"Added a coal block"
Took long enough.
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LeaptThroughTime posted a message on Snapshot 13w18a Ready For Testing; 1.5.2 Now LivePosted in: Minecraft News -
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BroTotal posted a message on [1.5.1] Doom: Hell's RevengeYou didn't give any thing about this... maybe you should post some screen shots and maybe then i'll consider it. Try to sell it to the public on how it's going to work out and what the objective is.Posted in: Maps -
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VoidFenix posted a message on Generation of anvil in NPC Village smithySo, anvils were added at not so old update 1.4.4. I ventured to NPC Village, found blacksmith`s house and saw this:Posted in: Suggestions
Probably that double slab was meant as anvil before the one was added, so I ask to change that double slab to anvil.
Why should you love this? Because of it being aesthetic improvement and nice addition to Adventure Mode where you cannot get really much iron, but still may need to use anvil. If there will ever be advanced NPC AI with NPCs actually farming, trading between each other, building and other, blacksmith could use an anvil.
How hard would it be to implement my suggestion? As I think (I am bad at programming stuff), it would be as easy as switching few numbers in code and overall worthy to implement.
Which changes in the game would be made to this tweak?
1. Anvil will be Damaged or Very Damaged. While it wouldn`t balance out idea much, it is logical, because Blacksmith has done some repairing before you, hasn`t he?
2. The count of smithies in one NPC Village will lower to one. It won`t be really balancing as there isn`t many villages with two and more smithies, but this would be good to see in the game anyway - there wasn`t a lot of smithies at medieval peasant village, which Minecraft one strongly resembles.
Wouldn`t it be unbalanced? No. If you could get enough XP to use an anvil, you would pretty much have enough iron to craft one by yourself (credit for this point to PartyPoison98).
It would be nice for someone to make banner for this idea.
Constructive criticism is welcome! -
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EMDude posted a message on Bring Back Beaches!Updated OP: 9/3/12 (Modified OP explanations, thanks to getpoopedonkid // Fixed Poll)Posted in: Suggestions
Updated OP: 3/8/12 (Fixed Poll)
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NOTICE (As of Snapshot 12w01a):
This is an screenshot of the beach gen that was re-added in Snapshot 12w01a. Please note that this is not representative of the new beaches in general, but instead an example of what the new generation can create!
Jeb appears to have simply changed the blocks which form the transition between land and the ocean biome from dirt to sand. This forms ugly clumps of sand hardly resembling beaches on hilly terrain. This DOES NOT resemble actual beaches or beaches as they once were in Beta 1.7.3! Or reality for that matter.
What should be done to correct this:- Simply limit the max height of sand that can generate to two to three blocks above sea level, which would be identical to beach generation prior to Beta 1.8. With beaches essentially being their own biome, such a change should feasibly be easy since it shouldn't conflict with other biomes. If you believe otherwise, please state so and why!
OP:
With the inclusion of the new terrain generation in recent releases, I've read about many major topics and comments having to do with terrible biome transitions involving the swamp biome and the such. However I have not seen any real topics concerning the exclusion of beaches and the issues concerning underwater bedding. So here is the point of this topic:
Summary:
1.) Beaches was a widely-liked feature of the previous terrain generator and it needs to be restored.
This should be simple enough. Just add back beaches into the terrain generator. Also gravel beaches should be returned as well. More on that later in the topic.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
The main argument against the current underwater bedding generation is that allows for easy access to large amounts of clay, and that clay was supposedly more rare in the previous generator. However, it was abundant, since the x=z clay generator bug that previously plagued the game was patched in 1.7.
However, to further address this issue, clay density and frequency can be increased to satisfy those who believe that more clay truly is necessary.[/indent]
The poor state of these aspects of the terrain generator has proven to be both an annoyance and an eyesore to me and the community as well. Beach gen prior to 1.8 paralleled realistic beaches and was more aesthetically pleasing in general. To further elaborate what I mean:
Beaches, prior 1.8
"Beaches" (along lakeside), 1.8 and later
Beaches, real life
As you can see, beaches do not actually generate in 1.8 and later, the "beaches" you see are actually not beaches at all; they are simply the outcroppings of the underwater sand bedding crossing onto the shore. This brings me to the next point: underwater bedding.
