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Platoonsgt1

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About Platoonsgt1

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    Wood Cutter
  1. [B64] Animal breeding

    Could the 'Ghost mobs/mobs in blocks' and the 'Skipping the child state' both be explained by the children being invisible, and 'It takes a year to spawn instead of half a year'? Or does 'Invincibility' ruin it?
  2. Everyone needs to Go to this kickstarter

    Holy crap, asteroid-based weaponry . I can't think of anything more (feasible, and) satisfying in an RTS game, than winning with a meteor strike . (Without worrying about feasibility, I'd just trow their planet into the sun , planet-mounted thrusters Ftw)
  3. Old flames

    Ash -> Potash, which can be used as Fertilizer? (Yes, from Dwarf Fortress)
  4. Magnetite for Compasses

    And not require a compass to craft (Maybe to use instead?*)*As in, you can't see where you are on the map, or map a new area, without a compass. Placed Maps would only show the positions of players who had compasses
  5. Place whole resource stacks

    When you do this, the logs could be placed like Minecraft 1.3's new log placement mechanic, having the texture of the original log block, and orientating depending on which way you're facing Completely Agree, except in functional tile-entities (firepits, forges, bloomeries, it makes sense)Also, Shift-Clicking items into an inventory that isn't following this 'rule' can cause issues, such as lost items, or the limit being broken.
  6. What Am I Gonna Do With You?

    Throwable rocks should have a short charge-up rate, to compensate for their low damage (1/2 - 1 heart)
  7. Sluice problem

    The adf.ly client link still links to 47, not 47b. Grr Edit: Same with the server
  8. uber glitchy support beams on SMP

    When placing a support on another one, treat it as though the support (you're placing it against) takes up the whole block (like stairs, not slabs), so you can't place anything behind it, or on a side that is next to a wall. It just doesn't show that it functions like this (unlike stairs) (I'm referring to the outline of the block your looking at, the support one is incorrect, although it's the hit-box's fault)
  9. Tiny Tweaks Metathread

    Stone + Bloomery + Fuel = Small amounts of random metal? Would probably limit to one type of stone at a time (to define ores) This would be mainly for a way to get metal without finding ores. The stone type could limit what ores you can get. Granite -> Tin, Bismuth, Copper, Gold, Silver, Lead. Basalt -> Iron, Gold, Lead, Silver, Copper Gabbro -> Copper, Gold, Tin, Nickel, Silver This would be in small enough amounts that it wouldn't be feasible to do this in the long run (without help), but might get you enough tin for a chisel. It would also limit storage demands. (Goodbye 12 Double chests of stone (I store too much of that stuff...)) Edit: Damnit, you need a chisel for a bloomery, which would be the only reasonable way to *smelt* the stones. I guess a firepit could be used, but that could lead to inventory stacking issues. Mabye stone gets its ores defined when heated, but loses them when it cools down (so it can re-stack). This could be abused to specifically get low-temp metals, but who cares .
  10. New way to chisel down stone

    Oops, I meant Inverted Corner Stairs, and Corner Stairs
  11. New way to chisel down stone

    Personally, I'd like the whole chiseling system to change from 10ths to either 8ths or 16ths (as briefly discussed), before we add smaller stuff like this is suggesting, because it actually aligns with the pixels of the sprite (all texture packs so far work at resolutions that are powers of 2, so it will still align with them). I still want to be able to make inverted stairs, corner stairs and other stuff like that though, and the 16^3 blocks would allow this and much more.
  12. Storage woes

    The bin could even not have a set limit of item types, but rather, it's inconvenient to store different ones because you can only get the last one that you put in out (and so on). This could even be developed into really quick storage, using the 'drop item' key (default 'Q') to store items, and right-click to withdraw items. The bin will appear to be filling up as large numbers of items are added, possibly using the texture of gravel? it would hold about 10-15 stacks per block, and would not combine (to avoid the placement restrictions of chests) The shelves could work in a similar way, but have specific slots in them depending on where you right-click. These items would not stack what so ever, but could easily be found, and picked up, by using right-click (On an occupied slot). If you right-click an unoccupied slot with an item in your hand, the item is stored. Items on shelves will have to be visible for this to work. I'm imagining this as a piece of material (wood?) hanging off of a wall with string, not Risugami's shelf mod. These could be placed on a wall (like a trapdoor) and would hold about 4-9 items/block Further expanding this, you could then make bin minecarts (that work as implied) and shelf or display minecarts (work like shelves, but changed to work better in a minecart. Even further expanding it, you could have mini-chests that could be placed on shelves holding 4-9 items each (no stacks), while only taking up one slot on the shelf. The gui would have a remove button to take it off the shelf, which would attempt to withdraw all items in the process, or drop them if it fails. You wouldn't be able to see the contents of these mini-chests. And just to say, the development team is perfectly capable of limiting to a single item in a specific slot, just try the forge/anvil etc. guis (although they failed a bit at 16 stacks, no offense. It could just be shift-clicking though, that's rarely used for non-chest guis)
  13. Stone Flakes and Arrowheads

    While I'm not particularly for combining pebbles into small rocks, I would like to see some efficiency options at some point. Steve could easily break a rock in half, then knap the two parts. Such as 011101000100000 -> 2 Pickaxe Heads0111010001010011101111011 -> 2 Knife Blades1101111011111110001100000 -> 2 Hoe Heads1111100011101011010110101 -> 3 Chisel Heads10101 (If this gets brought to anvils, and chisels lose durability from right-clicking)10101It could even be possible to split an ingot into two, or even three parts (as above) to create multiple tool heads.
  14. Scaffolding

    Stick + Support beam = ladder/support. The sticks would be pushed through (or otherwise attached to) the support beam, allowing a player to climb it. it would look like a support beam with small sticks coming out of it. It could be created, either by right-clicking a placed support with a stick, or crafting a v.support with a stick (or 2). h.supports could automatically function as ladders, if there is a non-solid/air block above it.
  15. ideas regarding fortifications

    There is already another topic like this, and yours seems related to how it started. The other topic developed into: Materials such as cobblestone, stone bricks and smooth stone should have increased breaking times and explosion resistance depending on the number of 'solid' blocks above and below it. (By 'solid', I'm referring to raw, cobble, bricked and smooth stone) This would cause tall walls made out of stone become quite strong, while ranged siege engines (which can hit high points on a wall) would still stand a chance. Cave-ins would also become far more deadly depending on their size. Raw stone would not be effected by the breaking time and explosion resistance, allowing you to mine through it without further difficulty, but would support constructed stone structures. Gates could be made using supports, and can be deconstructed on will (closing the wall).