Talk:Feature Requests
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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.
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)
- This can be done by adding the new files to a directory...not sure what it is, but through a certain directory, a map can have tons of custom files. --Jendon23 04:14, 30 May 2011 (EST)
- Anyone know how this works? --99887 13:18, 2 June 2011 (EST)
- You can use texture replacements to have the same block used multiple times with different textures, however they can't be in the same place. Documentation on texture replacements are on the effects block page, and documentation on general map replacements are on the maps (tutorial) page. --CyborgDragon 13:38, 2 June 2011 (EST)
- Anyone know how this works? --99887 13:18, 2 June 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)
- This can be done with scripting and the texture replacements option of the effects block. While mobs are still limited by shape and some inherent abilities, w can heavily customize them. As it is, however, some will still find it not enough, and Cryect plans on adding a feature to make your own mobs using Techne models. --CyborgDragon 04:28, 21 May 2011 (EST)
- Does Cryect have a list anywhere of things he plans to work on which he updates as he goes? Or just comments on things saying he'll do it? 99887 07:51, 21 May 2011 (EST)
- He does not have a list as far as I'm aware, at least a public one, but he does say he should do this or he plans to do that. --CyborgDragon 08:47, 21 May 2011 (EST)
- Does Cryect have a list anywhere of things he plans to work on which he updates as he goes? Or just comments on things saying he'll do it? 99887 07:51, 21 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)
- When I look at refactoring separating game time from day/night cycle will address this. --Cryect 02:35, 8 March 2011 (UTC)
- I would like to call attention to this again, as it's never been implemented, and in fact sleeping in a bed gets the player stuck until they reload. --CyborgDragon 04:28, 21 May 2011 (EST)
Minibosses
More minibosses for other "monster families," for better control of difficulty between vanilla monsters and monsters. --Lastair 12:20, 5 March 2011 (UTC)
- We have three levels of Skeleton now, perhaps a fast zombie to bridge normal and giant? --Arsnof 16:09, 5 March 2011 (UTC)
- I was thinking something like 1.5x to 2x the size, health and damage of the normal enemies (zombie, skeleton, spider, etc.), for when you want more challenge but don't want to spawn huge piles of regular enemies. --Lastair 18:24, 5 March 2011 (UTC)
- You are probably sick of people telling you this, but speed, damage, and health can all be changed in scripting. (see the predator script, it shows how these can be changed) but I do agree with the size thing, more giants would be nice, especially for mobs like creepers and bats. ~PNM, The Herobrine Slayer
- I was thinking something like 1.5x to 2x the size, health and damage of the normal enemies (zombie, skeleton, spider, etc.), for when you want more challenge but don't want to spawn huge piles of regular enemies. --Lastair 18:24, 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)
- If that gets added I would like to see Skeleton boss riding Spider boss :D --Gustav32 17:21, 5 March 2011 (UTC)
- I'd like to see the skeleton boss riding a normal spider DrDr 14:10, 5 February 2012 (EST)
- Holy crap...talk about impossible xD Papareborn 16:08, 20 March 2011 (UTC)
- Agreed, but it is a very good idea. Reminds me of the loz boss gothma. Perhaps the baby spiders could, instead, be spawned from custom mob spawners on he ceiling and simply be like regular spiders, only they stay on the ceiling and when you are under them the jump down and scare the heck out of you! --Technomaster3000 13:10, 22 November 2011 (EST)
- I think, to do this, creating a script to make more giant the spider and more strengh... but FAIL... cant make this script --Vitor 11:19, 2 December 2011
Spawner Improvements
- Ability to spawn activated bombs. --Gustav32 13:28, 5 March 2011 (UTC)
- Remove the drop on defeat button as it is rendered useless by the ability to spawn items. --CyborgDragon 13:53, 5 March 2011 (UTC)
- Ability to spawn the Monster mob (Aggressive human), and have it use a different texture than the player. --CyborgDragon 15:06, 5 March 2011 (UTC)
- I'd argue that having the boss drop a heart container directly is a bit less of a hassle than wiring up two spawners. On that note, though, being able to set spawners to only create a single entity (such as an item or falling block) sans the use of a Memory block would be a welcome feature. --Agidius 16:19, 5 March 2011 (UTC)
- I was going to agree with you (keys and heart containers are standard boss fair), but chaining the spawners isn't that much of a hassle. Unless of course you've already filled up the triggers. (btw, should we be using signatures on this page?) --Arsnof 16:31, 5 March 2011 (UTC)
- I would rather want the drop on defeat to be editable the same way as the block/item drop option, would save some space --Gustav32 17:20, 5 March 2011 (UTC)
- I have to disagree there. As someone else said, placing two more blocks, a memory and another spawner, won't kill you. Either way, the GUI really needs a complete overhaul, which will likely come when Cryect finishes refactoring the triggers. --CyborgDragon 18:04, 5 March 2011 (UTC)
- I was going to agree with you (keys and heart containers are standard boss fair), but chaining the spawners isn't that much of a hassle. Unless of course you've already filled up the triggers. (btw, should we be using signatures on this page?) --Arsnof 16:31, 5 March 2011 (UTC)
- I like that idea about the ability to spawn activated bombs. Rest will consider in the future but the spawner definitely needs refactoring. --Cryect 02:38, 8 March 2011 (UTC)
Bomb Skeletons
A Skeleton mob shooting Bomb arrows but with a higher delay. --Gustav32 18:41, 5 March 2011 (UTC)
- Maybe skeleton bosses could shoot bomb arrows and the player could direct them right back at him to deal damage! :D --Technomaster3000 13:14, 22 November 2011 (EST)
Protected Mobs
An invulnerable mob that becomes vulnerable after you use the hookshot on it. --Quarg 20:20, 5 March 2011 (UTC)
