one good reputation level. Flowers spawned in through the use of bonemeal count as well.
-If you spend an entire day or night cycle in a village the villagers will "appreciate" the time you spend working there and you will recieve one good reputation level.
-Breeding any type of farm animal/cat/wolf will give you one good reputation level.
-Using enchanted weapons to "protect villages" (just slaying any tresspassing monsters) will increase your chance of getting a good reputation level for every kill. This is to imply that villagers have more respect for your control over magical weaopns.
-Every full stack of items that you smelt in a furnace (it must be a full stack of anything that can be smelted) will earn you one good reputation level.
-Using bonemeal on a sapling (any type of sapling) in the village boundaries will have a fifty percent chance of earning you one good reputation level. (The villagers "appreciate" the shade).
-Starting a watermelon farm in a village (there must be at least four watermelon vines planted) will earn you one good reputation level. You will NOT gain any more levels for more watermelons.
-Starting a pumpkin farm in a village (there must be at least four pumpkin vines planted) will earn you one good reputation level. You will NOT gain any more levels for more pumpkins.
-Building a Nether portal in a village will earn you two good reputation levels. This is because villagers will have a newfound respect for you when they "see you are smart enough to travel to other worlds".
Pros and Cons of being good
-Pro = Villagers will offer you (in general) better trades but not by a huge difference. Maybe a difference of one to three emeralds.
-Pro = You gain slightly more experience (in general) in the boundaries of a village you have a high (above level fifty good) reputation to imply the villagers "teaching" you their methods and sharing their personal experiences with you.
-Pro = Farmable plants will grow between thirty to fifty percent faster.
-Con = To obtain a high good reputation you need to work alot in the village.
-Con = Your high reputation only helps you in the village boundaries. Any where else it does nothing for you.
-Con = Monsters will have a slightly higher rate of spawning in or near your village where you have a higher good reputation. This is to imply that monsters seek to destroy your purity or goodness.
-If farmland is left empty (unplanted) for longer than five minutes you gain one bad reputation level. This counts for all farmland in general. You will not gain any more than one bad reputation level from one harvesting and being too lazy to plant. Even if you leave one thousand farm land blocks empty you will only gain one bad reputation level. (Also, if you remove any farm you have built or that was generated with the village you will gain one bad reputation level.)
-Taking from the blacksmiths chest will add two bad reputation levels.
-Griefing any blocks that are part of a villagers house or a village building (including the torches on the posts) will have a five percent chance of gaining a bad reputation level (per block broken down/griefed).
-Lighting tnt in a village will add five bad reputation levels.
-Hitting a villager or an iron golem (you do not have to kill them, just one hit will give bad reputation) will add one bad reputation level (but only a maximum of two bad reputation levels per golem or villager. Hitting a villager with your fists till it dies will not give you a ton of bad reputation levels.)
-Starting a fire in a vilage will add three bad reputation levels.
-Planting cactus inside the village boundaries will add one bad reputation level per cactus (height doesn't matter. It is counted per cactus blocks resting on sand inside your village boundary).
Pros and cons of being bad
-Pro = Monsters will have a slightly less chance of spawning in villages (out of respect they tend to spawn less around you. But ONLY when you are within village boundaries of the village you are evil in.)
-Pro = The blacksmiths chest refills with items occasionally and you may take those items. NOTE: this will not be overpowered. The Chest will only have a chance of refilling every fifteen day or night cycles.
-Pro = Killing villagers will cause them to occasionally drop one to two emeralds. This is to imply that villagers still try to carry on their economy even under your tyrrany. Unfortuneately the emeralds will not help you in that village unless you change your reputation.
-Con = Trades in general will become worse and more expensive for you.
-Con = After level seventy five bad reputation Iron Golems attack you on sight. Even if you haven't struck a villager for several game days.
-Con = Any bad reputation above level seventy five will cause villagers to run away from you, therefor you will be unable to trade and you will either have to earn a good reputation or you will have to travel to a new village to trade.
-Con = The monsters that still do spawn inside village boundaries (after the lowered chances of spawning) will occasionally have a twenty percent increase to all their stats. This is to imply that stronger monsters will seek you out to challenge your "rule" over the village.
Measuring your level and how it works
You can measure your level by opening up the trading GUI. There will be a positive or negative number in one corner. The negative is for evil reputation. The positive is for good reputation.
