- Login or register to hide this ad -

Talk:Feature Requests

From AdventureCraft

Jump to: navigation, search

Rules

Contents


Make certain blocks breakable and others not

Feature Requests

MultiPlayer

I am usually lonely on Adventurecraft. This would be very nice and useful for example, Portal 2 Map Army of two Map etc.

Mast3r5py

Customizable Model Animations

Not animated skins. Pivots, joints, all that. Like if I wanted to replace the normal sword slashing with a cooler one. --Snowmon6

Customizable Mob's path

After update to version r1095, I know, that NPC path is editable. But, there is still no way to edit mob's path. My idea is to make another path block (OR, if it's possible, use NPC Path Block), wich will be able to controll mob's path. Mabey triggered by Customizable Mob Spawner? -- Hoffman536

No Premium Account Required

I'd like it if i could download adventurecraft without having premium. I really want to have the zelda adventure and biome boss battle maps but i need to have premium. The adventure craft part may be free but you still have to own minecraft to play, it's not even as though it costs much to buy either DrDr 14:05, 5 February 2012 (EST)

--Fatih120

Toggleable Adventure Mode

This would add a new button to the main menu "Adventure Mode" and change single player to "Survival." This would make it so ONLY adventure Mode uses Adventure Craft.

Ability to add in custom blocks that work like preexisting ones

What this would do is basically give us more blocks and customizability This would allow us to(if we wanted): -add more liquids -add more edible blocks (like cake) -add multiple types of construction blocks(workbench/furnace) 99887 15:04, 20 May 2011 (EST)


Weapons (Axe, punching, etc.)

While shovels, pickaxes, hoes, axes and even punching is not working. Why you need all those things in the game. More items should have ability to do damage and that would improve variety of weapons. Gurunext 18:27, 29 June 2011 (EST)

Well, your harpoon in Spawned seems to work as one. Also, I'm re-texturing the axes, picks, shovels, and hoes for my map to make them into weapons, which are based off of your weapon scripts and attack engine. Not to worry, I'm not taking any credit for it, you WILL be in the credits for my map. --Snowmon6 09:45, 17 March 2012 (EST)

NPC Triggers

I would like that NPC could be used like triggers. When you click on those who are connected to command blocks, (video block, message block) They trigger them. That would been good for longer messages or even events when they talk. --ToreTR 00:40, 24 June 2011 (MIST)ToreTR


I want a way to make npcs walk on a path. So that we can make towns/citys more "Alive" and dynamic. --mattman111

1. Make the block(s) you want to trigger 2. In your .js file, there is a world object that uses triggers. The methods are:

triggerBlock(int blockX, int blockY, int blockZ)

Quick trigger on and off for the specified block coords

triggerArea(int minX, int minY, int minZ, int maxX, int maxY, int maxZ)

Quick trigger on and off for the specified area.

setTriggerArea(int blockX, int blockY, int blockZ, int minX, int minY, int minZ, int maxX, int maxY, int maxZ)

Enables an active trigger for the specified area from a specified block. Trigger area will remain active till its removed.

setTriggerArea(int blockX, int blockY, int blockZ, int areaID, int minX, int minY, int minZ, int maxX, int maxY, int maxZ)

Enables an active trigger for the specified area from a specified block with a specified areaID. Trigger area will remain active till its removed.

removeTriggerArea(int blockX, int blockY, int blockZ, int areaID)

Removes a trigger for a specified block coord and areaID.

removeTriggerAreas(int blockX, int blockY, int blockZ)

Removes all triggers for a specified block coord.

To use them, simply put "world." in front of them. An example is world.triggerBlock(10,54,34)

BMan1999 --BMan1999 08:03, 20 April 2012 (EST)

Customisable Mobs

At the moment map makers really have to find ways to reuse the same mobs over and over again, (i understand this is part of the charm of some /maps,) but still, it would be extremely helpfull if it were able to add mob code(behaviour/health/damage/block structure) into our map files which could then be implemented into our maps. 99887 15:04, 20 May 2011 (EST)


Bed Control

A configurable GUI for beds when right clicked in debug mode. It should include when that bed can be used, how much time should pass, and how much health should regenerate. --Lastair 12:02, 5 March 2011 (UTC) and CyborgDragon 22:36, 5 March 2011 (UTC)


Minibosses

More minibosses for other "monster families," for better control of difficulty between vanilla monsters and monsters. --Lastair 12:20, 5 March 2011 (UTC)


Giant Spider Boss

A giant spider boss, perhaps it could make baby spiders and climb on ceilings. --Lastair 12:20, 5 March 2011 (UTC) and CyborgDragon 22:36, 5 March 2011 (UTC)


Spawner Improvements


Bomb Skeletons

A Skeleton mob shooting Bomb arrows but with a higher delay. --Gustav32 18:41, 5 March 2011 (UTC)


Protected Mobs

An invulnerable mob that becomes vulnerable after you use the hookshot on it. --Quarg 20:20, 5 March 2011 (UTC)


Wizards

Wizards that shoots fireballs or some magic projectile. --Quarg 20:20, 5 March 2011 (UTC)


AI Improvement

AI improvement for the skeleton boss, where it tries to get out of lava and spikes, possibly jumping higher too. --Quarg 20:20, 5 March 2011 (UTC)

Commands


Miscellaneous


Destructable/Liftable Blocks

I would like to be able to destroy some blocks with a weapon or special tool (Such as leaves/bushes from Zelda.) And also being able to lift large rocks with the power glove. --WizardRiley 20:46, 5 March 2011


MovePlus

I think it would be nice to include Corosus' MovePlus abilities as individual upgrade items. --CyborgDragon 22:36, 5 March 2011 (UTC)


Copy / Array Tool


Selection Improvements

UNDO

I'm not sure how feasible it is within the engine, but it'd be a massive, massive help. --Lastair 18:51, 6 March 2011 (UTC)


Item Decay


Boots

I think that with the fan blocks, iron boots seem like a necessity. I have MANY ideas about how this would work, enough to spam this wiki so i will post a link to cryect's forum where i have already posted my ideas. http://www.minecraftforum.net/viewtopic.php?f=1032&t=128281&start=1470 --Kossnet 00:46, 15 March 2011 (UTC)Kossnet

Hover Boots

Heavy Boots

Super Boots

--Oozebull 06:54, 15 April 2011 (UTC)


"Hot Spot" Trigger

Some sort of visible trigger block (floating light, "crosshairs" or whatever, some sort of indicator for interactivity, could be reskinned) that could be simply activated by clicking. Could be used as a better way to trigger things like "reading books from a bookshelf" or any kinds of more abstract activities ("look out the window" to make a cutscene camera zoom in on something for you, etc. etc.) without having to shove a lever or button or automatic trigger on the side. --Lastair 23:39, 12 March 2011 (UTC)


Displays

The ability to make displays much like the Shelves mod, but with glass, clip blocks, and even trigger blocks. Trigger blocks could be used to make trap items. When triggered, it toggles the display of the item. --CyborgDragon 04:38, 13 March 2011 (UTC)


More cutscene controls

We need more versatile cutscene controls, such as the ability to freeze time (to avoid the player accidentally running off a cliff or being massacred by mobs) or not to, filters (fades and the like between positions), easier ways to add camera points (perhaps pressing C and Ctrl+C to delete all) and various other camera controls. --Frost01 18:28, 19 March 2011 (UTC)


Wooden Shield / Iron Shield - Fire

If a Wood Shield catches fire it should burn up. This allows for the wooden shield to be lost in firetraps, or by flaming arrows. In addition to this an Iron shield should be added that can't catch fire.