- Similar to the iron masks in the gameboy zeldas.....hmm....i second this--Acdiabloc 23:29, 27 April 2011 (EST)
- This is kind of possible now, using scripting and a little math, you could check if the entity is moving towards the player and the player has the hookshot in hand, and check the hookshot's damage. If it's one, that means the hookshot is fired. Then you could make the monster vulnerable. --CyborgDragon 03:19, 15 May 2011 (EST)
Wizards
Wizards that shoots fireballs or some magic projectile. --Quarg 20:20, 5 March 2011 (UTC)
- I would like a magic shield that blocks fireballs and magic projectiles, and a mirror shield that reflects them. --CyborgDragon 22:36, 5 March 2011 (UTC)
- and would naming "Wizzrobes" be too copy writed? XD like the idea --Acdiabloc 23:29, 27 April 2011 (EST)
- to make it a boss mob one could also use the mirror shield (@cyborgdragon) to absorb the element and then right-click to fire it back at the wizard (much like loz, ocarina of time in the sand temple), or, for another idea, have it warp at different points and while he is charging his attack cause a stone to fall on their head and while they are stunned rain down the sword blows! The second idea might take some major coding to specify warps and stun, though. --Technomaster3000 13:05, 22 November 2011 (EST)
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
- A /removeitems command which cleans up any items which are laying around the map, such as destroyed and discarded debug items. --Agidius 17:52, 5 March 2011 (UTC)
- A /cleanup command that remove mobs, items, and clears the inventory. --Arsnof 00:53, 6 March 2011 (UTC)</sub>
- A command to exit/enter noclip, flying, and mapedit all at once. --Agidius 17:52, 5 March 2011 (UTC)
- Command for toggling fire spread. --Gustav32 07:58, 6 March 2011 (UTC)
- Command for toggling double wield. It can be really annoying sometimes when building. --Gustav32 19:04, 6 March 2011 (UTC)
- Command to create a block at your position. Useful for making floating platforms/tall structures. -- Agidius 16:13, 7 March 2011 (UTC)
- I like the /cleanup idea, with the exception of resetting everything. Some maps start with memory blocks triggered on purpose, though it's a bad idea. --CyborgDragon 01:23, 6 March 2011 (UTC)
- I agree with the command for toggling double wielding, some people might want to design a map where you can only have one thing equipped at a time, perhaps make it so that it only works with shields and bomb arrows, that way you can still defend yourself against skeletons, and can still use bomb arrows. --CyborgDragon 19:11, 6 March 2011 (UTC)
- Note I want to revisit debug mode allowing you to press tab to bring up several options. --Cryect 02:41, 8 March 2011 (UTC)
- Lots of this could be done with scripting. how about
registerCommand(name, function)method in the api --DrDr 14:13, 5 February 2012 (EST)
Miscellaneous
- Scrollbar in the Create New World section where you select map. --Gustav32 18:49, 5 March 2011 (UTC)
- Unbreakable boats. Simple. --Arsnof 07:27, 6 March 2011 (UTC)
- Instead of adventure items disappearing when their quantity expires, a 0-quantity placeholder for that item which can't be used, e.g. for arrows or bombs. --Saber Mage 03:05, 9 March 2011 (UTC)
- BIG fan of 1 and 3, BIG FAN. number 2 not so much but ill second it --Acdiabloc 23:29, 27 April 2011 (EST)
- Preventing adventure items from disappearing when their quantity expires is now possible with scripting, though it would be a nice map option, still. --CyborgDragon 03:19, 15 May 2011 (EST)
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
- A 'plant' that can be cut with the sword would be nice, and it could trigger something when cut too. As for lifting, I think there should be a separate item for lifting objects. --CyborgDragon 22:36, 5 March 2011 (UTC)
- Well, again, this is now possible with scripting, haha. Look at the Shovel script for an example --CyborgDragon 14:16, 2 June 2011 (EST)
MovePlus
I think it would be nice to include Corosus' MovePlus abilities as individual upgrade items. --CyborgDragon 22:36, 5 March 2011 (UTC)
- Link plz? 0=3 --Saber Mage 02:34, 9 March 2011 (UTC)
- http://www.minecraftforum.net/viewtopic.php?f=1032&t=86872 --CyborgDragon 03:19, 15 May 2011 (EST)
Copy / Array Tool
- A copy tool for copying the selected area. Clicking on a block with the tool would "place" the copy's point 1 (corresponding to the selection's point 1) on the top/side/bottom of the block like when placing normal blocks, rather than in the block you click on. --Lastair 18:44, 6 March 2011 (UTC)
- A 3D array tool that does the above, except it starts from the selection, making complete copies to "fill" the volume up to the clicked point, possibly over the point to keep the copies complete. Could obviously be used along single axes to make whole bridges by arraying a cross section along a line, towers by arraying a single floor straight upwards, etc. --Lastair 18:44, 6 March 2011 (UTC)
- It would also be nice to have a copy tool here it copies only where there are non-air blocks. This would remove so many hours of having to select a small portion, then select another, copy, then select a small portion, etc. (Example: You're filling in the side of a cliff, it's direction is diagonal, and you'd have to select the bottom, the top, copy, then move onto the next column, and repeat. This would say make the entire cliff face what block you want, and not copy the block into the air if you had the cliff side and more selected. --WizardRiley 02:13, 4 September 2011 (EST)
- Hmm, seems as though that would suit the purpose just fine =D Papareborn 20:56, 7 March 2011 (UTC)
- Thinking about it again, it's probably better for the array to only do as many complete copies as it can within the volume without going over, since going over could result in some accidental overwriting. --Lastair 13:45, 8 March 2011 (UTC)
- I was just thinking about this, and I'd say it'd be easy to do this in a similar way to the Sculpt_Tool_Script but selects an x by y by z cuboid and then when you click with a specific item it places that down, either ignoring all blocks in the area, or only filling empty block spots or only replacing already filled blocks.--99887 10:24, 8 June 2011 (EST)
Selection Improvements
