User:Thriplerex/User Page Extension

Roads
Roads are present in virtually every city, but making them look nice is actually more complicated than one might expect.

To start, roads tend to be direct, fast, smoothly curved routes. certainly any road that isn't at least about 7 meters wide shouldn't have 90 degree bends that are intended to be ran without stopping.

Roads also tend not to be steep, in real life, anything over 1/2 block up or down for ever 6 blocks horizontally would be considered moderately steep. Anything more than about 1/2 block up for every 3 blocks horizontally for long sections would be considered very steep, and other than in mountainous terrain, be limited to residential streets.

In Minecraft, terrain tends to vary on a smaller scale than in real life, and be much steeper as well.

Usually, long, wide "highway" type roads are as straight as possible, as cheap as possible, and require the least amount of terraforming possible. If there is a 30-meter-wide circular crater, sweeping around it smoothly is usually better than bridging it.

If there is a tall mountain in the way, going straight up it is not likely to be cheap to make or easy to travel. Go slightly up and around, if there needs to be a route to the top, make it connect to the main road and spiral up the mountain.

There are also multiple scales and types of roads with different qualities.

Dirt/sand/terrain path: Should wind around any obstacle, even small trees. Should be 1-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, otherwise, it is more of)

Gravel/partial cobble path: should wind around anything that can't be altered with a shovel or axe in less than a minute, certainly shouldn't bridge anything unnecessarily. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope)

Cobble/Stone brick path: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope)

Cobble/Stone brick path: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, or in some cases, even 1/1 with stairs.)

Small private road of any kind: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 3-5 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, or in some cases, even 1/1 with stairs.)

Small rural gravel or partial-stone road: Should wind around any natural structure or well-established construction. Feel free to cut away absolutely any plant life, but limit pickaxes to flattening hillsides for road to be placed on. Should be 3-7 blocks wide. should generally be under 1/3 slope.

Small rural stone-material road: Should wind around any natural structure or well-established construction. Feel free to gouge out rock-formations, place support-beams, etc as needed. for road to be placed on. Should be 3-7 blocks wide. should generally be under 1/3 slope. But avoid sloping in general as long as it doesn't mean tunneling through mountain-ranges or bridging valleys.

Small downtown street: Keep it as straight as possible, even if terraforming is needed. Keep it as flat as possible, even if terraforming is needed, it may be small, but remember, thousands of people, rickshaws, pigs, horses, cars, chariots, carriages, magic carpets, elephants or pod racers use it daily. Should generally be the equivalent of 1-2 lanes with 2 sidewalks, this could be anywhere from 5-17 blocks wide if sidewalks are included.

Small commuter street: Should be direct, efficient, but cost-effective as well, tunnels and bridges are fine, but only if they are needed. Preferably at most 1/4th slope. Small to large stores can be nearby.

Large downtown street: Terraform any and all hills, this should absolutely be no more than 1/6th slope with very few bumps. Don't put these in on a mountainous city unless they are being supported on columns, they look silly when they are super steep. These should also be fairly straight, and never next to houses. Put large buildings near these.

Large commuter street: Should be direct, efficient, but cost-effective as well, tunnels and bridges are fine, but only if they are needed. Preferably at most 1/4th slope with very few bumps. Medium to large stores can be nearby.

Suburban street: 1-2 lanes equivalent, a small sidewalk or possibly not, purely houses nearby. Can be up to 1/3, or possibly even 1/2 slope. Should do as little earth-moving as possible and doesn't need to be very efficient as a through street. Typically 3-11 blocks wide

Intercity Highway: Curves around things, but avoids sharp curves at all costs. Generally stays flat and direct with no stopping areas. Only becomes steep to go through mountain passes. does not dodge light construction, simply tramples straight through it. Bridges anything but moderate-sized oceans. Typically 15-23 blocks wide, but may be smaller in pre-industrial societies.

Mega-Highway: Goes nearly straight, never exceeds about 1/8th slope, obliterates or bores through anything necessary excluding centers of cities or enemy territory (then wars are fought over its construction) Cities are literally built around it. Typically at least 31 blocks wide, but may be smaller in pre-industrial societies. May literally bridge medium-sized oceans in order to cut down on travel-time. Designed to carry any and every road-travelling land-vehicle made by the society building it. No bridge type or tunnel is too expensive or extravagant for something like this.

Houses
Houses are possibly some of the most important buildings in a city. They house most of its population, and are usually used for social gatherings as well. In war-zones, houses may act as or be mixed with defensive fortifications as well.