--Oozebull 08:59, 21 March 2011 (UTC)</sub>


Creepers / TNT

I would really want if you made creepers not destroy normal blocks and only "cracked" ones. I really want to make a puzzle dungeon using them as the main element. Akblabla 20:50, 21 March 2011 (WET)


Timers

Well, my only real request regarding these is that we be allowed to type in the time intervals, rather than having a slider. This would greatly help with blending music pieces together, say an intro piece and then the looping piece. --CyborgDragon 15:31, 28 March 2011 (UTC)


Obsidian Boats

How about obisidan boats to cross lava rivers? -Gmfreaky 12:27, 29 March 2011 (UTC)-


Rollover Health

I think a 'rollover' system more like Metroid would work better in the long run rather than adding extra bars of health. --CyborgDragon 18:58, 29 March 2011 (UTC)


I'll see what I can do about posting my one on the script page --OnlyFails 05:55, 23 October 2011 (EDST)

[Edit] Done, I created a script page at Rollover_Health so go check it out! --OnlyFails 06:54, 23 October 2011 (EDST)

Special Skeletons

Next, I would suggest adding special skeletons, like fire arrow skeletons. These would, of course, shoot fire arrows. They could be able to burn special blocks, which can only be lit by these arrows. --Sirolu 18:19, 29 March 2011 (UTC)

Various Arrows

Ice arrows which freeze a mob briefly, like the boomerang, but also does damage. I could really use these. --Tiktalik 17:14, 9 April 2011 (UTC)

Perhaps they could also freeze water sources into a temporary ice block that melts after, say, fifteen seconds. Also, fire arrows, arrow switches, and ice covered arrow switches. The ice covered ones would only be activated by fire arrows or arrows shot through fire/lava. --CyborgDragon 18:17, 9 April 2011 (UTC)


Intangible Blocks

Basically blocks like glass/cages, only you can walk through them. A simple suggestion, I know, but it could be useful. --CyborgDragon 18:24, 9 April 2011 (UTC)

Cages 2.0

a cage should be solid to mobs; but hookshots, arrows, bombs, bomb arrows, boomerangs, ammunition, sand, water, and lava should all be able to flow through (not gravel, it is too rocky). this would make it possible for many more puzzles to be made. for example; you could bomb somthing on a lower floor, then need to get back to the lower floor to complete the puzzle. --Ashtridant 23:17, 11 April 2011 (UTC)


Hookshot

I'd want the Hookshot to not latch onto logs and be able to latch onto Cages. --Gustav32 14:56, 15 April 2011 (UTC) I'd want To be about to config what the hookshoot could hook onto! --Realbboy


Bomb arrows

Instead of having an item "bomb arrows", make it like the old school LOZ: Links Awakaning...where you have to place a bomb and shoot an arrow at the same time to fire one. Or have both =P. --Acdiabloc

Stalker Mob

This mob would have the skin of a zombie, with more blood and gore and could follow a path you designate, if you get in a 5 block radius of the Stalker it will start to follow and attempt to attack you, but if you go out of its sight or far away it will stop following you and resume its path.

(by out of its sight, I mean like behind a 2 block high anything, or closing a door and hiding behind the wall etc)

It might seem a bit much, but could help in escape maps and such.--Icecruiser 06:07, 18 April 2011 (UTC)

Quicksand

Quicksand is a fluid like Water & Lava. It's flow distance, speed and visibility are equal to that of lava. When a player touches a quicksand block he will start to sink. Once a player's head is submerged in the sand, a breath meter will be shown (similar to how you drown in water). Jumping while in quicksand should be either disabled or significantly reduced. The texture of quicksand should be either identical or similar to regular sand when stationary. (Video of an existing quicksand mod. Note the Sinking/Texture parts as they match the sugestion to some degree) --Saber Mage & Oozebull 05:01, 20 April 2011 (UTC)


Camera Block

No not the current camera block, thats fine. I mean a new block like a camera from splinter cell, if it sees you it triggers. this would be helpful for covert levels. And having that option for npc's would work well too. --Acdiabloc 23:13, 27 April 2011 (EST)


Thwomp/Thwimp

A block mob that -wow whoever doesnt know what a thwomp does shouldnt be here XD- goes up then pounds down. this mob could have alot of variants. Size, height of flight, stomp delay, whether or not you can walk on it's top, just to name a few.--Acdiabloc 23:39, 27 April 2011 (EST)


Updated Flying

Flying right now is a hassle, pressing "shift" to go down and "space" to go up along with the current ways of going up and down would be VERY helpful (this is how Single Player Commands mod does it and it works GREAT) --Acdiabloc 08:58, 29 April 2011 (EST)


Clip Block

As of now the clip block works like no other, it doesn't activate anything, and its not very versatile. So a revamp would be appropriate and appreciated. My idea is that you can use it to select an area using the cursor and then be able to chose if those blocks should be visible and/or collide. Thus allowing us to make walls that are there but you can't see them or walls that you can see but aren't really there. This also allows for a new item; The lens of truth.--Acdiabloc 22:25, 29 April 2011 (EST)


More possibilities with pushable blocks

--Sylhux 08:15, 30 April 2011 (EST)


Compass

Instead of a compass pointing north or not working at all, it can point toward a compass block. A compass block could be placed in the boss room and viola! The compass points toward the boss. Also, for multiple dungeon use, it needs to be receiving power to work so a trigger in the beginning of the dungeon can set it and when the boss is dead, the block can be turned off. Yay or nay? --LinktothePast 10:39, 30 April 2011 (EST)


Books

Ah dare I say it...well im going to, Books and Bookshelves. Writable in debug mode readable in normal. And if you dont wanna code it well, (http://mcmodcenter.net/infusions/pro_download_panel/download.php?did=72) just ask this guy =)...--Acdiabloc 13:29, 1 May 2011 (EST)


Thunder control

I like to have that weather block can say where a thunder is hitting. The atmosphere will be better. :D --ALEX3 17:00, 7 May 2011 (EST)


Block With Properties

I am currently working on a LoZ game, based off of Ocarina of Time. Halfway through planning it out, I realized something. First of all, there is no "burnable web" in Adventure Craft. You know, the kind from the Zelda game? At first I thought it would be good to implement this, however I have come across something potentially much greater. I propose a block that contains properties that may be modified with ease. Here is a list of the properties off the top of my head: -Break when Bombed (I know there already is one, but it felt right to include it) -Burnable -Pushable/Pullable -Semi-Transparent (I don't know if this is possible, but I would like it for my spiderweb in-game) -Gravity Applied

Some of the triggers might be: -Hit with an Arrow -Hit with Light (Though maybe not possible, I'm simply thinking in terms of LoZ) -Hit with a Specific Weapon (I.E. The Megaton Hammer on LoZ) -Hit with an Explosion -Touch Lava/Water -When you fall on top of it, from a height of more than X

I'm sure there are more of them, but these are what I've come up with quickly. This block would come extremely handy in many cases of my puzzles. The only problem I can foresee is the look of the block. I would definitely not want the block to look white or anything, for that would completely butcher the style and appearance of the puzzles. To solve this fact, maybe the block you have could be placed on any other solid block, still active, but invisible. This would give me extreme flexibility, in terms of look. The only other way I think you could pull this off is having the ability to set these kind of properties for 20 or so of the blocks there, still leaving you a bunch of options.