- A modifier key to make the cursor tool "place" the selection point on the top/side/bottom of the clicked block like when placing normal blocks, rather than selecting the clicked block itself. Would help to make accurate selections without using dummy blocks that you need to clean up afterwards. --Lastair 18:44, 6 March 2011 (UTC)
- Modifier keys to force the cursor tool to only change point 1 or point 2 of the selection specifically. Would help for refining slightly mis-clicked big selections without having to fly long distances between the points, resetting them "in clicking order". Would also help with the copy tool described above, as the point order would matter when using it. Actually just left/right clicks could work for this, but sudden new behavior like this might make some horrible selection accidents happen, so it could be implemented as a separate cursor tool with a different color or something. --Lastair 18:44, 6 March 2011 (UTC)
- A circle tool would be usefull when you want to make big circle it's very long to do. It coulb be like the arrow but to select 2 corner of the circle. --Xelektrikfilx
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)
- Indeed --Gustav32 18:59, 6 March 2011 (UTC)
- All opposed? <cricket chirps> Arsnof 19:30, 6 March 2011 (UTC)
- Implementing an undo/redo stack is possible but always a pain. --Cryect 02:50, 8 March 2011 (UTC)
- I really think that this should be implemented, some people make mistakes all the time! If it is a big one it can take hours to undo. I really think this command should be implemented. --Technomaster3000 13:17, 22 November 2011 (EST)
Item Decay
- Disable item despawning so designers can safely leave items "bare" and visible, without having to use triggers and such as workarounds. --Lastair 15:12, 8 March 2011 (UTC)
- Items that can despawn (hearts, mob drops, potentially currency) flash for a short while before disappearing. --Saber Mage 02:56, 9 March 2011 (UTC)
- Seconded, thirded, and whatever the fourth repetition is called. -- Agidius 17:30, 8 March 2011 (UTC)
- Quadrified? Arsnof 17:56, 8 March 2011 (UTC)
- And I pentify, hexify, heptify, and octify.Papareborn 21:12, 8 March 2011 (UTC)
- Quadrified? Arsnof 17:56, 8 March 2011 (UTC)
- It would be a good idea, IMO, to keep some items with timed despawning. Mostly mob drops like hearts, future currency, etc. --Saber Mage 02:56, 9 March 2011 (UTC)
- Agreed, though that one should be way faster (like 10 seconds) and maybe do that flashing thing to give off a warning. --Lastair 11:42, 9 March 2011 (UTC)
- I say make drops dissapear faster and just use store blocks for items, though that would leave an issue for collecting them with the boomerang ... Quarg 22:12, 6 June 2011 (EST)
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
- Makes you slip on any surface (like on ice)
- Lets you walk on air for a few seconds after walking off a ledge
- Floating in water. Inability to swim down.
- Umbrella like floating effect when falling?
- Fans have increased effect?
- Decreased effect of Quicksand
Heavy Boots
- Movement speed is decreased
- Jumping is disabled/halved
- Fans have no effect
- Sinking in water. Inability to swim up.
- If you fall further than x Blocks you will break Cracked Stone / Cracked Cobblestone
- Increased effect of Quicksand
Super Boots
- Increase your speed by ~1.5.
- Allow higher jumping
--Oozebull 06:54, 15 April 2011 (UTC)
- Hehe, these are all possible now using scripting. --CyborgDragon 04:28, 21 May 2011 (EST)
- Well, maybe with the exception of fans. Though I'm sure someone could work something out. --CyborgDragon 14:16, 2 June 2011 (EST)
"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)
- Very yes, I love that look-out-the-window idea construct-able with this. Brilliant! =P --Saber Mage 02:26, 13 March 2011 (UTC)
- This can already be done with the shop blocks. First, set the shop block to neither sell or buy items (no item will show up to trade). Then, set what triggers when you click the shop block. A gray box still appears on the screen, but this makes it so when you click the shop block, your camera may change, or a text pops up, or other stuff :D! As an added bonus, you can set the shop block to sell a book (for reading hot spots), a text block (for dialog hot spots), or other stuff at exuberant prices! This will make a "you cant afford this" message, but players will know what they are clicking for! --Jendon23 14:01, 7 May 2011 (EST)
- This suggestion was made before the shop blocks, and it's more about looking at the object for a period of time, not clicking, which can be done with other stuff like levers and buttons just as easily. --CyborgDragon 14:24, 7 May 2011 (EST)
- Then the shop block could just be re-skinned to invisble, have a cutscene start when you click it, and the result is that when you click on the window you look outside! --Jendon23 08:39, 18 May 2011 (EST)
- Like I said, it's more about looking at it, not clicking on it. --CyborgDragon 04:28, 21 May 2011 (EST)
- Then the shop block could just be re-skinned to invisble, have a cutscene start when you click it, and the result is that when you click on the window you look outside! --Jendon23 08:39, 18 May 2011 (EST)
- This suggestion was made before the shop blocks, and it's more about looking at the object for a period of time, not clicking, which can be done with other stuff like levers and buttons just as easily. --CyborgDragon 14:24, 7 May 2011 (EST)
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)
- Can anybody say Rupee-Likes? :) --CyborgDragon 04:38, 13 March 2011 (UTC)
- This can be done by a shop block! :D --Jendon23 08:55, 18 May 2011 (EST)
- Again, this suggestion was made before the shop block. And that is not what I want. I want, for example, with the trigger block, a fake item that when walked over triggers something, and disappears. The others are just displays, they don't even allow you to trade like the shop block does. --CyborgDragon 04:28, 21 May 2011 (EST)
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)
- Well, it freezes time now, we just need the 'not' part. And using scripting one could freeze only specific entities during cutscenes. The other things, easier ways to add/remove camera points, I agree with that wholeheartedly. --CyborgDragon 03:19, 15 May 2011 (EST)
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.