Underwater bedding (same pic as before, view the underwater portion), prior 1.8
Underwater bedding, 1.8 and later
Underwater bedding, comparison with 1.8 vs. 1.7, and real life (Borrowed from Dragonid's Terrain Generation Changes Remaining)
As you can see, in 1.8 and later, underwater bedding consists of ugly patches of circular splotches, whether it be in a lake or an ocean. Previously, it was both aesthetically appealing and realistic. Clay would still be fairly abundant if the patch from 1.7 were also incorporated into clay generation. If that is not enough, we can simply have clay generated in the same manner as depicted in the picture below in higher frequencies or larger quantities:
Lastly, gravel beaches should be added back. It was a realistic feature of the old terrain generator and also broke up the monotony with the constant sand beaches. It is not a necessary feature to be re-added, though it would be nice.
Gravel Beaches, 1.7 and before
Gravel Beaches, real life
To reiterate:
1.) Beaches was a widely-liked feature of the previous terrain generator and so, needs to be fixed.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
With this said and done, I ask that these issues be addressed as soon as it is possible. If you can, please twitter or e-mail Jeb. This is technically not meant to be a petition or anything like the very popular Dear Mojang: The Swamps are Still Ugly topic, just a reminder to show that these issues must be addressed. However, you can show your support by twittering Jeb (+ link to here) or just acknowledging it here.
Tweet Jeb at: https://twitter.com/#!/jeb_
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Get Satisfaction Topic: http://www.getsatisf..._gravel_beaches
Also check out Dragonid's Terrain Generation Changes Remaining topic for an in-depth look at issues concerning current terrain generation!
Try out a mod that adds beach generation back into the game! http://www.minecraft...0-biome-mod-v1/
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Locklear308 posted a message on Suggestion for the Scary Update: FULL MOONSJust make it like a nightmare thing, if you start sleeping as the sun goes down. You will be awoken and alerted than it's a full moon.Posted in: Suggestions -
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Drpepperspray posted a message on Dinnerbone - Please make Witches and other features OPTIONAL.Or.. You could just get over the fact that it is a game and should not, and can not affect you physically. I just love how these fairy tail religions get in the way of things.Posted in: Suggestions -
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Neospector posted a message on Dinnerbone - Please make Witches and other features OPTIONAL.Posted in: Suggestions
Regardless of what you're saying, I still fail to see a logic behind making it optional in any way or form. It conflicts with your beliefs...how? There's over 7 million people playing this game's full version, and Christianity encompasses about a third of the 7 billion people on the planet, so it's impossible for Christians not to be playing this game. Yet you are the only one of them who has taken the addition of a stereotypical mob which has nothing in common with any kind of pagan practices whatsoever as some kind of threat to your religious beliefs. It's like knocking on someone's front door and asking them to remove a Halloween decoration of a witch from their window because it "offends" you. In fact, it's almost exactly like that.
I'm sorry, but regardless of what you say, this really shouldn't offend you in the slightest. It's fallen off the edge of ridiculousness; it's just plain silly. -
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EyeOfTheDaev posted a message on Dinnerbone - Please make Witches and other features OPTIONAL.Posted in: SuggestionsQuote from BioShock_Rules
No offense, but I see no point in being able to disable Witch Spawning.
Just because they somewhat clash with your beliefs doesn't mean they need to be disabled for the over 7,000,000 people who play Minecraft.
No support.
I don't follow your logic here. How does "Make it optional" somehow turn into "Disabling it for everyone"? -
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BioShock_Rules posted a message on Dinnerbone - Please make Witches and other features OPTIONAL.No offense, but I see no point in being able to disable Witch Spawning.Posted in: Suggestions
Just because they somewhat clash with your beliefs doesn't mean they need to be disabled for the over 7,000,000 people who play Minecraft.
No support. -
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Lord_Dust_Bunny555 posted a message on Dinnerbone - Please make Witches and other features OPTIONAL.Posted in: SuggestionsQuote from Rhymane Flameheart
With respect bro, the very post you quoted clearly states that I am not selfish, and that I respect the beliefs of others too. That is why I do not ask for these elements to be removed from the game entirely, just an option to turn them off if we choose, and I would also be all for any other options being added if others had objections against them. Aside from respecting their beliefs, it would also add much more customization to my own game, which I would welcome as I could tailor my experience even more to my tastes.
I have already explained this aspect man...no offence intended, but I would perhaps request that you re-read my earlier posts before making accusations.
Why would this be nessecary? A simple .txt config file in the minecraft folder would suffice, with, as someone mentioned earlier, simple one-line options:
Spawn (mobname): 0/1
Other option: 0/1
etc.