Important thing to note. I would prefer these blocks have of these properties in one block. That is, I would like one block to have several of the properties listed at once. For instance, a block both bomb-able and burnable at one time, as well as have semi transparency. How doable is this? If you were to create something like this, I think a lot of people would love it. -Rannug 16:48, 8 May 2011 (EST)


Transmutating

Adding some sort of magic rod, dust, spell or maybe even a necklace to transmorgify yourself in any creature or maybe a rod, dust, spell or necklace for each. Each creature would have special abilites like:

Passive

Pig: Small enough to fit into 1x1x2 holes, with a saddle equipped, you can force a mob to ride on you
Chicken: Small enough to fit into 1x1x1 holes, its body acts like an unbrella
Cow: Any ideas?
Sheep: Any ideas? edit: leets you set out 3 wool bloks for 20 seconds! ---Shadow 18:00 may 23 2011
Wolf: Can attack mobs

Offensive

Skeleton: Can shoot arrows? infinite? ---edit: leets you turn into a pile of bones and fall throuch cage! ---Shadow18:00 may 23 2011
Spider: Small enough to fit into 1x2x2 holes, can climb walls, and shoot web blocks like arrows
Zombie: Can attack mobs
Creeper: Can explode dealing 3-5 damage to yourself and others while breaking any explodable blocks and triggering any explodable triggers

When you are in mob form, other mobs don't attack you. If you provoke other mobs you remain unnoticed by the unprovoked ones. --Acdiabloc 01:55, 13 May 2011 (EST)


Fan Options

gui with blow/suck option. --Acdiabloc 04:25, 15 May 2011 (EST)

Powerless Fan

Instead of this fan taking power and turning it into wind/force, it takes wind(from a fan or umbrella) and turns it into power.--Acdiabloc 04:25, 15 May 2011 (EST)


Clear Water

Integrating this mod Crystal Clearwaters would be nice--Acdiabloc 07:26, 20 May 2011 (EST)


Custom Bosses

Alright, this one has been bugging me for long time. Out of all of the features in Adventure Craft (triggers, cut-scenes, block storage, puzzles etc.) the one I would really love to see made is Customizable Bosses. I can't tell you how many dungeon ideas I've had that have been ruined all for the reason that there aren't any cool bosses available. First off, do you know how the bosses in "Zelda: Ocarina of Time" work? They're are very formulaic, and are probably easy to start with. The bosses have a certain path they follow. After a certain way-point in the path, it shoots a fireball at you. After that, it either (1) continues on path number one or (2) changes it's path (assuming you hit it with a certain weapon). So, it walks in a circle formation, shooting a fireball at you halfway between its path. If you stab it with a sword while it is shooting a fireball, it gets hurt, and changes it's path. On the second path, the boss would spawn 3 spiders around him (the amount of spiders spawned will increase after every damage you deal to the boss). After you kill the spiders, it continues on its original path. This continues until the boss is hit 3 of times(modifiable). You see, it's fairly simple. I wish it was here though, because it would add a lot of depth to the bosses, as well as some strategy. I would have a lot of fun fighting these kind of bosses, as well as creating my own bosses! -Rannug 17:34, 8 May 2011 (EST)


Customize Hotkeys

In normal Minecraft I always use the Ctrl key for my inventory. In Adventure Craft this is kinda impossible because (for example) the power glove. Please give us the ability to change the hotkey! Also: Requesting a message box for the F6 hotkey like "Do you want to reset all blocks? Yes No" to avoid pressing it by accident. This is VERY likely to happen because it's just one row over your number keys for item swapping (at least on a notebook). Matti-Koopa 10:12, 17 May 2011 (EST)


NPC non scripting attributes

Although i do agree that having most NPC "abilities" to be script-base is a good idea(mostly because its easier for cryect) there are some options that would be easier to manipulate in a gui, such as;

These would be better in a gui format because having to do each npc with scripting would be a pain(if you have a whole town).--Acdiabloc 12:02, 26 May 2011 (EST)

--Acdiabloc 00:23, 3 June 2011 (EST)== Rock/Ice Picks ==

If you have 2 hookshots in hand you can scale a wooden wall. i had some fun with this and thought it would be a good idea to have as an item. You would need 2 icepicks to be able to climb a wall made of ice or snow--Acdiabloc 12:02, 26 May 2011 (EST)


Beamos

Ya know, that spinning metal creature that shoots endless beams of energy towards link without any sign of an energy source....yeah that would be nice to add in (oh and if this is doable with scripting, sorry im just not adept at such a thing)--Acdiabloc 09:39, 28 May 2011 (EST)


Portal Mod

I think it would be really cool to implement the Portal mod in so that people can create Minecraft Portal levels. - 3000farad 10:31, 28 May 2011 (EST)


My #1 answer: scripts. --Snowmon6

Mirror

A block that reflects images on all sides. These would be able to have textures, but any texture it has "hides" that part of the mirror. So with textures you could make an ornate mirror =)--Acdiabloc 02:28, 30 May 2011 (EST)

Message blocks

Whenever message blocks are triggered they put a grey box on the bottom of the screen regardless of whether or not you put text. Removing that box when there is no text would be cool.--Acdiabloc 02:33, 30 May 2011 (EST)

Dynamic Block

I read up in the feature requests and didn't see anything that was THIS suggestion, so here i go. A block the when place has a similar texture to the Darkness Block, but can then be changed immensely. There would be a few options

With these features one could create a multitude of blocks. A fence that is only 1 block tall(secret), a dirt block that shoots arrows at you(dispenser), or even a Block with a torch image that emits light and is affected by gravity....wow think of the possibilities. This feature would be a doosie, but would be appreciated--Acdiabloc 19:58, 31 May 2011 (EST)


Mini Map

I think it would be helpful to add mini maps to the game, as well as maps for dungeons. For example, a small circle in the upper right portion of the screen that would display your location, the name of the place that you are in, the terrain around you, and important places (mentioned in the compass suggestion). --Thekoolaidman 04:09, 3 June 2011 (EST)

As of 1.6 maps I have had an idea. Being able to edit what a particular map is called and what it looks like. EG. You are a pirate and you've found a map leading you to the buryied treasure!--Supernoodlegod11 11:41, 3 June 2011 (EST)Supernoodlegod11


Light Block

A debug block that lets you control the general light level of the world, similiar to what happens when it rains in minecraft. It would not change the time of day or anything else, i think this would be good to represent like a 'tainted' land and overall it wolud really add a lot off atmosphere. BoernerMan 22:45, 3 June 2011 (EST)

Bomb Bag & Quiver

I AM GETTING REALLY TIRED OF FILLING CHEST WITH BOMB AND ARROWS! Then I thought why not just add the item bomb bag and quiver. What these would do is allow you to get bomb and arrows as drops if you have the corresponding item. This would be helpful and mabey even a gui could be made to display the number of bombs and arrows. Yay or Nay? --LinktothePast 08:21, 4 June 2011 (EST)


  • Oh, but it can be done with scripting. Check out the Limiter script --Oozebull 21:12, 5 June 2011 (EST)

Message block revamp

I'll keep it short. A curser and holding down button capabilities are a must. thx--Acdiabloc 08:41, 5 June 2011 (EST)


HD Texture Support

I don't know what else to put here, but AC only supports 16x textures. I think that it would be beneficial to add support for at least 32x textures (or maybe even 256x???) for map developers who are trying to make their maps as detailed as possible. If not textures (I can live with a few odd textures and no animations for water/lava etc. I just won't use the screwed up blocks) then at least sprites for items. Could the HD Patcher work with this somehow? --Thekoolaidman 15:13, 5 June 2011 (EST)

I think that 32x would be good, as I want a HD texture pack for my map

Natiscool 19:34, 15 June 2011 (EST)

Script Block improvements

I would like to see scripts running from script blocks having the block location argument (like how item scripts have hitBlock) this could be used to (for example) have a block that regrows grass above it and things like that, probably plenty more things can be done with it too Quarg 23:14, 6 June 2011 (EST)

Horse

I know that this could probably done with scripting (if so could someone do it for me =P). But a horse mob would be cool. The horse can trot and gallop. To make it gallop you have to spur it. Also the horse can jump further than you (maybe 5 blocks) and most importantly you can control the horse.

