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    posted a message on Improvement in Minecart Speed
    Quote from Wolftopia»

    Support. I would very much appreciate minecarts having a way to be hooked together.


    Thanks!
    Posted in: Suggestions
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    posted a message on Improvement in Minecart Speed
    Quote from Holy_Potato»

    I like most of this suggestion, but there really should be a terminal velocity for the mine carts. At the moment, it sounds like you can reach really unreasonable speeds that can have negative effects on the game, and give players with better hardware the option to travel faster. Minecraft is only capable of so much, and it's usually a bad idea to give certain players restricted movement.


    As i mentioned, we could have a terminal velocity of 64 m/s, however it would cost a lot.
    According to my idea, it would require you to get around 800 powered rails to reach this speed: (Speeds before 75 powered rails are given above)
    Powered rail 75: 20 m/s (72 km/h)
    Powered rail 95: 22.5 m/s (81 km/h)
    Powered rail 117.5 : 25 m/s (90 km/h)
    Powered rail 142.5: 27.5 m/s (99 km/h)
    Powered rail 170 : 30 m/s (108 km/h)
    Powered rail 200: 32.5 m/s (117 km/h)
    Powered rail 232.5 : 35 m/s (126 km/h)
    PR 267.5: 37.5 m/s (135 km/h)
    PR 305 : 40 m/s (144 km/h)
    PR 345: 42.5 m/s (153 km/h)
    PR 387.5: 45 m/s (162 km/h)
    PR 432.5: 47.5 m/s (171 km/h)
    PR 480 : 50 m/s (180 km/h)
    PR 530: 52.5 m/s (189 km/h)
    PR 582.5: 55 m/s (198 km/h)
    PR 637.5: 57.5 m/s (207 km/h)
    PR 695: 60 m/s (216 km/h)
    PR 755: 62.5 m/s (225 km/h)
    PR *800*: 64 m/s (234.6 km/h, max speed suggested)
    Posted in: Suggestions
  • 0

    posted a message on Balance The Hunger System
    Quote from Wolftopia»

    The hunger system, as of now, is completely unbalanced. Steak, Pork, Bread, and Golden Carrots (if you're rich) are the objectively best foods. This is a problem, because there are 19 separate food items in Minecraft, excluding the golden food and uncooked food. The hunger bar also provides no extra challenge to the game except *sometimes* on the first day. Food is very easy to get. Hence, I propose some changes and additions to the hunger system.


    1. Give pigs back their usefulness. This is a sub-problem of that mentioned above. It is my understanding that pigs drop less meat than cows, and cows can also more easily be bred, rendering our beloved piggies useless. Yes, there is pig-riding, but that is practically a joke. On top of this, cows drop leather too, making them even more useful, as leather is required to make bookshelves, which are required for level 30 enchantments. You can do this: Cows drop 0-2 raw beef and 1-3 leather, while pigs drop 2-6 pork.


    How do I propose we give them back their usefulness? Well, first of all, make them drop more meat than cows. I personally think the chances of cow dropping leather should be swapped with the chances of them dropping meat. This would make leather armor a little more practical, and also give pigs and edge in the food business. Another way to go about this would be to make pigs have multiple offspring at once,This is a good idea as others have suggested.


    2. Make some foods take longer to eat than others. I am not the first to suggest this idea, but I think this would add more of a balance to the current food mechanics. Melons and cookies could be eaten slightly faster, making them something players might take in a boss fight so they can regenerate quickly. Bread could be eaten a little faster than steak, and steak could be eaten a little faster than pork. This could, of course, also be applied to the other foods. This change would give players a choice, instead of having a linear, "This is better than that." system. We can make golden food take 3 seconds to eat, cookies 0.05 seconds, melons 0.1 second. Also, about beef, it would take 1.5 seconds, while pork taking 0.75 sec to help pig balancing.


    3. Bring soups/stews more power. I believe this idea is quite balanced and would make people actually use Mushroom Stew, Rabbit Stew, and Beetroot Soup. These would now restore at least 10 hunger points (5 shanks) each, and would provide more saturation than any other food in the game. On top of that, you would get a "Well Fed" buff (with a different name) that would make the player regenerate health faster. To balance this, soups would take twice as long to eat as current minecraft food does. And make sure rabbit stew gives 8+ bars (16+ hunger points)


    Imagine: You are in early to mid-game, and you come out of a cave far away from your house. All of a sudden you turn and see a creeper. You get as far away as possible, but it still explodes. You are alive, but very low on heath. You see your house and make a run for it. You get hit by skeletons, but you're still barely alive. You make it to the front door of your house. There is a zombie. Reacting quickly, you knock it back with your shovel. You go inside and close your door, get your Rabbit Stew from your chest, and eat it. You sit there and wait to regenerate your health until morning.