Also for good reputation above level fifty villagers will have a small heart particle effect when they make eye contact with you. For bad reputation above level fifty villagers will have a small smoky particle effect when they make eye contact with you. Above level seventy-five bad reputation will cause villagers to run away from you altogether.
Gaining one evil reputation level is the same as losing one good reputation level. And vice versa.
Other unorganized details:
Reputation is per village. So you can be a hero in one village and a villain in another.
Reputation on multiplayer servers is per player. So a hero and a villain can reside in the same village.
How does this benefit all Minecraft Users?
It can, if used correctly, make trading more reliable and more useful. It will also reward players who work together to protect or raid villages. Lastly it allows villagers in general to become a more important feature of Minecraft and help move them a little bit further away from being the unintelligent caveman squidwards they were when first implemented.
I am sorry for bumping my first thread. Just because other forum users do it quite often doesn't make it right for me. I hope that remaking my thread is not in any way against the rules. If an admin is reading this then I would like to state as I did before. I didn't want to just edit and reorganize my thread. I wanted to earn the feedback instead of just ride on the feedback I had before I bumped.
Please be brutally honest with your comments. Holding your opinion back will do nothing to help me make this a better idea.
Please do not!!!-
Please do not tell me this is difficult to code. I am no coder but in my mind it could be as simple as the experience system except it would be able to go left or right (good or evil).
Please do not tell me this would cause lag. It is not a sudden game feature like an explosion. It is a game mechanic that works slowly and in the background in general as you spend time in villages.
Concerning this thread
Please be openminded but at the same time do not hesitate to give me your full opinion. Any idea of your own that you comment about that can help improve this idea will be CONSIDERED. My first thread for this was at least fifteen percent inspired/created by the people who supported and commented. I will attempt to reply to all comments to thank you for the time you took in reading and replying to my topic.
Jul 20, 2012AlexanderValkyrie posted a message on Addition to villager AI - Villagers avoid farmland and moreI'd like to propose several small additions to Villager AI.Posted in: Suggestions
Villagers avoid water deeper than one block
I started a survival island map and I used TMI to give myself a few villager spawn eggs because I thought it would be interesting to try an island village. But I kept having trouble with my villagers jumping into the water and floating around. One of them even floated out of sight before nightfall.
Also there are times when I'm walking through a village and I have to "rescue" villagers from the well because they cannot escape on their own.
So villagers would avoid water deeper than one block by four blocks. But they would only avoid water if it is on the same ground level they are on so villagers can still walk up to the well. (But they won't jump in).
Villagers avoid farmland
Villager AI should command them to avoid farmland for one simple reason; so that they don't trample it. They would avoid farmland by four blocks.
Villagers walk on paths
It would allow for much neater "traffic" through a village if Villagers could detect and remain on gravel pathways most of the time or any length of blocks two wide that are all the same block type (this is considered a pathway). This AI would be overrun however when villagers are fleeing from zombies. Villagers would still occasionally walk off of the pathways during the day.
Villagers should climb ladders purposefully
From what I understand villagers can climb ladders. However I think that if a ladder leads to a house that villagers should purposefully climb the entire ladder to the house it leads to if thats the nearest house for them to occupy during the night. When a villager approaches a ladder to climb down or climb up no other villagers will attempt to move up or down that same ladder and the villager climbing will not stop and change directions.
Villagers shouldn't open and close doors so often
I personally believe that the constant opening and closing of doors can get annoying really quickly if you spend any large amount of time in a village. I think that villagers should generally spend most of the day outside and MOSTLY only go inside at night. I don't mind occasionally going inside but if they do go inside a house they should just remain in doors for a minute or two to prevent the door-noise spamming.
Villagers should stay six blocks away from lava at "ground level"
This does not apply to lava at the blacksmith building. But lava that is at ground level villagers will not come within six blocks of so that monsters and players can't knock them into the lava.
Villagers shouldn't crowd houses at nightfall
Only one villager will hide in a small house at nightfall.
Up to three villagers will hide in a large house at nightfall.
Villagers detect two-(or more)-story houses
Any house that has more than one floor will be considered a much larger house by villagers and up to six villagers will stay in these houses at night, depending on the amount of space.Here are a few other possible additions purely for more atmosphere and intelligence in villages.Tell me what you think.-Villagers momentarily stopping and observing crafting tables to give the impression they are crafting.-Villagers momentarily viewing furnaces. -Villagers reading signs more often (supposedly they already do but I haven't seen it.)