If anyone can do this in scripting please do! I am not that good at programming :/.

Natiscool 08:10, 7 June 2011 (EST)

What about retexturing a pig to look like a horse? oh about the controlling, i dont think that can be done with scripting --Monster860 02:33, 15 June 2011 (EST) Oh right, maybe it CAN be done with scripting... --Monster860 23:21, 25 March 2012 (EST)

Different arrow types.

This can also probably be done with scripting. But I think being able to use different arrows would be cool. You would have to toggle what arrows you want. Here's a few I would like.

Natiscool 08:13, 7 June 2011 (EST)


I believe this was already suggested once before earlier on the list--Seagoingmanatee 14:59, 7 June 2011 (EST)

Some boss mob ideas.

Right, so currently we only have one proper boss mob, which is a kind of "super" version of an already existing mob. Well, I don't think these have been suggested before, so here's a suggestion for some boss mobs that might not be extremely difficuilt to make, as they're based on pre-existing mobs (good for themed dungeons that make heavy use of a certain mob type). These things each have a certain way to be defeated (simmiliar to how the Skeleton Boss needs to be dumped in lava or spikes). Maybe Boss Mobs can be given some sort of unique drop. I'm thinking for the giant Skeleton, maybe a Multi-Bow which shoots two arrows at the same time, simmiliar to the skeleton's attack. The graphic could be a bow but maybe with two strings?

Revenant - (Revenant is a fancy word for undead, by the way, usually one that's come back for a specific purpose) The Revenant is the boss mob version of the Zombie. Because the giant is terrible, as it's almost impossible for that thing to hurt you, this would be a replacement (though the giant would stay in the games programming, for whatever reason). The Revenant appears as a larger zombie, albeit with patches of flesh (maybe faces/skin peices from random player skins and stuff) stitched onto it, and with some more blood and gore, simmiliar to that of the Zombie Pigmen. The Revenant is faster and deals more damage, The Revenant has no special way to be defeated, but is not to be fought by cowardly players who'd rather run or only take occasional attacks. The reason for this is that the Revenant's health regenerates over time. No, not extremely quickly, slowly enough not to be annoying if that's possible. So, the best method to kill it is to try and stay as close to it as possible and constantly attack it, because if you fall back for to long, it'll just get it's health back. I'm not entirely decided on the drop, though something like "Sacred Flesh" sounds good. Not sure if it would be used in crafting or eating. Feedback?

Tarantula - Right. So a Tarantula is alot bigger then aot of other spiders right? So, in Minecraft, as a Spider is about the size of you, imagine how big those damn Tarantula's are now. The Tarantula looks like a normal spider, but it's skin is a slightly lighter brown, it's eyes are black, and it has orange stripes. Like an ordinary spider, it can climb walls. It's main method of moving is jumping (walks alot less then spiders), but it jumps alot higher and further then spiders. When your within a certain distance of them, they shoot hairs at you (appears as small brown and orange spikes that fly through the air at you, about the same speed as arrows). The best solution to taking down a Tarantula is with a ranged weapon, so have a bow and a good stack of arrows with you. Alternately, you can trick them into lava or spike pits,simmiliar to the giant skeleton. It could drop a Venom Sac, which is nothing more then a decent weapon.

Creeper King - Basically a huge, centipede like mob. The main section is just a long rectangle, and it has lots of little creeper legs. It's face is located at the front of it's body on a head (which is literally at the front, not ontop of the body). And it's fast. Really, fast. It occasionaly creates explosions that destroy cracked blocks, harm the player, but don't destroy anything else (so you don't destroy your map). It's impossible to get close to this thing without getting blown up a few hundred times, and even if you do make it your weapons have very little effect. This thing will chase you until it's dead. The Creeper King will attempt to avoid falling into hazards, like the giant Skeleton, so try and trick it into walking onto something like a platform of cracked blocks, and then as it lets out another explosion, it'll break them and fall into whatever horrors you have waiting underneath. Drops the Creeper Skin Shield. When held, it blocks against arrows like the Wooden Shield, but defends you against Ghasts fireballs and explosions of any sort (aslong as they're infront of you).

Acidic Slime - About the size of the Huge Slime, but with a red tinge, and maybe angry eyes. Does VERY bad damage upon contact, and spits acid balls at you (like Ghast fireballs, but they don't explode, and have a lasting effect like when your set on fire). The Acidic Silime will jump after you, only slightly faster then the average slime. When it touches the ground, it could leave a thin covering of acid (about as tall as the snow covering), that hurts you on contact and fades after a short while. Like the skeleton boss, it's completely unharmed by regular weapons. However, if you can trick it into falling into water, it will take damage as the water will counter-act or maybe wash away it's acid? Upon death, it turns into several normal slimes and drops the Acid Balls, which can be hurled like snow balls but have a lasting damage effect on contact.


I'm not sure if there should be a Ghast boss or not. They're so destructive anyway, an even more dangerous variety might just be to frustrating to fight. Or maybe I'm being lazy at the moment.

Feed back or thoughts from anyone?

--GingerNinjaSam 04:21, 8 June 2011 (EST)

Sun Block

The lightbulb doesn't do large buildings much justice...so i was thinking about a block that emits the light of the sun? e.g. sending light down forever. A NEW block isn't necissary, as you could prolly add an option in the lightbulb ui =)--Acdiabloc 09:20, 8 June 2011 (EST)

having to put light bulbs EVERYWHERE to keep something lit is kind of obnoxious. It is nice to have the lightbulbs in the game, but having the ability to adjust the light output above 15 (more like 30 maybe?) would be very helpful for large structures/. Good idea. --Thekoolaidman 04:42, 9 June 2011 (EST)

I don't mean to sound like CyborgDragon, but this can be done with scripting. You can just set the light level to 15 at blocks you want light at, and keep doing that. --Monster860 23:05, 17 June 2011 (EST)

Actually we haven't been given the ability to add light so.... It can't actually be done using scripting--Seagoingmanatee 08:02, 23 July 2011 (EST)

Moar Modern Weapons

We were chatting with Cryect last night and he expressed some disappointment with the current lack of open world shooter rpgs. I would love to make one of these maps, but before I can do so I'd really like to have access to more weapons that have a modern style (machine guns, grenades, lasers, nightvision, etc.). I've been very interested in making a Fallout style map, (the open world shooter rpg parts, not necessarily the retro-futuristic parts) but was discouraged at the lack of modern weaponry. I can and will make a map like this if I have the tools to do so. --Thekoolaidman 02:16, 14 June 2011 (EST)

Scripts. Need I say more? --Snowmon6

Map options

One very annoying thing about AdventureCraft is that when you make maps, you need to make some "config room" where it tells you exactly what to change your settings to do. It would be alot easier if there could be an "options.txt" in the map's folder so that you can make no change for SOME settings, but for example, set the difficulty to normal, and the ones WITH changes should be greyed out in the options box. Or you could have like settings limits like difficulty MUST be easy-hard. --Monster860 06:09, 14 June 2011 (EST)