    Now, I know that was a little dramatic, but hear me out: soups/stews could actually have a use. Even though they can't stack. You might also eat soup or stew if you're planning an expedition so that you don't have to eat for a little bit.


    4a. Give a reason to eat different food. Even with all of these changes, I think the system should still give players a reason to have diversity in what they eat. There is a mod that does this, called The Spice of Life that does this, but I don't really like its method. Instead of restoring less hunger points, I think the amount of saturation you gain from food should decrease overtime until you eat a different kind of food. This would mean you could survive off of one kind of food, but that it would be better to eat something different every once in a while.


    4b. Make food harder to get. Food is, at the moment, extremely easy to get. What is the solution? Well, first let's address grass. There is a lot of it. If I am correct, there wasn't originally as much grass as there is now. Maybe seeds should be less of a common drop from grass, meaning you would start out with only growing 8 or 9 seeds and use the extra seeds you get to work your way up to growing 64 crops at once. Another thing could be making animals require anywhere from 1 to 7 of a crop to enter love-mode. Mobs could also drop less meat (except for pigs), as they drop a lot right now. Things like melons, cookies, carrots, beetroot, and potatoes don't really need to be harder to get, as they aren't very good foods. This kind of solves point 4a, because if food was harder to get, you would want to take every opportunity you had, and therefore already have a reason to eat more than just one kind of food.


    5. Display Saturation. This is probably the lowest on priority, but I think this would be a good edition. Many propose a yellow outline to the hunger shanks to show how much saturation you have left. However, I have a different idea: changing the color of the hunger bar. If you had full saturation, your hunger bar would look a little more yellow/gold than it is now. The less saturation points you have left, the less yellow or gold it looks. The current color of hunger shanks would be equivalent to about 15 (out of 20) saturation points. If you had less saturation points than this, the hunger bar would look darker and darker.


    Here is a screenshot of The Spice of Life mod, which has a yellow outline to show saturation:


    Well, that's it. I know this was a long post, but I wanted to make sure I gave a reasonable and balanced suggestion. Keep in mind that all of this would most likely be dependent on the difficulty you have the game set on. Please tell me what you think and how I could improve this suggestion.


    Responses in bold.

    I show full support to this, except the 5th idea.
    Posted in: Suggestions
  • 1

    posted a message on Solar and Lunar Eclipses!

    Hello guys! I am presenting you the idea of ECLIPSES IN MINECRAFT!


    On a new moon day, there is about 1/10 chance of the moon appearing during day time. (1 in 10 means 1 out of every 80 days, as the game has 8 moon phases). When it appears, there is 4/5 chance of an eclipse. During an eclipse day, a random integer number is chosen from 1 to 24000 (i.e the number of ticks in a day). After those many ticks from start of the day, the moon begins to cover the sun. Whether it is partial or total depends on your location.

    So, a random integer is chosen, which is between (Your location in z-axis)+10,000 and (Your location in Z axis)-10,000. This will be the center of the eclipse, where total eclipse/annular eclipse happens.

    A random float number from 6.500000 and 9.499999 is chosen and the moon will be that many pixels long. (Sun is always 8 pixels long). The moon will occupy the maximum of the sun at the centre location (i.e if the size of moon is 7.2, then 90% is the maximum while if it is 8.8, 110% is the maximum). The moon moves down 1 pixel per 1024 blocks, that is, you cant see the eclipse if the center is more than 8,192 blocks from you. (If you are 2000 blocks from the centre of eclipse, the moon is 2 pixels under the sun, so the maximum the moon covers the sun would be 6/8 or 75%.)


    The eclipse can last from 1000 ticks to 10,000 ticks, chosen randomly by the computer.

    During an eclipse, depending on how much the sun is covered, the light level decreases:

    0% - Light level 15

    1-10%- L. 14

    11-20%- 13

    21-30%- 12

    31-40%- 11

    41-50%- 10

    51-60%- 9

    61-70%- 8

    71-80%- 7 (Mobs can spawn)

    81-85%- 6

    86-90%- 5

    91-92.5%- 4

    92.5-95% - 3 (Mobs drop their heads when the light is this low during an eclipse)

    95-97.5%- 2

    97.5-99.9% - 1

    100% - 0


    Lunar Eclipses

    WIP

    Posted in: Suggestions
  • 0

    posted a message on Improvement in Minecart Speed

    *Reserved*

    Posted in: Suggestions
  • 0

    posted a message on Improvement in Minecart Speed

    Introduction

    Minecarts, right now, are almost useless. They are slow. Their only use is to transport items. You can travel about 5 times faster than a minecart on a boat on ice. Why, Mojang? No updates to Minecarts? Here are my ideas for improvement in Minecarts.