Jun 8, 2012AlexanderValkyrie posted a message on Earn a good or evil reputation with the villagers!We all know that Iron Golems will attack us if we attack the villagers. And I've heard rumors (though I haven't found out for myself) that stealing from the blacksmith's chest provokes the Iron Golems as well. I'd like to expand on this simple action-reaction behaviour of the iron golems and add behaviour to the villagers AI that gives the player consequences and rewards based on their style of game play.Posted in: Suggestions
The reputation with villagers would only be a game mechanic. It would add no items or crafting.
Due to the choice of voters in the poll; villages will not share common reputation. You may be evil in one village and good in another.
In multiplayer reputation is counted per player. So a village may host a hero and a villain at once.
-Keeping the wheat farms seeded and tilled
-Trading with the villagers often
-Killing zombies (and other monsters) in or near a village
-Building "houses" in or near a village
-Breeding farm animals in or near a village
-"Planting" flowers in or near a village
-Starting a new farm near or in the village (pumpkins, melons, or planting a junle tree and growing coco beans on it)
-Giving children villagers cookies (right clicking the child villager with a cookie in your hand)
-Long periods of time without any monsters spawning in the village or entering the village will raise your reputation slightly (but not nearly as much as you just doing good deads)(NOTE: This only takes effect when you are close enough to the Village for monsters to spawn, you will not gain good reputation if you are too far away for monsters to spawn in the Village)
-Creating an Iron Golem within the village boundary gives more reputation at once than any other good acts because of the high cost in iron
-Killing low reputation players in multiplayer gives you good reputation
-Putting out fires gives you good reputation
-Replacing doors broken by zombies gives you good reputation
-Occasionally a villager will seek you out and wait for you to trade with him. The villager will have a better than average deal for you because of your good reputation. Only one villager can seek you out at a time.
-Ocassionally an expierience orb will burst out or a villager as you walk by them; it would be incentive for taking care of the villages.
-Iron Golems will "adopt" you into the village and defend you if attacked or threatened by skeltons, spiders, and endermen (they already naturally attack all zombies on sight)
-Trades in general will be better deals (though not as good as the occasional special trade offered particularly by a villager who seeks you out)
-Stealing from the blacksmith's chest (you only recieve bad reputation if you are "seen" or if there is a villager within five blocks of you while you loot the chest.
NOTE: any chest inside a blacksmith even if placed by the player may be considered the blacksmiths chest so you would do well to store your goods elsewhere. Only removing items from the original chest counts as theivery.)
-Attacking a villager (the villager doesn't need to die. Simply hitting a villager once with your bare fist will worsen your reputation)
-Attacking an iron golem (again, the iron golem doesn't need to die for you to have a bad reputation)
-Taking wheat from the farms WITHOUT replanting seeds (harvesting the wheat and planting more seeds is acceptable and will give good reputation)
-Breaking or "griefing" of the buildings (removing blocks) NOTE: only removing blocks of generated buildings counts as griefing. You may dig or mine as much as you desire
-Killing a villager or iron golem worsens your reputation more than just simply hitting a villager or an iron golem
-Setting off TNT in or near the village
-Starting fires gives you bad reputation
-Iron Golems will attack you on sight if you are at level seventy-five evil reputation or above
-Prices for trades will go up and sometimes villagers will refuse to trade period (a villager refusing to trade is shown by the trading GUI not appearing if you right click on them)
-Villagers will avoid you or sometimes even run away in fear if you reach maximum evil reputation
Incentive to be evil
It has been brought to my attention that for balancing purposes and general fairness there should be at least some of an incentive to be evil. Do not worry about this being unbalanced. Because anyone who chooses to be evil will have a harder time trading and will have to be able to fight iron golems off or make sure they don't spawn.
-The chest in the blacksmith will very rarely (one in a hundred chance every day cycle) have new items spawn inside it. These new items are the same kind and same chance as any normal blacksmith chest when it first generates.
-Out of fear and respect monsters will not "siege" villages if you have a one hundred percent evil reputation. NOTE: you must be inside the village, if you are outside the village boundary your reputation won't keep the monsters away.