Better 3rd person view

Maybe we could have the 3rd person view option. Now we could also have an improved 3rd person view. Insted of the camera being -whatever- blocks away from the back of the person's head (which is really annoying), we could have something START with -whatever- blocks behind, and like 2 blocks up. and have the button L on the keyboard (or Z, or SHIFT) reset the view to what i had to start with previously, but relative to the person this time. And now, there should be the C button to temporarily switch to 1st person view, but u cant select anything or walk either. (Or you can only walk while holding Z) And also, during improved 3rd person view, instead of pointing at objects to swing the sword, it will hurt whatever is in FRONT of you. Not your face. Also, you could have this bow interface. When you click with the bow, instead of shooting arrows, you will automatically go into C mode and you can hold the right click. It will like get the thing ready. And when you release it will shoot the bow. And left click to get out. Make it the same thing with hookshots (I almost said clawshots), and boomerangs. And guns. One more thing: When you click with the bomb, instead of throwing it, Your hands will be in the air, and there will be a bomb in between. And then you can L and click to throw (or run and click), or you can just click to place. --Monster860 06:32, 14 June 2011 (EST)

*This would all seem like a LOT of things too add for such a little thing but i agree there should be a better third person view but more along the lines of over the shoulder or a reasonable angle you can see what you'r hitting from that angle. You don't need to go OTT about it. BoernerMan 06:42, 14 June 2011 (EST)

Point Triggers

Trigger blocks that activate when you point at them. --Monster860 06:33, 14 June 2011 (EST)


Explosions

PLEASE fix the explosions so they don't destroy blocks (Especially because they destroy debug blocks). Can you please make them act like bombs and only destroy cracked blocks. And as something related can you please add some more cracked block types. Null 11:12, 14 June 2011 (EST)

Or at least creeper explosions --Monster860 02:29, 15 June 2011 (EST)

This can probably be done with a script. --Snowmon6

Player Transformation Blocks

Blocks that, when triggered, turn the player into the animal specified. Reason: I reskinned pigs, and I want to turn the player into a pig for after the Deathbed script I made runs. make sure that that can ALSO be done with scripting, because i don't know how to make scripts trigger blocks. --Monster860 22:30, 17 June 2011 (EST)

Key scripts

i want to be able to make scripts that run when i press a key. Like key_##.js, where ## is the key.

Block scripts

For my game I wanted to make a poison block that damages you every second your on it so block_##.js would be helpful- it could run whenever you are on said block. --LinktothePast 10:08, 18 June 2011 (EST)

Easy Map Creation options

I was thinking it would be really helpful for map creation of there were simple options for generating a map, Such as: Flat maps, Mountainous maps, Ocean maps, Island maps, Different biome maps (as in picking the main biome the map starts with), etc.

I think this would make adventure map creating so much easier, rather than exploring a newly generated world trying to find a snowy biome, or a desert biome, even attempting to create your own biome. Of course i'm sure some people have special scripts & whatnot to generate maps to their liking, but I haven't a clue how to script, and I've yet to find the map generating seeds/scripts I need.


Custom mobs

A 'mobs' folder in the main adventurecraft/maps/mapname directory in which map creators put entirely new mobs they have made, which the world loads as if they were part of the game natively. Possibly integrating with turbomodelthingy (http://www.minecraftforum.net/topic/147443-v166-garys-mods-thread-for-mods-by-gary/) as well. Basically, the map creator makes a folder for the mob name and places a script inside for the mob folding, and another for mob behavior, as well as texture file(s) for the mob, which would solve most problems people have had with not enough boss mobs etc. Possibly this could be expanded to include custom blocks/items as well. The idea is that, instead of having to add all of these mob requests people have made, this could be added and people could make them themselves, and post their custom mobs here. Wowa42

Really? Okay, well, I'll just leave this here... CONVENIENTLY PLACED LINK! --Snowmon6


--bmrjw

Worldedit

If possible, getting permission from sk89q to use his worldedit functionality from a single tool would be a great aid to map creators, because worldedit is much more powerful/versatile than what is currently available in AdventureCraft. Basically, all tools would be condensed into the worldedit edit wand, and the hammer/wrench. Also, with respect to the hammer/wrench, only one of the two should be effected by the extra width/depth, so that you could have one tool that destroys large number of blocks, and another for fine details. Wowa42

Improved music scripts

A /yourmap/instruments/ directory, which has 3 folders with the three instrument names, inside of each folder you would put 12.ogg sound files labled A,A#,B,C,C# etc. which would be played when you enter the corresponding note in the music gui, as well as a folder in the instruments directory called music, where you put music which that are defined in the musicscripts file (12345, songofherping.js, songofherping.ogg, Song of Herping), and are played when you execute the song. I know this can be done with scripting, but it seems like such an obvious feature. --Wowa42 02:45, 29 June 2011 (MIST)

Customizable weaponry for Skeletons

The ability to be able to change what the Skeletons wooden swords to other weapons like Axes or different the other sword Tiers like iron. Origin2291 30 June 2011

Can already be done via scripting. Argeria is a good example. --SN777 Divinus 18:41, 12 July 2011 (MT)

"Sky Block"

This block wouldn't have a texture. Instead when you look at it, all you see is sky. No matter what is behind it. This could let you have floating islands without knowing its there on ground floor =P --Acdiabloc 06:43, 1 July 2011 (MIST)

OR a block that makes all other blocks invisible when looked through. BoernerMan 09:38, 1 July 2011 (MIST) Thats pretty much the same thing i said.....but....with different words XD--Acdiabloc 08:25, 3 July 2011 (MIST)

This is Great! Maybe they could also make one that works on ts side to I would love to remove that wall I have! --Realbboy

GUI and HUD Scripting

I'm not talking about having the ability to add UI elements through scripting, I'm talking about having the ability to remove the UI elements from minecraft. For example, you should be able to remove the minecraft hotbar from the bottom of the screen so that you can customize the way your HUD for your map looks. Currently the only option to remove it is to have a blank hotbar png file, but item sprites will still display there. --Thekoolaidman 07:56, 4 July 2011 (MIST)

Most, if not all, of the details can be done via scripting, though I'd imagine this would be a long script. --SN777 Divinus 18:45, 12 July 2011 (MT)
Actually at the moment what he is talking about is not possible because we are given the ability to script in UI elements but without modifications on cryects part it is impossible to remove elements such as the items that appear in the hot bar.--Seagoingmanatee 11:50, 15 July 2011 (EST)
Yes, Seagoingmanatee stated exactly what support we need for the map. We already know that we can add GUI elements, we only want to be able to remove them. --Thekoolaidman 03:10, 19 July 2011 (EST)
Just press F1....--Realbboy

In-game Editing of Script Variables

This might be a tricky one to explain, but it's something that the Unity engine does and I thought it would be really useful to have in Adventure Craft. Basically what would happen is when I select a script for a Script Block/NPC/Mob Spawner, there would be an area in their GUI where I could set the values the script's global vars. It would really help with things like the dialogue script, where every NPC would have a different conversation and that leads to a lot of slightly edited scripts that all do the same basic thing, when I could just have one script and change it's global vars on a per-use basis. --Arkia 09:25, 8 July 2011 (MIST)

This would be very, very, VERY helpful. I'm already running out of room for my dialogue scripts =/ and I've only done 15 of them. --Thekoolaidman 03:19, 9 July 2011 (MIST)