- Expanding on this idea. Mobs with wooden shields that take reduced damage or are invulnerable until the hookshot is used on them to steal/destory the shield.
--Oozebull 08:59, 21 March 2011 (UTC)</sub>
- For the hookshot shields thing, see [#Protected Mobs]. As for wood shields catching fire, entirely possible with scripting now, though it would be better to have a couple more actual shield items. :3 --CyborgDragon 03:19, 15 May 2011 (EST)
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)
- I think they're currently able to destroy even DEBUG blocks, which is very problematic. --Lastair 20:56, 21 March 2011 (UTC)
- I confirm that they do. Creepers destroy all blocks.Papareborn 02:56, 22 March 2011 (UTC)
- Agree, Creepers needs to be updated to only explode valid blocks. Perhaps this should also be done for TNT blocks?. --Oozebull 09:33, 22 March 2011 (UTC)
- If you mean "valid blocks" as every non debug block i disagree they should only be able to destroy the predefined blocks or else it is to easy to exploit a map without making it entirely out of obsidian. If you meant otherwise, then there is no reason tnt should only be able to destroy cracked once, as they can not be moved to a exploitive location as creepers. --Akblabla 14:30, 22 March 2011 (WET)
- What i mean is the following: I played around a bit with TNT blocks. They only explode in Debug mode, not Adventure, and when they do they blow huge holes in the landscape. Changing both TNT & Creeper to do the same damage as bombs seem logical. It would give us(me) a way to as an example let a player blow up a wall of destructable blocks using pre-placed TNT, instead of giving him the bombs early in the Adventure. --Oozebull 07:33, 23 March 2011 (UTC)
- Example: Here i have a Mine Entrance w/ TNT. I then activate the TNT and wait for it to blow up. (Had to turn on Debugmode for it to blow up). This was the Result (Blows a massive hole in everything). However i was expecting the following Result (Blows up the breakable blocks). It just doesn't make sense to me that the old TNT functionality is present =) --Oozebull 08:05, 28 March 2011 (UTC)
- I personally have used the tnt to blow up walls that the player shouldn't be able to via normal bombs, mostly for cinematic like effects (you walk outside and the cliff blows op letting sand fill up so the player can't pass) A making the normal tnt unable to destroy debug blocks and add a second type of tnt, with a bomb texture as in your pic, that only blows cracked ones. Also sorry if I sounded like an ass before, just wanted to make sure what you actually meant :) --Akblabla 14:30, 29 March 2011 (WET)
- Example: Here i have a Mine Entrance w/ TNT. I then activate the TNT and wait for it to blow up. (Had to turn on Debugmode for it to blow up). This was the Result (Blows a massive hole in everything). However i was expecting the following Result (Blows up the breakable blocks). It just doesn't make sense to me that the old TNT functionality is present =) --Oozebull 08:05, 28 March 2011 (UTC)
- What i mean is the following: I played around a bit with TNT blocks. They only explode in Debug mode, not Adventure, and when they do they blow huge holes in the landscape. Changing both TNT & Creeper to do the same damage as bombs seem logical. It would give us(me) a way to as an example let a player blow up a wall of destructable blocks using pre-placed TNT, instead of giving him the bombs early in the Adventure. --Oozebull 07:33, 23 March 2011 (UTC)
- If you mean "valid blocks" as every non debug block i disagree they should only be able to destroy the predefined blocks or else it is to easy to exploit a map without making it entirely out of obsidian. If you meant otherwise, then there is no reason tnt should only be able to destroy cracked once, as they can not be moved to a exploitive location as creepers. --Akblabla 14:30, 22 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)
- Just calling attention to this request, it would be a much-loved feature, at least by me. --CyborgDragon 03:19, 15 May 2011 (EST)
- This would help SOO much. I'm actually working on a musical project and because of the slider timers, I had to slow the songs tempo down and even then it was still off. --Lahleon 12:41, 6 June 2011 (EST)
Obsidian Boats
How about obisidan boats to cross lava rivers? -Gmfreaky 12:27, 29 March 2011 (UTC)-
- :I love it. I always wanted a way to cross lava steams! :D -CrusaderDeleters 11:48, 4/22/2011 (EST)
- http://twitter.com/#!/notch/status/59722192555999232 --Oozebull 14:49, 23 April 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)
- I think that this would be a great idea! Fire and ice arrows could definitely spice up the arrow choice, and I also can't understand why arrow activated switches have not been created yet. Probably a problem with entity-related stuff, or simply an overlook. Cryect, if you're reading this, we REALLY need arrow switches! Or at least make levers/buttons activatible by arrows! Also think that fire and ice arrows would be the best thing since huggable creepers. --Kossnet 01:19, 10 April 2011 (UTC)
- this is a good Idea but now it is possible to do using scripting. and the freezing water has the same general idea as the shovel script where it will just change the water block into an ice block for a short period of time. --Seagoingmanatee 04:27, 7 June 2011 (EST)
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)
- This would be nice but I wouldn't want boomerangs to pass through. --Gustav32 06:21, 12 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
- Just reskin some logs to a cage then =P --Oozebull 15:19, 15 April 2011 (UTC)
- Hmmph, I were more talking about that I do not want to change all my trees into retextured blocks. And you didn't even follow the rules that are stated on top of the page. You forgot the ----!--Gustav32 15:27, 15 April 2011 (UTC)
- Oh, and if I changed the logs texture into cages then my trees would look silly!--Gustav32 15:27, 15 April 2011 (UTC)