Measuring your reputation:
When you bring up the trading interface with a villager it will show a small number (I'm not sure where) that represents your reputation. If you are evil the number will be red and if you are good the number will be blue. Whatever level your reputation is at will be shown in the number (anywhere from 1 to 100).
Also your reputatio can be measured without the trading interface as shown below.
-Level one hundred good reputation will cause hearts (similar to farm animal breeding hearts) around their face when they "speak" to you. (speaking is defined as a villager simply standing still looking at you).
-Level fifty and above good reputation is measured by a reduced cloud of hearts around a villagers face when they speak to you.
-Level zero neutral (and up to level forty-nine good or evil) reputation will have absolutely no effect from any of the villagers.
-Level fifty and above evil reputation will have a black smoky particle effect emit from the villagers face (as if they are "steaming" mad) when they speak to you
-Level one hundred evil reputation shows no particle effect as villagers will avoid you at all costs (Note: you will not be able to chase down a villager and right click them for a trade. They will not only run from you; the trade GUI will not appear at all.)
As of right now in Minecraft (to the best of my knowledge), villagers will open/close doors, rarely read signs, avoid dieing, run from zombies, and give trades. My goal is to see this idea implimented into vanilla Minecraft so that the player has more ways to interact with the villagers. Due to the "zombie hordes" players can be "good" by defending the villagers but it simply stops at that. This could be a very game-changing and thrilling new concept that would take vanilla Minecraft up to the next stage.
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Jul 22, 2012This is my first ever project, or rather the first one I have ever successfully uploaded to the internet.Posted in: Maps
I used mcedit and creative mode to build the entire castle.
It has tons of small houses/rooms for villagers, lots of open space, plenty of light, and plenty of gorgeous aesthetics.
It also has four redstone powered portcullises, one on each side. To open these portcullises press whatever button is to your left; regardless of whichever side you are going through or whether you are entering or exiting.
This world is a snapshot 12w27a world.
Click below to download the world save.
Jul 21, 2012Ok the idea for this is actually fairly simple, have a liquid which can carry a red stone current when charged. I'll post some pics to demonstrate the point of this.Posted in: Suggestions
The purpose of the liquid is to quickly and effectively transfer a redstone current to any block touching the Redstone Conductive Liquid (R.C.L.) when its powered via switch, button, or other powered redstone [The only block that this is an exception to is obsidian as the liquid has problems transferring the signal through the tough material]. The appearance of the R.C.L. would be like water but with a red hue when in the un-powered state, and a glowing red hue when powered. When The R.C.L. Is powered it will be harmful to the touch as well, making it useful for traps as well; to keep this aspect of the R.C.L. balanced it will also destroy items and xp so that it can't be used for super easy mob farming.
When killing a mob or player in the on state the entity will be surrounded in the electric armor that powered creepers wear.
When a Creeper comes into contact with powered RCL they will not be harmed instead they will become supercharged.
R.C.L. will not be able to be placed in the nether as it is made mostly of water, this is used for balancing as it adds a negative effect to the liquid.
When coming into contact with water R.C.L. will stop spreading and stop transmitting power. When a water block touches an R.C.L. source block it will be diffused and revert back into a normal water source block.
When comming into contact with lava R.C.L. will ?
I have two ideas on to how it could be crafted
Easy way- just put a bucket of water in the center of the crafting grid and put redstone dust everywhere else around it.
Hard way- throw a redstone ore block into a cauldron full of water.
Idea in a nutshell
1) The liquid carries redstone current to any block it touches when powered (with obsidian as the exception.)
2) The liquid is harmful to touch when powered but perfectly safe when un-powered. The damage the liquid will do will be equivalent to the damage drowning would do. (entity will wear the powered creeper armor to simulate being electrocuted.) Creepers will become supercharged and take no damage when coming into contact with powered R.C.L.
3) Its created with 8 redstone dust surrounding a bucket of water OR a redstone ore being thrown into a cauldron. (Which ever one seems more balanced.)
4) Can't be placed in the nether.
5) Water makes R.C.L. useless.
Ok now for some screenshots. (please ignore any showing redstone torches ^^)
If you'd like to spread the idea and show support throw this into your siggy ^^
If you like the R.C.L. Idea you might also be interested in my other two. Please check them out and comment if you get the chance.
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