Houses are rarely just dwellings with a bed, chest, furnace, table and door. They have multiple rooms, possibly multiple stories, and are often designed to accommodate between two and five times the number of people who are intended to live there for short periods (e.g. as long as they brought their own beds / sleeping bags, there are enough chairs at the tables, etc to support them).

House types
Houses come in several types.

Shack or hut: a small structure meant to barely / almost accommodate the basic needs of one dead-broke family or individual. NPC-village huts and swamp-huts both fit in this category. Lots of land nearby, but rarely does the resident officially "Own" it. Cost (Money): $10

size: 1 story, up to 9 x 9 exterior, 1-3 rooms with multiple purposes each, 65 > meters^2 area. rarely

Cost: labor and dirt, scrap-metal or planks.

Rural house: often big, but made of poor-quality materials, and rarely have much structure above the second story. Cost (Money):$20 size: 1-2 stories, up to 20 x 15 exterior, 1 big bedroom and a lot of small ones, a kitchen, separate dining room, 2+ bathrooms or zero bathrooms for older ones. 150-400 meters^2 area. Huge yard or farm surrounding it.

Cost: lots of wood, a little bit of brick or cobble for a fireplace, generally built for the inhabitants or built for / by their ancestors. residents are poor to moderately wealthy.

Duplex: A two-story house, separated. Each apartment can accommodate 2 people. In short, a two-story mini.

Size: 14X14, kitchen-living room, two bedrooms per floor, and balcony. Cost: Many bricks, wooden planks also, etc. Cost (Money):$40

Suburban house: at least moderate-sized, usually gets a little bit of all mid-quality materials. rarely very unique and often very squashed outside, but comfortable interior with at least 2 bedrooms. Cost (Money): $75

size: 2+ stories, up to 15x15 exterior, usually 100-300 meters^2 area. Very small yard. 2+ bed, 2+ bath

Cost: A moderate to large amount of money. Materials are usually at least partially artificial and property usually comes with a complete home built to be sold to whoever will buy it. Residents are often just below average to very wealthy.

Town-house: usually 3 stories of roughly equal size with essentially no yard. Rarely over 8x10 wide, and placed in rows within 5 feet of each other. As Suburban house but more like 120-240 meters ^2 area. and only poor to just above average residents. Cost (Money):$80

Slum apartment: Never over 60 meters^2 area (external, 45 internal), always single-story. Terrible living conditions, cramped, little to no decoration that isn't purely sentimental. 1-3 rooms, 0-1 bathrooms, 1 bedroom. Only the poor live here. Cost (Money):$5

Average apartment: Apartment with 1-2 bedrooms, 1-2 bathrooms, a kitchen, and at least one other room. Typically 80-150 meter^2 exterior. Cost (Money):$100

Penthouse apartment: Singular or nearly singular nice apartment on the top floor of a high-rise building. Easily over 200 meter^2 exterior with at least 1 bedroom per couple/individual and many additional rooms of all sorts. Anyone who lives here is likely the equivalent of a millionaire. At least. Cost (Money): $350

Big House: A beautiful house with materials rather expensive. It's big, and ideal for people who work for the president and the government. Size: 2 or 3 floors, 1 large kitchen, 1 dining room, a breakfast nook, 2 bathrooms, 1 master bedroom, a large garden, a mini-office and library, two bedrooms and a living room. Cost: Much Quartz, wooden planks, using mini chandeliers, crystal, (much), etc. Cost (Money):$750

Mansion: Any house which is unique and singular within a large area, much larger than necessary to support the people inside, extremely nice, has more area than any conventional home, and has more than 1000 m^2. Only used by nobles, the extreme-rich, and those given them as gifts by kings, politicians, celebrities, etc. Cost (Money):$25.000

Other type of houses that don't fit in these categories: There are many, in fact, countless types that don't fit very well into any category mentioned above, what about towers, tree-houses, mass-living areas, sleep-tubes, house-boats, converted asteroids, cave-homes, continuous mazes of rooms of all types, bridge-homes, general store-homes, gas station-homes, motor-homes, space-module houses, worker barracks, wall-houses, hive-apartments, bunker-houses, manor houses and even more unusual types?

General Block Pallet
It is often strongly advised that, for a specific type of construction, you stick to a specific pallet of block-types. For example, Stone-brick Roofs, brick, birch-plank and/or spruce-plank walls, nether brick details like window-boxing, a lot of jungle leaves. This helps other builders, and yourself, to make creations that "fit" together, instead of a random mix.

Jobs
After you have built your city, every citizen should have work! Perhaps you want in your city all be loose? Here are some ideas to work. Oh, and remember if you think of one, please add it to the list!:


 * Cashier: The cashier of a store either.


 * Repair: Someone who repairs weapons and tools.