    The Hook and Coaches

    The first improvement is not directly related to speed, but here we can have a new recipie called the 'Hook'. It is crafted with 5 iron nuggets in a reverse U shape. This will let you connect 2 or more minecarts to create a 'train'. Each additional coach decreases the speed of minecart by 20%. (The speed will be 80% after 2nd coach, 64% after the 3rd coach and so on.) However, if a burning furnace coach is added at the front or back, the speed of a minecart will be increased by 10% per coach (not compounded, so if there are 2 furnace carts, the speed will be increased by 20% and not 21%, and if there are 3 the speed is 30% more.) Furnace carts don't count for speed decreasing.

    Also, coaches containing chests decrease the speed by 20%, plus 0.64% per stack of 64 items (or 1 tool) added into it.


    Down slant movement

    When a minecart is moving in a downward slant, its speed increases by 25% each second it is on a slope. Example, if a minecart going at 10 m/s goes down a slope, the speed changes to 12.5 m/s after 1 second (or 10*root 2 or 14.142 blocks), 16.25 m/s after another second (or 12.5*root 2 or 17.665 blocks after the first 14.142 blocks) and so on.


    There is absolutely no speed limit for downward track movement. However, if you are going more than 20 m/s and crash onto the ground when the slope ends, you will receive the damage equvivalent to your speed in m/s minus 20, multiplied by 5 half hearts. So if you hit the ground when going at 22.8 m/s, you will get damaged by 2.8*4 or 11.2 (rounded of to 11) half hearts or 5.5 hearts. If there are any furnace carts, they explode, equalent to the amount of fuel in it. It will create an explosion of 0.01 times the strength of 1 TNT for every 10 seconds worth of fuel in the cart. (I.e for every coal, the explosion will be 0.08 of TNT, or with 12 coal in the cart, the explosion will be equal to 0.96 times the power on TNT.


    The speed can easily be reduced with powered rails which are turned off.

    Also, minecarts always load 2 chunks within them when moving without the player.


    Up slant movement

    With each second, the speed decreases by 25%, similar to above, except it decreases.

    E.g. When a minecart is moving at the speed of 10 m/s, and the cart starts to move uphill, the speed decreases to 7.5 m/s after (10*root 2 or 14.142 blocks), then to 5.825 m/s after (7.5*root 2) blocks. (Even though I'm calculating the speed difference every second, the computer calculates it every tick. However, the difference it too little.) Also if the cart ends up too fast when the slope ends, (more than 20 m/s), the cart may fly a couple to 10 blocks into the air, and when it hits a wall or the ground it will cause damage and/or explode.

    Powered Rails changes

    Powered rails increase your speed by 2.5 m/s per second on the rail. If you are going at 2.5 m/s:

    Your speed changes to:

    5 m/s after 2.5 powered rails

    7.5 m/s after 7.5 p.rails

    10 m/s after 15 p.rails

    12.5 m/s after 25 p.rails

    15 m/s after 37.5 p.rails

    17.5 m/s after 55 p.rails and so on. (As you increase your speed, it becomes exponentially harder, if you dont understand the math above).


    They also decelerate you by 1 m/s per powered rail turned off. (If you are going at a very high speed, like 50 m/s, it would take long (30 blocks of p.rails) to come to a speed which doesnt cause a crash)


    Regular rails decelerate you by 0.5% per second on rails.

    If you are going more than 20 m/s on a turning you will crash and cause damage. This includes elevation changes. So, you need to decelerate a bit before turnings. Or else, we could add turning rails (similar to railcraft mod), which, by the length of turning, lets you have more speed support. (you need 2 squared of 4 block long turning for going 40 m/s or 9 block long one for 60 m/s and so on.)



    Speed limit

    There is no speed limit. It only depends on your computer's FPS. If you have optifine (and several million tons of in-game gold to make powered rails), you could reach a speed of even 400 m/s (it wont take time to load chunks in optifine). However, we may limit it to 64 m/s for vanilla so that chunks have time to load. Or even 32 m/s for lower end computers and 128 m/s for higher end ones.


    Heavy rails (optional to add?)

    If these are added, the speed limit for regular and powered rails is 16 m/s. These rails, crafted with 6 powered rails and 3 redstone blocks, will give you FIVE heavy rails, only powerable by redstone blocks. These will let you go faster probably to 32m/s. There are also regular rail versions of this, crafted with 8 regular rails and 1 redstone dust, which lets you go 32 m/s and only have 0.25% deceleration per second. The powered rail varient will give you an acceleration of 5 m/s per second instead of 2.5 m/s.