More Blocks/Items

More Items should be avaible too, like more Swords and Guns. Let the player design his/her own block(s) with a blockX.ini data. In there you can say what Texture is used "Adventurecraft\map\X\texture\blockX.png", DamagePlayer=X(+ is damage - is healing), DamageEnemy=X, Burnable=true,false , Type=Workbench,Block,Furnace,Chest(single),slap,upside down slap,stair,water,lava(DamagePlayer=X is damage in lava), snow(flat), Door(Texture=16,32), Lever, Button, Ice(not smeltable), Trapdoor, Flower(not a block, but a X texture) Lightlevel=X ... everything you can think out. But all should be in a list. ALEX3 17:23, 13 July 2011 (EST) Ps:srry for bad english, because im german

I think someone already requested that. --SN777 Divinus 1:41, 13 July 2011 (MT)

Levels, Stats, Skills

To make it more of an RPG experience by having levels, stats, and skills possible without items if possible.--DaCreationist 06:48, 18 July 2011 (EST)DaCreationist

This can be done via scripting. --SN777 Divinus, King of Blargs 14:23, July 17 2011 (MT)
Yes, it can already be done with scripting. Having it done without items may be possible, albeit difficult to do. --Thekoolaidman 03:11, 19 July 2011 (EST)
Indeed it can be done without items as well seeing as I already did it =D--Seagoingmanatee 07:51, 23 July 2011 (EST)

Visible Clip Block

I have noticed that the clip block is visible in adventure mode once you get to a certain distance away from it. Could this please be fixed?

--Bluppy 18:34, 18 July 2011 (EST)

This should only happen when you go into debug mode, and even a short time after leaving debug mode. --SN777 Divinus, King of Blargs 01:53, 18 July 2011 (MT)
This happens because of rendering when switching debug mode. Since there is so many debug blocks to remove. --Realbboy

Spawn Entity Command

I've checked the script guide and I can't find anything which will spawn mobs without a mob spawner. This would be useful for randomly occuring battles when you're going between towns or just exploring an otherwise empty field. It's easier than setting up a bunch of mob spawners and triggers. Sorry if there already is a way to do this. --Bluppy 18:49, 18 July 2011 (EST)

Sorry to say that it isn't possible. To achieve a random generation, I suggest combining scripting with a spawn area applied to mob spawners. --SN777 Divinus, King of Blargs 01:56, 18 July 2011 (MT)
Cryect has actually mentioned that he will be adding script spawning. He didn't mention how soon though--Seagoingmanatee 07:53, 23 July 2011 (EST)

This IS possible. Cryect has shown it in some of his videos. But there isn't a simple /spawn command. It's a REALLY big keystroke. --Snowmon6

World.spawnEntity(x,y,z) is THAT helpful?

Variable/Different Darkness Block?

I like the concept of the darkness block, but I want to be able to alter how much light it absorbs, so I wouldn't need to spam a massive 8 block thick wall to create a sudden transition from light to dark. --Bluppy 17:30, 20 July 2011 (EST)

I agree this would indeed be nice--Seagoingmanatee 07:52, 23 July 2011 (EST)
I second this. --SN777 Divinus, King of Blargs 16:40, 23 July 2011 (MT)
I second that second. --Snowmon6 09:12, 17 March 2012 (EST)

Light all Blocks Command

Isn't building fun? Especially in a cave.Pain having to hold a torch in one hand though eh? I have a great idea for a command. It lights up every block at the same light amount and can be configured to what level of light you want. You could light all blocks to the level of ten or lower or higher (if possible) at the push of a few buttons to activate. My command suggestion would be /lightall <level of lighting> This can be very convenient seeing as how you could easily see ahead of you without having to move forward. What do you guys think? --Luigifan

This can be done in the /config menu. Just change all of the light levels to 1. --SN777 Divinus, King of Blargs 16:43, 23 July 2011 (MT)

In debug mode, you can type /fullbright and it lights up the whole map already... --origin2291 12:30, 24 July 2011 (EST)

Magic Wand Tool/Coloured Light

If you select a block,every block with the same ID will be selected. Toggleable with "Global" and "Next-to-Modus"(Only select nearby Blocks) would be nice

Special characters?

I think MineCraft already supports these. If MineCraft does, AdventureCraft should, too. I don't know, though, I can't use those characters, but I think I saw someone use them once. --Snowmon6

ID's of Blocks/Items

I think it would be great,if the ID of selected Item/Block is shown in Debug-Mode. It makes it easier to create a Item_###.js-File. --Suppenschuessel 00:50, 27 July 2011 (EST)

this script does that [[1] --Kukelekuuk00 16:59, 27 July 2011 (EST)

Colored chat

That may be a little difficult to implement, perhaps a method like one of these:

chat.print("%ahello");
where the colours are 0-F (hex), or like:
chat.print("#FFFFFFwhite #00FF00green");
DrDr 13:52, 5 February 2012 (EST)

Actually, you CAN do this! By putting § then a number from 0 to 9, or a letter from a to f, it'll color the chat. However, I'm not sure if this applies for AdventureCraft, but this is the case for MineCraft. You'd need to externally edit it, though. --Snowmon6 09:11, 17 March 2012 (EST)

BUG

You should post this in the bug page --Realbboy

Configurable pressure plate

Looks like an obsidian pressure plate, and shows the following options when right-clicked:

Please consider this idea, as I need it for my map ;)

--Everystat13 20:28, 29 July 2011 (EST)

You don't need pressure plates. You can use Trigger blocks. I think you can link pressure plates to Trigger Memory blocks. Not sure, though... --Snowmon6

Npc Boss

rather than changing the mob's skin file to look like an npc it would be better if npc;s were a different mob all together so here's the idea. the npc will be triggered after chat or after entering an area near it. You may adjust the health, the defense and the weapon the npc uses, the npc will either have physical attacks or magic attacks such as fire or ice. To make the boss more challenging the npc may be able to spawn any mob of your choosing, so basically it is a more advanced boss but the ability to use any npc as a enemy, such as a shadow link battle.

--Danwashere1 13:13, 2 August 2011 (EST)

Mod Compadibility, Request and Question

Petumic Diversity Vents

*Forward/Backward Strait
*Up/Down Strait
*Forward/Backward Curve
*Up/Down Curve
*Forward/Backward T Intersection
*Up/Down T Intersection
*Forward/Back + Intersection
*Up/Down + Intersection

--CreeperWars68 03:00, 9 August 2011 (EST)

Changeable hotkeys

I really hate how my F8 key doesn't work on Adventurecraft, it goes ahead and opens my screensaver. I'd enjoy if you could change hotkeys, maybe in the options menu. ---X_Naut_PhD (I'll make my page soon) 03:54, 12 August 2011 (EST) Edit: Also, I'd be just as happy if F7 just went to the last page therefore you can scroll ONLY with the F7 key or F8.

Longer Pistons

I'm just wondering if it is possible if both the normal and sticky pistons have adjustable length? Other words they can be set to push block[s] from 1 to about 11 blocks away. --k7755g 15:08 austalian CST (central standand time), 14 August 2011


In most cases its possible to have many pistons at work to make a long piston, however this method is a bit less aestheticly friendly and is a pain to do. Im all for multisized pistons --Jposemato

Creeper explosion and non-direct block destruction abuse

  1. I'd like an option for a creeper that his explosion causes damage to entities, but NOT to surrounding blocks and triggers.
  2. Images can be destroyed. I know this is difficult to fix since they're entities, though.
  3. /removeall command removes mobs, but NPCs also (probably images also, but i didn't check it) this command shouldn't remove npcs
  4. Crops still can be destroyed by walking through them, this should be fixed.
  5. Cake block can be eaten and thus removed, this also must be fixed.
  6. I'd like more sub-monster options for customizable spawner (charged creeper, sheared or dyed sheep, spider jockey with shotgun, rifle)
  7. Farmland shouldn't decay
  8. Option to disable grass growing - it's a pain when making dirt paths. Yes, you can use brown wool instead, but dirt would be better though.
  9. Option to disable fire spread (because I need to make a library fire, but I don't want it to burn totally)
  10. Ability to colour water (green water could be like a swamp for example)
  11. Option for fire to burn forever on blocks other than netherrack.