 * Cook: Someone in a restaurant kitchen.


 * Professor: Someone to teach techniques in mining, construction, redstone, etc.


 * Military: Soldiers to defend the city from monsters.


 * Builder: Someone who builds buildings and shops.


 * Store Owner: Someone who bought a field, and is actually a store owner.


 * President: Normally the ruler in his city. Necessarily have to be an administrator.

New/Potential Weapons/Tools
Note: All guns have a golden variant, unless otherwise said. Note: All guns can have a team flag/color added to them by crafting the weapon with one piece of colored wool/dye. Pistol

Pistol with Bayonet

Rifle

Rifle with Bayonet

Sniper Rifle

Sniper Rifle with Bayonet

Bullet

Grenade

Flamethrower

Bayonet

An idea already implemented into mods is the MultiTool, however my version is slightly different:

This tool has a few unique traits that separate it from the mods: it can be made from any tier tool in the game. Yes! The tool that can be made from different sets of tools! Either way, this tool uses a formula to derive damage dealt: All damage of tools added together Divided By 1.25

Using this formula makes it able to be used for any set of tools, as specified in code. Another unique feature is that the textures are derived from the tools themselves, and it uses them to create custom textures. It knows what is a tool/weapon by it's code; If in the code it does something a tool does (such as break a certain block faster), then it uses the algorithm to decide the output damage and speed pace. The textures are combined in an aesthetically pleasing way, removing dark outlining where necessary. This would make it a very mod compatible tool. Imagine a multitool made from dark matter, dirt, and titanium at the same time!! A very unique tool it would be. How it uses textures from other tools besides those from items.png is simple really. It looks for the location of the tool's texture by taking a peek at it's code, copies the file to the tool's directory (probably 'newtools') and clips certain areas of the copied image (note that if the tools' sprites are all on one image it will copy each icon separately). After doing this, it creates a texture using the clipped ones and saves it with a simple file name. It does all of this while you are on the main screen, but for multiplayer it creates the textures while the server is launching, and makes each client that connects choose to or choose not to download icons for the textures there. Since clients would need to be modded, this would be no issue, as it will directly download all files and codes there.

Redstone Related
Redstone Block

The redstone block glows with a light level of eleven when powered, and conducts redstone. Recipe and idea copyright HotdogPi.

Improved Redstone This was an idea I came up with a while ago that would make redstone more realistic:

First thing's first: Custom circuit boards That would be the first thing there. You can build custom circuit boards using templates or entirely custom, but you need the resources to do so. All possible resources that would be consumed depending on actions:

Capacitor

Resistor (Note:This component varies depending on the color code which is determined by what color wool is used {This is NOT Aesthetic!})

Anyone smart with electronics should know how to calculate color codes correctly, but to clarify a bit: It goes from left to right on codes, and there are no 5 bands. The bottom wool represents Gold, Silver, and None.

Solder Solder cannot be unstacked manually instead of being unable to be stacked manually, this is because of MC duplicating damage values in a stack on tools. It should be wielded as such as well.

Soldering Iron

This is required for the crafting of circuit boards, as they will be included with one and have infinite uses.

Soldering Flux This will make soldering easier by helping the solder stick to contacts and a bigger blow out time. It consumes the bottom bucket since this recipe will produce a bucket of soldering flux, but it leaves the other two alone and returns them to your inventory.

Transistor There are 2 types of transistors: PNP and NPN.

Diode Diodes are repeaters here, so just use repeaters for diodes.

Light-Emitting Diode (LED) This is a different story, as this is your only type of light usable on circuit boards. It can be dyed to match all colors that leather armor can be dyed, and light will be emitted to match the color.

Speaker This will let you output a sound from that world's file in a folder named 'newsound' and the permitted file types are: .mp3, .wav, and .ogg

In order for a speaker to work by itself once hooked up properly, it must either receive the signal from something else or a sound must be specified.

Now for the boards themselves. They can be resized to infinite proportions, unlike maps. They do not do anything by themselves. The components that are soldered into it decide what happens. There is a specific folder where all circuit boards are saved and never deleted (they are just data, not the actual boards) inside each world folder and can be copied from world to world. To make custom circuits, you need a stand. It is crafted like so:

Blank boards are crafted like so:

Right click a stand and it will open a new GUI. There is a 36-slot space where items planned to be used must be placed. The top of the GUI shows how many of what components are present. Circuit boards of any size can be placed on the ground. Right clicking on one that is placed already will show a GUI that will show the circuit and the paths that connect the components together. This will let you know where outputs and inputs are. Holding shift and right clicking rotates it clockwise. If you are smart, you can create your own wireless modules, but the recipe is secret :)