    And we can even add heavier version of this, crafted using same recipie, but instead of powered rail and regular rail, we use heavy powered rail and heavy regular rail. So these powered ones have acceleration of 10 m/s per second, but require 3 redstone blocks to power only THREE of these rails. Their max speed is 64 m/s, and deceleration for regular rails is 0.1% per second.


    CONCLUSION

    So, here is the end. Please reply. Constructive criticism will also be appreciated. '''This will be buggy" shouldnt be the reason if this shouldn't be added to the game.

    Posted in: Suggestions
  • 0

    posted a message on 1000 Things To Put In Your Minecraft World [WIP]

    Make a big underground quarry

    Posted in: Survival Mode
  • 1

    posted a message on Which difficulty do you play on?

    I play on hard, but im a bit of noob. I die once every 3 ingame days lol.

    Posted in: Survival Mode
  • 0

    posted a message on Village Improvements! (WIP)
    Quote from MDDan»

    I love this post! this should happen... maybe theres a mod out there like this.




    pretty nice idea, i especially like that some more villagers will actually do stuff.


    Thanks! I am going to add pictures very soon, once we get to town, as we are in vacation
    Posted in: Suggestions
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    posted a message on Village Improvements! (WIP)
    Quote from yoshi9048»

    He made a concession afterward. And here's how I will say it:

    if there is a prebuilt plot of land called "the arborium" or "nursery" to hold trees; then I absolutely do not mind a forester and lumberjack planting and chopping down wood there. It's limited and focus built.

    In terms of exceeding X number of doors; I'd say that building any expansion to a town at all should be left to the player.

    A builder can only build very occasionally, like one house for every baby villager, as baby villagers being born are quite rare without the player
    Posted in: Suggestions
  • 0

    posted a message on Village Improvements! (WIP)

    Edit: Added section 'rails'!

    Posted in: Suggestions
  • 0

    posted a message on More Advancements!
    Quote from coolcat430»

    Should probably put this in the official achievement thread, and also, number 12 seems kinda strange, having a Curse of Vanishing doesn't seem all that great


    These are advancements not achievements, and number 12... is just for a challenge
    Posted in: Suggestions
  • 0

    posted a message on More Advancements!

    Here are my ideas, you can leave your ideas down in replies too.


    1. A mushroom delight:- Step into a mushroom island biome. (After Sweet dream, before Adventuring Time)

    2. Sponge Cleaner:- Get a sponge from Ocean Monument (After Adventure)

    3. Farmer:- Have every crop in your inventory (Wheat, Carrot, Potato, Beetroot, Pumpkin, Melon slice, Cocoa, Sugar Cane) (After A seedy place)

    4. Overkill (Used to be a achievement)(After Enchanter)

    5. Instant Miner (After Beaconator and Enchanting Master [New advancement see below]):- Insa-mine stone with Efficiency 5 haste 2

    6. The fast traveller (After Sky's the Limit):- Fly 5000 meters with an elytra going more than 25 m/s.

    7. Monster Farming?:- Find a dungeon. (After Acquire Hardware)

    8. Easy XP:- Get a Bottle o Enchanting from a priest villager (After What a Deal!)

    9. Weary Traveller:- Travel 1,000,000 blocks in total (After Sweet dreams)

    10. Storage in void? :- Craft an ender chest (After Into Fire)

    11. Enchanting Master:- Have a level 30-standard enchantment (After Enchanter)

    12. Ultimate Chestplate:- Have a Unbreaking 3, Mending, Protection 4, Thorns 3, Curse of Binding and Curse of Vanishing chestplate.

    Posted in: Suggestions
  • 0

    posted a message on Village Improvements! (WIP)
    Quote from yoshi9048»

    I'm very particular about level-of-control when it comes to mobs.


    I'm okay with creepers destroying large chunks of wall when you fail to kill it fast enough. I'm okay with endermen grabbing a single block of land.


    I'm not actually okay with a lumberjack confusing my log cabin for a tree and then hatchet manning my house; or a builder trolling my creations by placing his house in the middle of mine.


    I'd request to remove these effects from the mobs for me to support the suggestion.


    Oh, ok i didnt think of it, Anyway im changing them.
    Posted in: Suggestions
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    posted a message on Sunken Ships

    Yeah, a quite nice idea. They can be made of wood blocks logs, etc, come in various sizes, and have a few chests with all kinds of stuff in them, and such. And also inhabited by some new mobs, like underwater zombies (i have no other ideas) Anyways, full SUPPORT

    Posted in: Suggestions
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