- Yeah i like this idea, but instead of changing textures or items, another item should be made. Having both the hookshot and clawshot would add much to this already great mod =P --Acdiabloc
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)
- I think this is a good idea. Mobility decreasing is good, and if possible you should be able to walk on top for a bit before you actually start sinking. I'm thinking of the quicksand in Twilight Princess here. :P --CyborgDragon 17:13, 20 April 2011 (UTC)
- Quick throwback to my previous suggestion on Hover Boots. They could potentially cancel out the quicksand effect. Or atleast delay the time untill it start --Oozebull 21:44, 20 April 2011 (UTC)
- I actually really like this idea. I hope it gets added because you could have the person sink through to another floor for some really interesting puzzles. --LinktothePast 08:38, 3 May 2011 (EST)
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)
- Like maybe adding a text from an NPC or trigger events? That seems like a thing for a trigger block. --Tehnomaster3000 13:21, 22 November 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)
- Can be recreated using storage blocks. --CyborgDragon 03:19, 15 May 2011 (EST)
- Or scripting now. --CyborgDragon 04:28, 21 May 2011 (EST)
- Well you can, but in other games you can "ride" the thwomp up and down...with storage blocks this wouldnt be possible.(idk about scripting)--Acdiabloc 10:29, 21 May 2011 (EST)
- Or scripting now. --CyborgDragon 04:28, 21 May 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)
- I prefer Zombe's fly mod(mostly because you can edit the speeds and keys) but still I don't have any problem with the way to fly in AdventureCraft. Also using shift and space would be a really bad idea and should rather be configurable.--Gustav32 15:50, 29 April 2011 (EST)
- How can the lack of vertical movement not annoy you? Whenever you're placing a lot of blocks (e.g. a wall) you have to stop what you're doing and look up to move vertically. It's really awkward... I agree with this suggestion. --Quargzon 02:11, 12 August 2011 (EST)
- Or looking down to move vertically.... it works both ways no matter what.
- How can the lack of vertical movement not annoy you? Whenever you're placing a lot of blocks (e.g. a wall) you have to stop what you're doing and look up to move vertically. It's really awkward... I agree with this suggestion. --Quargzon 02:11, 12 August 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)
- Cleaned up your suggestion.--Gustav32 23:23, 29 April 2011 (EST)
More possibilities with pushable blocks
- The possibility for pushable blocks to pass through triggered doors or inverted triggered doors.
- You can't walk through a pushable block you're pulling. Actually, it's a little glitch but it's quite annoying.
- For example, two blocks are stacked. When you push the lower, the other will always stay on the lower if you don't push it.
--Sylhux 08:15, 30 April 2011 (EST)
- Wait, what? Did you use google translate to write that? The sense in it is horrible. But for the triggered door thing you can just use Storage blocks instead of triggered doors. --Gustav32 20:13, 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)
- ah, i do like....but maybe we can have both? XD--Acdiabloc 11:13, 30 April 2011 (EST)
- Have one point towards north and have a separate one point to a "compass block", problem solved. :P --LinktothePast 12:06, 30 April 2011 (EST)
- Could easily be done like this then, couldn't it. If no active "compass block" exists it will point to the north. If not, it will point to the nearest active compass block --Oozebull 12:12, 30 April 2011 (EST)
- That works, however, it might confuse the player if the compass randomly changes direction. Besides that, it's a great idea! --LinktothePast 12:51, 30 April 2011 (EST)
- The more the merrier, we'll have all 3 =). One for Spawn, One for North, and One for the Block. That will make everyone happy--Acdiabloc 23:50, 30 April 2011 (EST)
- Actually, you could just rename the compass in the lang file to something like "Next Objective Location" to avoid the confusion and keep the compasses down to a minimum. -- Arsnof 03:29, 2 May 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)
- I second this. Books help so much with the plot --Lahleon 2:30, 3 May 2011 (EST)
- This is a good idea. In the mean time, however, you can slap a button on a bookshelf, hide a redstone trigger behind it, and have that trigger a message block, or, if you want to get really elaborate, a script. --CyborgDragon 13:28, 7 May 2011 (EST)
- True but then you have to time it and there is the problem of not being able to hear/read it again and if you can, someone might trigger it unknowingly and get upset...bla....bla...bla......yes that would work....but books would still be a great...GREAT...addition =)--Acdiabloc 14:23, 7 May 2011 (EST)
- I said "in the mean time." That means until we get this feature, I still think it's a good idea. --CyborgDragon 04:28, 21 May 2011 (EST)
- As of the map update in vanilla minecraft, Notch is planning on using that feather to make books...so i guess its not THAT necessary.--Acdiabloc 02:37, 30 May 2011 (EST)
- I said "in the mean time." That means until we get this feature, I still think it's a good idea. --CyborgDragon 04:28, 21 May 2011 (EST)
- True but then you have to time it and there is the problem of not being able to hear/read it again and if you can, someone might trigger it unknowingly and get upset...bla....bla...bla......yes that would work....but books would still be a great...GREAT...addition =)--Acdiabloc 14:23, 7 May 2011 (EST)
- With item scripts, this is made possible now. --CyborgDragon 14:16, 2 June 2011 (EST)
- I would also like to be able to write books. Example: Notes that need to be deciphered, or quest books that you can keep with you in case you forget what to do.