Xeoxer 22:16, 20 August 2011 (EST)

Editing The Items Themselves

Hey, should have it where you can change items damage and attack speed a lot easier. So you would have it (whatever item) in your inventory and you hold shift or whatever then you click the item and a menu comes up for weapon name, weapon damage, or weapon range, or lightness (you move faster), or attack speed, etc. This would open up a whole new branch to your editing you could have any weapon, item or tool just as long as you have the skin of course.

--C4 Vs Mega Creeper 11:59 Aug 24 2011 (EST)

What I do is make a new item, give it the item's name, icon index, and just edit THAT. --Snowmon6

AC script object

This would contain some methods for manipulating some save/game level settings. I'm pobably not being very clear but thes would include methods like:

These should be added to allow scripts to communicate, for example, you could have one script for dialog which just peeks at the stack and decides which bit of dialog to produce, rather than having 50 different scripts which are practically the same.
some other methods could be things like:

And finally, for pure convenience

DrDr 03:35, 26 August 2011 (EST) That would be pretty useful... Maybe... AC.lockOption(string key, string value) and AC.unlockOption(sting key) --Monster860 23:50, 25 March 2012 (EST)

Custom Music

            --McLoven234 11:12, 1 September 2011 (EST)
           --McLoven234 10:19, 2 September 2011 (EST)

Moar guns!

It'd be nice if there was more than three guns. All three have terrible range and waste ammo like crazy. Perhaps a sniper rifle with a zoom-able scope and a type of "creeper gun" that shoots TNT as ammo could be added. --Monkey Garrett 9:15, 5 September 2011 (EST)


You spelled more wrong

I'm sure this is possible with a script of some sort. I, myself haven't seen one, but there's a script out there for almost everything. --Snowmon6

I agree maybe some guns with names like gock 17's,ak-74's,or even RPG's! That would be cool. --Catman1900

Scripted Camera and Toogable Mob & NPC animation

Hello. It would be really amazing to manage the camera via scripting, like camera blocks, being able to set the frames with time, position and rotation. Also, an option to toogle mob and npc animation during the cinematic, because its really awfull to make a cinematic with freezed mobs, makes no sense... Also, with scripted camera blocks you could do stuff like the "get item scene" in Zelda

I hope you could properly understand this suggestion, couse my english its really bad.

--Davidprime15 10:02, 12 September 2011 (EST)

Custom particles.. maybe??

It would be awesome to create new particles, with a custom texture and behavior. I dont know if this is possible but i would like to see this --Davidprime15 10:05, 12 September 2011 (EST)

ModLoader and Mod capable

It would would be cool if modloader and the mods that Minecraft can use could be used in Adventurecraft. say if you install a mod, any new items/blocks that are found are to be placed into the item list automatically. --k7755g 1:04 PM, 18 September 2011 (ACST)

Credits block

In my opinion, there should be another debug block called the Credit block. However, this could be implemented into the current message blocks, but it's so goddamn annoying getting all the timing right on them. Anyway, you are able to put more then 1 line of text into the credit block, and when activated, the text scrolls up the screen, in the middle, like film credits. This was done in the Dam, but I have no idea how. Most likely scripting, but it would be handy if such a useful feature was available through means other than scripting.

--GingerNinjaSam 05:09, 19 September 2011 (EST)

Just use message blocks. They might not look as cool, but it gets the job done. --Snowmon6

More musical instruments and perhaps equip

In my opinion, I feel that more instruments like ocarinas for example can be added into Adventurecraft. This is maybe to applease zelda players and the like, as string and percussion instruments seem to be too little. Also, add equips like masks as my friend and I are fans of LoZ:Majora's Mask and want to recreate the game in it's entirety. Thanks

--archery2000 8:59 PM, 20 September 2011 (GMT +8:00)

Multiplayer

This should be pretty self explanitory. :) --McLoven234 12:34, 21 September 2011 (EST)

Eventually, people are going to look back on the idea and say... --Snowmon6

Audio Messages

A block that is like the music block but play on top of the music instead of replacing it and it does not loop. --McLoven234 12:40, 21 September 2011 (EST)

Message blocks can be configured to have sound. Make a folder named "sound" (without quotes) in your map folder. Put whatever sound you want to play in there. Open the message block and choose the sound you want. I think message blocks only support .ogg files. Pretty much every sound format can be converted to a .ogg with an online converter. A great online converter is online-convert.com, and a good offline one is WinFF, but if you have Linux or Mac, I don't think it'll work; I think it only works with Windows. Ok, time to wrap it up, my fingers are bleeding. --Snowmon6

Companions

You should add companion to the game. the companions could be obtained by maybe doing a quest or something. also make companions wheels like in fallout: http://www.psu.com/media/fallout:-new-vegas/site_fallout:-new-vegas-ss-4.jpg and also you can conduct sensible conversation with npcs that can maybe give you a quest or make the person attack you also like in fallout. lucas

I like this idea alot. -ZSSPictures

Quest List

A quests list. there you can see your quests and your remaining objectives.

I agree. -ZSSPictures

There's probably a script for it. --Snowmon6 13:55, 5 January 2012 (EST)

RPG doors

I think there should be a feature to prevent lag that if you right click on a door that it is set to It will teleport you to another place. This could also be used to make a small house look like the inside takes up as much space as the outside.

Looping Block

I think there should be a block that loops a trigger so you can have opening and closing doors or a spike maze puzzle etc. --Quintin 12:30, 18 October 2011 (EST)quintin

All you need to do is connect two or more timer blocks together, it'll cause them to loop infinetely when triggered. --GingerNinjaSam 03:30, 9 December 2011 (EST)

Pushable blocks slide on ice

I think pushable blocks should slide on ice. This could be used to make complex floor puzzles. --Quintin 12:30, 18 October 2011 (EST)quintin

Logic Block

This may be hard to script but: A Logic Block would test to see of both or one or none of trigger sources are active and if returns true will trigger the next event. This would include: OR, AND, and XOR. You could of course add some more but that would be more than fine for me. --Quintin 12:30, 18 October 2011 (EST)quintin



[sub] Use redstone powers triggered by the triggers you want, make the logic gate out of redstone (go here: www.minecraftforum.net/topic/544827-redstone-guide-v121/. Then end with a redstone trigger that triggers your final result. Done. BMan1999 --BMan1999 05:13, 21 April 2012 (EST) [/sub]

text block

It would be nice to have a message block that would show a message longer than 30 cahracters --Ownedstuff

It would be nice to have the ability to create overlay regions on the screen that can contain text, images, or both. This would NOT appear as an entry in the chat log - but be a definable region on the screen given to showing text/image for a particular period. E.g. a darkened box with a png background with text in it, positioned at a particular spot on the screen. The text value would have to be able to contain multiple languages to allow for the culture info of the players machine (showing text in their own language, where supported). I'm proposing that the text would allow multiple colours and line breaks by creating a json array of strings and colours and concatenating it together (similar to the javascript chat.print). The idea of this feature request is that a trigger block could cause a story point to appear as text (not as interrupting as The End credits, and not as restrivtive as a chat.print() message), and that the conclusion of the trigger (time based, or wait for user to press a key) could also chain-trigger another item (e.g. a second page of text). Through this you could support subtitling characters, telling stories as the user fires a trigger, or have items appearing on screen as the user triggers various events (e.g. images with ticks appearing in a special box as the user achieves something fired by a triggered event). This came from my original idea here: http://www.minecraftforum.net/topic/1061581-cutscene-control-playback-from-within-mc/ - before I discovered AdventureCraft did most of what I wanted! --frumbert

Teleport block bug

Why is it that you can't go to the nether? A game I'm trying to make is entirely based off of the nether, and would be impossible to make without.