And why should Mojang waste their time adding that to work for a few people? I find creepers blowing up my things annoying, but I just switch to peaceful or avoid them. Why does Mojang need to add a toggle for every mob because you find Witchs to semi intrude on your belief? - To post a comment, please login.
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NOTE: All of the blocks can be decrafted into 9 of whatever it was made with.
Here are my suggestions:
1. SKULL BLOCK: Crafted with 9 bones, can be turned into a skull lantern if you combine it with a torch. Can give a scary halloween-like feeling to builds.
2. LEATHER BLOCK: Crafted with 9 leather, cool for tents, floors, banners and fortresses. :biggrin.gif:
3. REDSTONE BLOCK: Crafted with 9 redstone dust, and this would revolutionize redstone electronics. This is basically redstone dust because it can be powered on or off and transmit electricity, but its a block, rather than a wire, so with the redstone block we'll be able to make redstone things so much easier. :biggrin.gif: Plus it should look shiney and cool :smile.gif:
4. TROPHY BLOCKS: My idea is that we should be able to make blocks out of enemy MOB items (because killing a peaceful MOB isn't really much of an achievement) that look like their heads and build with them, use them as decoration or just show them off to others in glass trophy cases. :smile.gif: The skull block is the trophy block of the skeleton. Here are the trophy blocks and how they are crafted.
Zombie head: Crafted with 9 rotten flesh
Creeper head: Crafted with 9 gunpowder
Spider head: Crafted with 8 string and a spider eye in the middle
Enderman head: Crafted with 9 ender pearls
Blaze head: Crafted with 9 blaze rods
Ghast head: Crafted with 9 ghast tears
Of course, these trophy blocks can be decrafted, so really, they're just more effective storage of MOB items too. :biggrin.gif:
And if you've managed to get a ghast head and an enderman head (or more than 1 of each) in your house, well...
:tongue.gif: (Endermen and ghasts are srs business because of their rarity)
I still have more building block ideas, though!
5. COBWEB: 5 string in an X formation on the crafting table should create cobweb. These would be very effective for MOB (or player) traps. To make cobweb less of a waste when destroyed, broken player-made cobwebs will give back 5 string instead of just 1.
6. SPONGE: 9 slimeballs and 1 wool in the middle should create a sponge. Sponges should hold back water in a 9 by 9 radius. Even with new water physics, sponges will still be extremely useful for certain situations, such as draining an area so you can dig in it.
7. HAY BALE: 9 wheat should create a hay bale. This will be effective and worth crafting, because any animal within a 6 by 6 radius near a hay bale block will automatically breed. However though, hay bales will shrink to half blocks after it has caused 5 animals to breed, and after 4 more animals have been bred, the hay bale will be destroyed. Plus, it'd basically be thatching, so it'd be nice for making huts and stuff. :biggrin.gif:
8. This is not a new block, but it is a suggestion: We should be able to craft 4 sticks into 2 plank blocks. Often you might end up making too many sticks, or perhaps you only have sticks in your inventory. Wood should be more versatile, enabling us to make sticks into planks and vice versa. Remember, we're talking about a man who can create swords from 2 gems and a wooden stick with just his bare hands. :laugh.gif:
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2. Coal block: Crafted with 9 coal, can be decrafted into 9 coal. 1 coal block can smelt 72 items, because 9 x 8 = 72. It can also burn forever like netherrack, but unlike netherrack, rain will put out the fire.
3. Leather block: Crafted with 9 leather, can be decrafted into 9 leather. Cool for tents and stuff. Looks like leather stretched over a block.
4. Skull block: Crafted with 9 bones, can be decrafted into 9 bones. Looks like a giant skull. Would be an AWESOME addition to building. Can be crafted with a torch into a skull lantern.
Imagine what epic things you could build with these 4 new blocks available. :laugh.gif: Also, all of the space you can save when you mine all the ores you see...
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Try playing the sky conqueror map, sky block, (lol, if a creeper blows up there you're f***ked) or on a survival island, and try to repair all of the creeper holes. You WILL run out of dirt. Cobblestone and thus smoothstone is renewable, why can't dirt be renewable too?
Its easier than having to find and kill +24 cows just to get a full suit of leather, and its actually a very easy task with stone tools if you know how to fight. Noob doesn't always mean someone new to MC, by noobs I mean people who first start in Minecraft. With both cows and zombies being sources of leather, leather armour won't be too hard to achieve.
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Rotten flesh is just that: rotten, so we should be able to craft it into dirt, what it will decay into. 4 rotten flesh in a square makes 4 dirt blocks. I think it'd be nice to have dirt as a renewable resource, especially to fix creeper holes.
Also, leather armour is very very weak, and almost useless, but it is extremely useful for people who haven't gotten enough iron for a full set yet. We should be able to smelt rotten flesh into leather, this would not be overpowered at all and it would help out noobs. And don't talk about how you can't burn a piece of your body into leather, because zombie skin is tough and rough unlike ours. :smile.gif:
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So here are my ideas:
- Underground depth will be doubled
- New ore ideas below
FOSSIL: Looks like bones, found in stone, gives bones when mined
SULPHUR: Gives gunpowder whem mined, is a dirty yellow mustard coloured ore
Note: The next equipment tiers are all even, which means they don't have super high power but low durability like gold, they're just even tiers.
COPPER: Tier after stone and between iron, common as fast to mine, turn copper ore into copper ingots by crafting it instead of smelting, it is useful as a fall back in case if you run out of iron and it can be crafted with red stone dust to make red stone power lines. Red stone power lines are like red stone dust, except they can float in the air, they are sort of like fences except they don't look the same way as fences when connected and they don't require a block underneath them to be placed. Red stone power lines are also more conductive than red stone dust. If red stone power lines are placed on the ground, they will connect to the ground like fences.
RUBY: Tier after iron, always gives fire aspect when enchanted, often gives fire protection when ruby armour is enchanted, can be crafted into ruby storage blocks which are shiny red and pretty for building. Gives a gem when mined like diamond ore.
SAPPHIRE: Tier between ruby and diamond, new enchantment should come with mining update: the ice aspect enchantment (slows down enemies who are hurt) and sapphire weaponry commonly gets the slowness enchantment. Sapphire helmets always get aqua affinity when enchanted. Sapphire storage blocks can, of course, be made. Gives a gem when mined like diamond ore.
EMERALD: Cannot be used for equipment, but you can craft an emerald gem into emerald powder. 1 emerald powder can be crafted with 1 tall grass, and this creates a Herb. Herbs can be eaten to restore 3 hearts. Emerald storage blocks can be made with emerald gems. (a green building block! YAY!)
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What do you mean? They look perfectly normal. Its just that their breeding organ is on their face instead of down there. Its a genetic mutation that makes it more convienient to breed. They're also unisex and look the exact same, so that there is no competition in breeding. Hell, they may as well be asexual.
When a testificate warlord come to your door on boarback with an army of testificate guards behind them all armed with diamond swords, I don't think you'll be making fun of their appearance anymore.
They could make villagers breed quickly, but be killed by all MOBs. However though, creepers would not attack, because the landscape would be griefed to heck.
This would be brilliant if carefully done so that testificates won't go extinct if you don't help them, but if you do help them, they will flourish. But then again, it wouldn't be as fun. So, the amount of time it takes for them to breed should be randomized.
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I also think that arrows should take half the regular time to draw back an arrow and fire, but they should do half their regular damage as well. :tongue.gif: BUT, if you hit a MOB in the head with an arrow, they will take double damage. This would add skill to PVP and combat, and make minecraft more interesting.
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Thats true, but Doom was NOT the first FPS. I'm probably wrong, but I'm pretty sure wolfenstein 3D was the first one. Either way, I know for sure that wolfenstein came before Doom.
Someone probably would eventually make a minecraft clone, but I'm sure Notch is the only guy who would start it in 2009.
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1. All enemy MOBs should be able to open wooden doors, and they should do this if you use a door to try to stop them from getting to you.
2. Silverfish stone should be found in ore-like clumps below y 64.
3. All enemy MOBs should have pathfinding AI.
4. There should be sharks and crocodiles in oceans and swamps to make those areas more dangerous. Swamps are pretty OP as it is -- you have mushrooms, and there's the vines that shield you from arrows, and there's flat land. Some sort of common demon enemy should be added to the Nether too to add difficulty. And getting across oceans is very easy, there's no enemies that can possibly reach you. Besides, oceans need some more life. I have been suggesting sharks since 1.6. :sad.gif:
And I am completely against torches burning out. It would add unneeded tedium and it would ruin adventure maps.
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No, it removes something from the game: wooden doors. :tongue.gif:
In my opinion, the only griefing that MOBs should ever do is pathfinding griefing -- they will only grief if they are attacking you or trying to get to you.
I think that zombies should not grief doors, and instead, all MOBs should be able to open wooden doors by walking into them.