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)
- idk how thunder could hit anything...its sound 0.0...lol im just trolling. But it would be nice to have control of the new weather. Maybe this would bring abouta new weapon that calls down a lightning bolt(only during a storm =D ) --Acdiabloc 09:51, 7 May 2011 (EST)
- Actually, thunder is an actual object, and can hit anything. Additionally, thunder can do a few things to mobs. For instant, in the 1.5 update, if pigs are struck by lightning, they turn in to Zombie Pigs. So yeah, it would be nice to control it :D -Rannug 16:48, 8 May 2011 (EST)
- uh i do like the idea, but i must say....Thunder is not physical it is only audible, so no it can not hit anything. Now lightning, thats a different story, you can get hit by lightning. lightning is the visual/physical phenomena that causes the audible thunder =)--Acdiabloc 01:55, 13 May 2011 (EST)
- No, what he meant is that the lightning/thunder in Minecraft is an object, an entity, that can be spawned wherever you want. --CyborgDragon 07:46, 13 May 2011 (EST)
- they were just being pedantic about the word. in any case I support this Quarg 22:57, 6 June 2011 (EST)
- No, what he meant is that the lightning/thunder in Minecraft is an object, an entity, that can be spawned wherever you want. --CyborgDragon 07:46, 13 May 2011 (EST)
- uh i do like the idea, but i must say....Thunder is not physical it is only audible, so no it can not hit anything. Now lightning, thats a different story, you can get hit by lightning. lightning is the visual/physical phenomena that causes the audible thunder =)--Acdiabloc 01:55, 13 May 2011 (EST)
- Actually, thunder is an actual object, and can hit anything. Additionally, thunder can do a few things to mobs. For instant, in the 1.5 update, if pigs are struck by lightning, they turn in to Zombie Pigs. So yeah, it would be nice to control it :D -Rannug 16:48, 8 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)
- maybe these could be 2 different blocks, one that had all those breakable options, and the other wouldn't be a new block. It would be a trigger block that has options for when it triggers:
- If a player walks through it
- If an NPC walks through it
- If an arrow, bullet, bomb, bomb arrow, wind(from a fan or umbrella), hookshot or a boomerang go through it
- If a bomb or bomb arrow explode in its vicinity(the block doesnt break but triggers)
- all of these can be on or off for extreme diversity --Acdiabloc 01:19, 13 May 2011 (EST)
- Dammit, we need an actual forum for these. It would be so much easier. Anyway, well put Acdiabloc. I think any and all options should have the ability to be on/off, assuming they don't clash with each other (I.E When the player isn't touching it + when the player is NOT touching it). This would extremely increase the game-play for Adventure Craft. I think it should be high-priority :) -Rannug 01:54, 21 May 2011 (EST)
- You can easily reskin any number of blocks, and change textures mid-game using the effects block. --CyborgDragon 14:16, 2 June 2011 (EST)
- I also know that this all can be done by scripting. In my LOZ OoT map I made a script that turns sticks into burning sticks when you get close to fire and they burn out after five seconds, and also made the webs disappear when you got close to them with the burning stick. If you want the scripts I can give them to you.--Seagoingmanatee 14:58, 6 June 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)
- so for the sheep you can place 3 woll blocks down temporarily....interesting, but i do like--Acdiabloc 04:25, 24 May 2011 (EST)
- That is one of the strangest and most awesome ideas I have heard all day :D. The cow can have a larger health and infinite durability leather armor. --Tecnomaster3000 13:27, 22 November 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)
- I rather like this idea, a reverse of the fan that triggers something when wind is blown into by either another fan or umbrella. --CyborgDragon 04:28, 21 May 2011 (EST)
- FANtastic Idea! (sorry, had to) Quarg 23:01, 6 June 2011 (EST)
- Completely understand. This should be instead referred to as a windmill trigger. --Technomaster3000 13:30, 22 November 2011 (EST)
- FANtastic Idea! (sorry, had to) Quarg 23:01, 6 June 2011 (EST)
Clear Water
Integrating this mod Crystal Clearwaters would be nice--Acdiabloc 07:26, 20 May 2011 (EST)
- I'd have to disagree here. It'd be a nice option, but I wouldn't want it as a permanent feature. --CyborgDragon 04:28, 21 May 2011 (EST)
- nautraly there would be an option in the video options like 3d grass >.>--Acdiabloc 07:56, 21 May 2011 (EST)
- No, not as a video option, as a map option. --CyborgDragon 08:48, 21 May 2011 (EST)
- right--Acdiabloc 10:20, 21 May 2011 (EST)
- No, not as a video option, as a map option. --CyborgDragon 08:48, 21 May 2011 (EST)
- nautraly there would be an option in the video options like 3d grass >.>--Acdiabloc 07:56, 21 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)
- This is a great idea, but the problem is that, if more bossed were released with specific paths, we would go back to the same problem of all bosses being similar. Unless it requires a new mob, i think many boss paths can be created via javascript or just debug blocks. --Jendon23 08:51, 18 May 2011 (EST)
- I will be reposting this idea soon, FYI. Jendon, I may have not explained very well, but the paths a completely modifiable. You can set the path and action of ANY mob, so ANY mob can act as a "boss". I'll explain soon :) -Rannug 01:59, 21 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)
- i second this--Acdiabloc 07:28, 20 May 2011 (EST)</sub>
- Defianately agree, thirded Quarg 23:02, 6 June 2011 (EST)
- I use the Ctrl key for my SNEAKING.