Can't help you with the bug, but you can't go into the Nether because that's how Cryect configured AC. You CAN, however, use an Effect Block to change the fog color. --Snowmon6

Rotation Tool

A tool you could use to rotate a selection of blocks would help tremendously with map editing. --Unclechoo 2:53, 15 November 2011 (PST)

Cutscene tool.

I would indeed like if there was a camera tool. It wouldn't be like the camera block, but like the hammer, or eraser. When you would click it, it would go into a frozen 3rd person view. (Stay with me!) A menu would pop up, allowing you to insert mobs as characters and to control what they say and do, from attacking to simple conversation. A person would have the ability to give them objects to hold in their hands, like weapons and food, and so on. Trigger blocks or clicking on NPCs would activate them. -ZSSPictures--ZSSPictures 02:00, 20 December 2011 (EST)

Explosion settings & triggers

Explosion settings would be simple. With explosion settings, one would right click an explosive block (TNT) with the right mouse while using the mouse tool. A menu would come up. It would give the ability to decide what blocks to destroy. All, cracked, or not cracked. Then, when the TNT is triggered, it destroys only the selected type of block. I would also like it if I had the ability to have triggers activate TNT. So it'd be easier to create an exploding bridge, or building. Lastly, (your almost done. Keep reading) it woulld be useful if one could place invisible explosive blocks, so you could place them right out in the open and no would see them. Except for when they explode. Also, the blocks should not only be invisible, but able to be walked through. -ZSSPictures--ZSSPictures 02:00, 20 December 2011 (EST)

Destroying Blocks in Debug

I would like it if, while in debug mode, you can destroy any block with a single click. Just like creative mode on Minecraft. -ZSSPictures--ZSSPictures 02:01, 20 December 2011 (EST)

Now, how did THIS get here...? --Snowmon6

End Game Block

An end game block, as you can guess, ends the game. You would simply place it and attach a trigger to it. It would be like any other triggerable block. It would also give you the option to create credits. -ZSSPictures--ZSSPictures 02:01, 20 December 2011 (EST)

interactable dialogue

Interactable dialogue(ID) is different though(duh!). When you select an NPC with the NPC stick, a new tab would be added, called dialogue. With this, it would give you the regular dialogue option, but also the ability to create ID. You would click an option that says: Interactable Dialogue On/Off. If on, the regular dialogue would disappear. Replacing it would be what the NPC says, and up to 3 options of what you can say. If an option is left unfilled, it would not appear in adventure mode. Next to your options, it would say outlet. If you click this, it would give you the ability to create the NPC's reaction. Each outlet would give you 3 choices. You could do this forever if you wanted to, because the outlets would be infinite. If there are no more outlets, the conversation would simply end. Of course, you could still add something for the NPC to say after your done with the ID(I hope I didn't confuse you). One would select what you want to say(in adventure mode, of course) with the mouse, due to bugs or errors. To stop talking with the NPC, you simply press Esc. -ZSSPictures--ZSSPictures 02:01, 20 December 2011 (EST)

It's dangerous to go alone! Take this!--Snowmon6

Inventory Emptier

This would be a simple block that attachs to a trigger. When the player activates the trigger, the inventoty emptier block would activate, taking and removing everything that you wore, carried, ate, wield, or simply carried in your inventory. -ZSSPictures--ZSSPictures 02:02, 20 December 2011 (EST)

CONVENIENTLY PLACED LINK! --Snowmon6

I need 1.8 to AdventureCraft

I do not know what tou have thinked, but i want to have 1.8 to AdventureCraft. I know it will take time. Its exp, sprint, block with sword and much mor you must have, but would you have it? Will you have 1.0.0 to? I need to know it. AdventureCraft its a amazing mod, but its thinkgs i miss in their. Like sprint and drawing with bow.

There was going to be 1.8 AdventureCraft. Cryect screwed it up badly and can't update. Hope to god it's not like this permanently. I'm sure all that stuff you want can be done with scripts, except blocking or drawing bows. --Snowmon6

Magic & Enchantment & Potions

OK. This one is easy & simple(I think). Please add the enchantment table from regular minecraft. Weapons can be upgraded with magic pts, which would be used to power magic. Some magic powers I'd like: Fire, ice, electricity, healing, & wave(Similar to a simple strong push). And then potions. Brewed in cauldrons or brewing stands, but with better effects. Some potions would be: healing, magic, lava/fire resistance, power(super powerful attacks), invincibility(makes you invincible) & speed(allows you to slow down time around you). All the potions, of course, would last a limited amount of time. And if the player ran out of magic pts. they wouldn't be able to cast any more magic until the pts regenerate, or the player find some. --ZSSPictures 08:58, 5 January 2012 (EST)

I'm actually working on magical potions for my upcoming map. Post on my talk page for more info. --Snowmon6


This isn't easy and simple. You started off just asking for a feature from Minecraft, then you just started off talking about something completely different. Besides, all of that is probably possible through scripting, but it would take up alot of item ids. --GingerNinjaSam 08:29, 10 January 2012 (EST)

The Nether

Please add the Nether. This thing I really really want it. I have an Underworld in my game, and the Nether will be where it is. No I don't want to make by hand. There's also a huge portal that takes you there, and teleport blocks don't work on my computer.--ZSSPictures 09:06, 6 January 2012 (EST)




[sub] Use MCEdit. Yes it works with AdventureCraft. It just can't see or make the custom blocks. It took me a while before I realized it too. BMan1999 --BMan1999 05:18, 21 April 2012 (EST) [/sub]

Javascript debugger

An implementation of Rhino's built in javascript debugger would come in handy, you could start if up with a command like /debug. I think this has all the information you would need to know to get it up and runningDrDr 14:01, 5 February 2012 (EST)

In-Game Tutorial

I try to make maps and i really have no idea how to work triggers and message blocks and other similar blocks. It would be very helpful if there was a tutorial in the game to explain how to use all the tools and blocks.

--Harleyv



[sub] Your are on the official wiki. There is help here. There are tutorials here. There are tutorials on YouTube. Use your resources instead of complaining to this. Did you even see the forum post with like 5 tutorial videos on it?[/sub] BMan1999 --BMan1999 05:15, 21 April 2012 (EST)

Easier Custom Mob Adding

The title says it all.

Custom dimentions

Custom dimentions. The nether, the End(not in AC yet), and the Overworld are all dimentions. Maybe the options could be: Use either Color or Texture for the BG, and the respective color/texture, that's all I would need to create a "Twilight Realm" from Twilight Princess(Zelda). --Monster860 05:22, 19 March 2012 (EST)

Gravity Changing Blocks

This block can change the gravity to: Up, down, North, East, South, West. I got the idea from The Majora's mask temple, Stone Tower Temple --Fanodust 23:13, 10 April 2012 (EST)

Easier Music Scripting

The Idea: Right clicking with an instrument in debug mode will bring up the editing thingy. (I can't think of the name for it, The thing with the buttons like when you've right clicked a weather block.) You can make it active triggered blocks to change the weather, time and block save options. You then assign these options to an array of numbers (the music you play). You can create up to 10 songs. Think of how much easier it could be! --Fanodust 00:41, 11 April 2012 (EST)

Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox