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    posted a message on Thermals for Elytra (New 1.9 Glider) and General Improvements - Formerly a Hang Glider suggestion.
    Quote from Badprenup»

    I thought about doing thermals based on the area you were flying over and it seemed like it would take too much work to calculate if you make it too massive. Checking for all of a specific block in a certain area becomes increasingly harder the larger the area gets, which is why Slime Blocks are so limited (although that is also because the game needs to detect and move them). We could compromise by it detecting other blocks within a certain distance (a 5 block radius around the player would detect an area that is 121 square meters. The game would look at the Thermal block the player is in and increase the boost that they get by the standard amount plus 1% for each Thermal block the player would be effected by. So going across a large lava lake would give you the standard amount plus a 120% boost to elevation while in the thermal.

    I would think it would be more like light levels. Where air blocks around lava/fire would have a heat level, the calculation for this would happen when blocks are placed in the world - so once the lava is in placed, it's a stored value.
    Posted in: Suggestions
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    posted a message on UPDATED PIX: Gryphons (Balanced flight for Survival mode)

    The new Elytra have some interesting implications. We now have non-powered flight available in survival, this could be a fantastic upgrade to powered flight.

    Posted in: Suggestions
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    posted a message on Thermals for Elytra (New 1.9 Glider) and General Improvements - Formerly a Hang Glider suggestion.
    As far as improvements to the functions of the Elytra... I pretty much agree completely. The only sticking point is the heavier flight controls, I'm not sure why that would be necessary. But everything else, the ability to fold the wings, the aiming mode, the 3rd person option, even crash damage - all sounds excellent.

    As for thermals... I think they need to be a bit more powerful. The Elytra is surprisingly under powered as it is, giving us a way to allow for long flights along pre-planned paths makes sense. I would say that instead of a set effective range for thermals, it should be based on the area of the patch of lava/fire. A lava lake (nether) would max out at something like 48 blocks. While a single block would only work up to say 4. Lava flow would be proportionally less effective (if it works at all). Fire would have half the effectiveness of lava.

    Balance against this though, I think the effect should be fairly light. You would need a large body of lava to really get much lift out of it. I would think of course, that the distance from the heat source would also be a factor.

    Remember, building a river of lava isn't easy - lava is way more difficult to work with than water, so this could require a large amount of construction.
    Quote from Badprenup»

    Okay because Minecraft now contains a glider very similar to this suggestion (in the newest snapshot), I am changing this to a thread about improving them, including the addition of thermals and general improvements. I edited the OP.


    I suggest placing a note and link in the OP to page 3, since that is where the topic change occurs.



    As for powered flight... yes and no. I think flapping could work - but it should eat a whole lot of your food up like sprinting... but more so.
    Posted in: Suggestions
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    posted a message on Elytra affected by wind intensity + High-wind storm (with an image)

    To simplify, I would cut it down to just three wind speeds: calm (nothing), windy, and stormy. Calm is normal, everyday, nothing. Windy is a slight affect that happens during rain, or when above the clouds - steady, and in one direction at a time.


    Stormy, only during thunder storms... would be chaotic and make flying exceptionally dangerous.

    Posted in: Suggestions
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    posted a message on Bring back coloured wood!

    I love it when people don't actually get how the game works.

    Quote from AlexDaCoolMC»

    This would be difficult to code because stairs and slabs should be also made. Also we have wool, clay and the other wood types. And also if colored wood was added, fences and doors would be needed. Sorry but

    no support[/b]



    Adding blocks is the easiest thing they can do, and this one wouldn't even require much work for texturing (it's just a color shift from Oak).

    And so what if we want slabs and stairs too? It's not any harder to implement those. There is literally not technical reason to say no to adding new variants of existing blocks, or decorative blocks of any kind.

    The only reason to say no to this kind of suggestion would be if it wasn't a good fit for the game. The silly thing about all the polls, is that people don't get this. 40% of voters said no? That's because 40% of voters didn't understand that this has no negative impact, due to common misconceptions about the development of the game.