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;
- Ability to trigger(a block) when they see you, talked to, or hurt
- Can hold items in hand (having a accesible inventory within the gui with right and left hand inventory slots)
- Can be set to Friendly, Hostile, or Nuetral
- Whether they look at you, look away, or pay no attention
- How far away they can see in blocks ie. they dont look at you unless you are with in x blocks of them
- Instead of taking away the ability to kill them, an option would be good for each npc
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)
- You're probably tired of hearing this, but I thought of a way this could be possible with scripting. If you want, I can work on it after I finish this Seed Shooter script for me_and_such. --CyborgDragon 14:16, 2 June 2011 (EST)
- nah, i never get tired of hearing i am illirate at scripting XD...i tried making an iron boots script the other day and in the message box it just kept spazing missing ironboots.js ='(. So i kinda gave up on it, until i HAVE to learn it =P --Acdiabloc 21:53, 2 June 2011 (EST)
- Also, would this get rid of the hookshots? if it wowuld then i don't want it...if it doesn't, well its not a necessity as i am not planning to have it in my level. But if you code it I WILL use it in my level. After all i wouldn't wanna waste your time ;)--Acdiabloc 00:23, 3 June 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)
- Heh, see the reply to your other suggestion above. :P
You should come into the AdventureCraft IRC channel, that we could communicate faster, and we could help you learn sripting. --CyborgDragon 14:16, 2 June 2011 (EST)- Sounds good, will do next time. --Acdiabloc 21:53, 2 June 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)
- iChun would have to agree to this as well. --CyborgDragon 14:16, 2 June 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)
- Cool idea but not easy to do. Quarg 23:05, 6 June 2011 (EST)
- Hard to code, but has such a wide range of possibilities! For example, a mob that is invisible unless you see it through a mirror. Technomaster3000 13:34, 22 November 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
- Image - not for the texture, but how its seen. Is it a 2d block(like mushroom or sugarcane), a 3d block, a torch or any other shape that already exists.
- Function - here you would choose how it worked (ie. a workbench, sand(gravity), emits light, climbable(ladder), 1½ the size of a block(fence), and any other block specific feature.
- Texture - Now this would depend on what Image the block has. If its a 2d block, the selection would only be with current textures. If it was a fence...well your out of luck as there is only one fence texture XD (but you could have a dirt block be 1½ the size of a block =D)
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)
- oooh i thought of another one....a trigger block that acts like water!!!wow.--Acdiabloc 04:48, 1 June 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
- HarryPitfall, a modder, has made a way to show images on the map item rather than an overworld render. This could be used by Cryect for this. --CyborgDragon 11:57, 3 June 2011 (EST)
- Wait, so does the arrow on the map still show up? Cause if it did.... :) I'm just imaging how awesome maps inside of dungeons would be. I'll go check out the mod! Also, Cryect just added GUI scripting support. Couldn't we do this through scripting now?
- This is actually possible using scripts. Cryect added UI scripting features, so that is possible (Does anyone know how to do trigonometry with javascript?) --Monster860 23:09, 17 June 2011 (EST)
- I am currently working on scripting a minimap I will post the script and video as soon as its finished--Seagoingmanatee 06:38, 18 June 2011 (EST)
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)
- Second. --Everystat13 23:40, 14 August 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)
- I don't mean to sound like CyborgDragon, but this is ENTIRELY possible using scripts. In fact if you haven't played from gary520, he sucessfully pulled of what you want. Although if you want to use those scripts you have to ask him permision =(--Acdiabloc 14:32, 4 June 2011 (EST)
- Well there are a few things you can do. On the GUI for your inventory I'm placing all item sprites onto the GUI, so once you have an item it will always show in your inventory (including a bomb bag and quiver, scripts pending). You can force certain items to show up in a certain place on your inventory (forcing bombs and arrows in a limited stack, say 30 or so and they will always appear on your GUI. You may also use the Drops script to edit drops to give you bombs/arrows etc but only if you have the bomb bag or quiver. All of this is possible with scripting as a workaround. I don't know if Cryect would implement this if we can do this easily ourselves. I'm all for adding stuff like this (even though it can be scripted) cause it makes map development easier though. --Thekoolaidman 00:50, 5 June 2011 (EST)
- I think that a lot of the request for things to do with scripting could be solved if an in-depth tutorial was put up. Frankly I have no idea how scripting works so I have to rely on what is present into the game. --LinktothePast 06:36, 5 June 2011 (EST)
- I have to agree hearing that things can be done with scripting constantly gets quite irratating and more things should be added. BoernerMan 07:18, 5 June 2011 (EST)
- Incredible idea, I just don't know WHY this was not mentioned sooner! I vote Yay! --Technomaster3000 13:37, 22 November 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.
- Fire Arrows (To kill Ice Monsters)
- Ice Arrows (To freeze normal monsters and to return fire animals to normal)
- Lightning Arrows (To stun and damage any monster)
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)
- this can already be done fairly easily with scripts that run on update Null 11:26, 18 June 2011 (EST)
- I'm pretty sure that this can be done with the heal/damage block as well. Sillydeadperson 9:39, 28 June 2011 (EST)
- It can be done with scripting: p=player.position;if(world.getBlockID(Math.floor(p.x),Math.floor(p.y)-2,Math.floor(p.z))==<insert block ID here>) { <insert code here> }--Monster860 23:29, 25 March 2012 (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.
- um go to the tutorials page and watch the one about map making because this can already be done --Seagoingmanatee 19:00, 27 June 2011 (MIST)
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
- You're joking right? Making a custom mob with custom models is SO HARD, and the size of the texture HAS to be 64x32, and if you don't you will get VERY confusing results.--Monster860 23:33, 25 March 2012 (EST)
- Some people aren't good at scripting, like me -_-
--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
- Is there a possibility to make some kind of "magic wand tool" as it is often in Graphic-Programms?
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
- A new Lightsystem with Colours woulb be also great. --Suppenschuessel 00:24, 24 July 2011 (EST)
- Colored light will be implemented in MC in the Adventure Update. --SN777 Divinus, King of Blargs 16:38, 23 July 2011 (MT)
Special characters?
- Is it possible to change the font for letters like ä,ö,ü,Ä,Ö,Ü,ß? I've tried it with a 'font' folder and the default.png, but it didn't work. I ask here, because I create a map also in German... Could this feature be implemented to the next update (if there is no way for changing it manually)? --Benjix94 11:33, 24 July 2011 (EST)
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
- To make dialogs more stylish and more clearly, you should be able to dye text passages. They get dyed using the command
Color(string msg, string color)Thestring colorcould be hex (#FF0000) or some declared color like "red","blue",...
Here is an example:acPlayer: Hello my friend, how are you?And here the code:
Benjix94: Thanks, I'm fine...chat.print(Color("acPlayer: ",#FF0000) + "Hello my friend, how are you?");
chat.print(Color("Benjix94: ","green") + "Thanks, I'm fine...");
That would be a very useful new function :D --Benjix94 07:25, 28 July 2011 (EST)
That may be a little difficult to implement, perhaps a method like one of these:
where the colours are 0-F (hex), or like:
chat.print("#FFFFFFwhite #00FF00green");
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
- when you make a mob spawn and make it so when activated it gives you an item, it goes with the last picked mob –The preceding unsigned comment was added by Yloplopy (Talk|Contribs) . Please sign your posts with ~~~~!
- 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:
- Player on / Player off /// Activate or not activate when the player steps on
- Block on / Block off /// Activate or not activate when a block is thrown on
- Specific on / Specific off /// Only activates when one type of block is thrown on (and the player too if Player is on)
- Trigger / Redstone /// Make trigger power when stepped on (like cameras, etc.) or redstone power (like doors, etc.)
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
- Im not positive if this is already possible or not, if it is please do not just delete this and ignore it, atleast explain how its done.--Jposemato 03:05, 8 August 2011 (EST)
- Make it possible to add mod's to the map specifically (Meaning it will make it so everyone who plays the map also has the modded content)--Jposemato 03:05, 8 August 2011 (EST)
- I would like to use mods such as "" mod to add more mobs to adventure craft, adding alittle more enemys to fight. Perhaps even make Mo Creatures mobs standard with adventurecraft to add to everyones palette of creeps to fight.--Jposemato 03:05, 8 August 2011 (EST)
Petumic Diversity Vents
- Basically it's a tube that transports objects across large distances really quick.
- You can set how fast the object goes through this tube and which way it goes.
- Pieces include:
*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
- The player, mobs, sand, gravel, items, and pushable blocks are the only things able to go through the tubes.
--CreeperWars68 03:00, 9 August 2011 (EST)
- I believe this is a neat idea, but I believe it is currently possible via memory blocks in an odd way for the sand and gravel. For it to work with players and mobs possibly memory blocks and ice? If it is created it would be nice to work with minecarts too! --Jposemato
- Second! --Everystat13 23:42, 14 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
- I'd like an option for a creeper that his explosion causes damage to entities, but NOT to surrounding blocks and triggers.
- Images can be destroyed. I know this is difficult to fix since they're entities, though.
- /removeall command removes mobs, but NPCs also (probably images also, but i didn't check it) this command shouldn't remove npcs
- Crops still can be destroyed by walking through them, this should be fixed.
- Cake block can be eaten and thus removed, this also must be fixed.
- I'd like more sub-monster options for customizable spawner (charged creeper, sheared or dyed sheep, spider jockey with shotgun, rifle)
- Farmland shouldn't decay
- 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.
- Option to disable fire spread (because I need to make a library fire, but I don't want it to burn totally)
- Ability to colour water (green water could be like a swamp for example)
- 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:
- AC.pushState(javascript objct) - which would push the object onto a stack that other scripts can access.
- AC.popState() - returns the top object from the stack and removes it.
- AC.peekState() - returns the top object in the stack but doesn't remove it.
- AC.ArrayState() - returns the stack as an array.
- AC.clearStack() - clears the stack - e.g. you would want this while testing maps
- AC.getGlobal(string) - returns a new instance of one of the script globals like 'time' or 'world' or 'player' in case you accidently do something like 'time=0'
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:
- AC.saveAndQuit() - same as clicking save and quit to title.
- AC.getOptions() - returns a map of all the options to their values, like difficulty = 1.
- AC.getOption(string) - returns the value of the option with key 'string'
- AC.setOption(string key, string value) - sets option Key to value, so scripts may be able to create custom interfaces/parts that change settings
- AC.pause() - freezes everything, like in debug mode or when you press escape
- AC.unpause() - opposite of pause(), won't make a difference if in debug mode or escape menu
And finally, for pure convenience
- AC.sleep(milis) - just puses for milis and then return, so that all scripts can sleep, even if they are called with runscript
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
- I would be cool if we could use our own music files in our maps. There should be a specific folder in the map's data folder to drop the music into.
--McLoven234 11:12, 1 September 2011 (EST)
- ...Really? I'll just leave this here then... http://adventurecraft.wikkii.com/wiki/Music_block --Arkia 13:09, 1 September 2011 (EST)
- Sorry im am fairly new with Adventure craft.
--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
- You can do this by creating a new script file and putting chat.print("Your message.") in. Then just put down a script block, select the script and connect the script block to a trigger. --GingerNinjaSam 03:26, 9 December 2011 (EST)
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
- Sometimes, certain teleport blocks, when triggered, teleports to position 0,0,0, instead of the marked block, after saving and reloading. The teleport block is linked correctly and is floating 3 blocks above the ground it's positioned over. This bug should addressed immediately.-Secret_combo
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)