    So, would colored wood fit in the game? [b]Yes.[/b]

    [b]Support.[/b]

    Posted in: Suggestions
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    posted a message on Macro / Keybind Mod
    The search function is not the best designed. . .
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Sanwi

    Here's what I'm using right now: http://pastebin.com/fSrDQS5M

    A proper command for a method would be nice. Something like:


    It would pause the script until the method completes, then return output variable, with delimiters if there is more than one. This would allow proper recursion, which is extremely useful.

    Ya, I really wish this was possible. Some things are just a thousand times easier if you have the ability to define functions.



    EDIT: Dear god I thought they fixed all this weird forum stuff. Still took four tries to post and ended up with two identical lines.
    Posted in: Minecraft Mods
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Deonyi

    Block metadata has been removed.


    Right, block states. That was the important part of the comment.
    Posted in: Suggestions
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    posted a message on Sun Lens Flare Effect
    That would make sense. . . If steve was a walking camera. First person games are about immersion, putting yourself into the game. We are not intended to be looking at the world through a lense, your eyes don't get lense flare (if they do you should probably see an optometrist).
    Posted in: Suggestions
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    posted a message on New Game Mode - Creativival
    No. . .

    I would be interested in a way for custom maps to utilize certain creative features. For instance allowing flight, or the infinite inventory - without giving them invincibility. Or any combination thereof.

    Your suggestion on the other hand? Is pointless, it's just survival with all the hard parts taken out.
    Posted in: Suggestions
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from 4HeadTiger

    You know, it's really not that hard to solve the ores problem even if you change the depth.

    Super simple solution for diamonds;
    chance_to_spawn_in_chunk = max(0,depth-50)^abundance_value
    size_of_cluster = random.nextInt(3) + max(0,depth)^size_value


    Basically, no diamonds until you are 50 blocks down. After this point, you get veins of increasing size and rarity, determined by the abundance value. However even if you use an abundance of say, 0.25, you are looking at only twice as many diamonds after going down several times further. Tweak the numbers until the amount of diamonds is good.

    It took longer to write this particular sentence than it did to come up with those equations.

    I personally think that a depth of about 200 blocks would be good. You can still get everything you want at 60 blocks depth; there is just MOAR OF IT as you go further down (very simple implementation of an effort <=> reward system). Of course, then you can have some more fun with the system. Blocks and mobs get harder and stronger the further below sea level they spawn, and so on.

    In fact, using a 'harder blocks at greater depths' system, you could entirely remove a depth limit: the blocks get harder, take longer to mine, and there is just a point where it is no longer worth digging down any further.


    I do like the idea of blocks getting harder deeper. Though would it be better to adjust the mine speed across the board based on depth, or add some kind of stone/ore variants that are harder to mine and spawn lower? Or perhaps us the block meta on stone/ore to hold a hardness value?
    Posted in: Suggestions
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    posted a message on Regional Lock
    It's not a region lock, it's a infrastructure problem. Providing servers for people requires that servers (Physical machines) exist to host them. Mojang can't just set up a bunch of computers in the basement and use them - they have to contract with datacenters and buy equipment, test that equipment, and set up enough of it in a region for everyone they estimate will want one.

    They can't roll this out to the entire globe at once, even the US had no realms for a very long time. Be patient, they are adding more countries all the time, and they will get to you eventually. It's simply impossible for them to do it any faster.
    Posted in: Suggestions
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    posted a message on Minecraft Mod API
    Seems like that's something that would be added. . . by a plugin. . .
    Posted in: Suggestions
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    posted a message on Too Vanilla To Not Have
    The video is no good, and you provided no information whatsoever.

    You need a descriptive title, a well written and descriptive body, properly formatted for readability, and then the video (whatever it might be) as supporting detail. Your suggestion can not stand solely on a video of a mod that you saw.
    Posted in: Suggestions
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    posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]
    You could also just store it as the data for the blocks id. I mean each ore is already its own block id, so you could change the stone type with the data.

    e.g. Iron ore in stone - 0015:0, Iron ore in granite - 0015:1, etc

    This, unlike the meta, means an almost unlimited number of a variants. Plus it's probably the least significant change to make.In fact if you limited it to just stone variants it would make perfect sense - since those are just different data version of stone anyway.

    To make it possible with any block would be difficult, it would be impossible for anything that already uses its meta or data in any way, That would require NBT, which is not a good solution.
    Posted in: Suggestions
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