Circuit Board File Format Here is a sample format for the circuit boards ( a "{}" is a comment on my part and is not actually part of the code): board-name=Test {This will change if it is renamed with an anvil, and the name will NOT appear in italics} board-id=325:4 {This is just an example, the actual ID will be different} board-size=4*4 {The size will vary; this is the minimum size} board-layout= {These values are examples, the actual values are determined by the value of the component. However by default 0 is empty space. Spaces are inserted for the reader's convenience; if this were not on the wiki it would have only one space between each number instead of the multiple ones shown below.} Red-LED-3V|1 Toggle-Button|2 Wire|3 Battery-3V|4 1:1 3  3   0 0   0   2   0 0   0   4   0 0   0   0   0 -

This represents what the format may look like. All components will have a data value if it is rotated; 1 means input on right, 2 input on top, 3 input on left, and they are down by default. Outputs are on the opposite side, if they have an available output to connect to. Wires do not need values. Wires are actually 2 wires coated together, so + and - do not conflict, and they CAN be split if required. The wire will have a data value of 1 if it is negative, 2 if positive, and no value if both. The file type that this is stored in is .txt, but if there is one that has been removed from the world, it adds the following text to the top of the document, specifying it is not in use: is-in-world=false So long as one exists in the world, the above will be labeled as. In any case is this file is to be deleted, it will be lost forever.

Ore; Item/Ingot; Block
Titanium Titanium Ore is rarer than iron ore, but more common than diamond ore. It must be smelted, like iron and gold, into an ingot in order to use it. The ingots themselves are stronger than iron, but not as strong as diamonds, and can be made into any armor or tool, as normal. A solid Titanium Block has a blast resistance of 50, enough to resist any amount of TNT, or regular creeper explosions. Charged Creeper Explosions are a different matter, and they resist charged explosions like stone does TNT. Idea copyright HotdogPi.

Other Blocks
Bouncy Block

The bouncy block does not bounce, but any entity that strikes it will be propelled at an equal height upwards. Entities do not take fall damage from this block. Recipe and idea copyright HotdogPi.

New/Changed Recipes
Flower Pot Personally, it doesn't make much sense that Flower Pots don't require dirt to make them, yet they appear to have dirt in them already. Many of you may already have an idea what the recipe would look like with dirt in it, but i'm still going to show it below:

Bottle o' Enchanting I know you can trade emeralds for them, but that's only if you manage to find a village, or cure a zombie villager. I think there should be a recipe, and I have come up with one. It's complicated, and there are two variants: The more expensive one that you have to craft and smelt, or the cheaper one that is brewed. For the cheap one:

First:

Which would result in a new potion called: Base Potion, it looks just like a water bottle with slightly yellower water inside. At this point, you need to brew:

Now at this point you will receive another new potion: Base Potion². At this point, you need one more brew to receive the Bottle o' Enchanting:

After this brew, you will receive a Bottle o' Enchanting. It's inefficient, but it's cheaper than this alternative:

This gives you 8 'Glowing Bottles', they has the same texture as a Bottle o' Enchanting, but they cannot be thrown or used. To finish them, you need to smelt them in a furnace:

After wasting all of those resources you receive your bottle.

Mob Related
AI Something that would be really neat is if there was a way to become some of your attackers. By that I mean if you died in a certain way, you would become something else. Let's say you died. You will now respawn as a zombie. As a zombie, you have certain advantages and disadvantages, but mostly disadvantages: All hostile mobs that would normally ignore a zombie will now ignore you; Tools and Armor do not lose durability; Mobs don't care that you are a zombie, making it easy to eat them; Anything a normal zombie is restricted to you are now restricted to, with a few exceptions; Your hunger bar still exists, but will be forever poisoned with hunger; You lose 9 slots in your inventory; In order to regain lost health, you must eat other players/living mobs; You can only have one item in the hotbar at a time, unless you pick up something better than what you are holding, in which case it will automatically set this item in your hotbar. There is a way to become cured and return to being human, but you must be hit with a potion of regeneration. If you are on single player, you can right click a witch and trade something of value to receive one. If you are on multiplayer, you can also see if a player is willing to be nice enough and toss one on you. However you will be unrecognizable from other zombies.

At this point of being a zombie, if you died again, you will respawn as a skeleton. There are a few advantages and disadvantages over being a skeleton instead of a zombie: You lose 9 more inventory slots; You now know how to fire a bow and will likely be given one (You may NOT receive one, but usually you will); You can auto fire your bow (hold down the trigger), but it will still have the same delay; Your bow will not take damage; Your movement speed will pick up a bit, but you will still not be as fast as a walking player; You now do not have a hunger bar, but your health will not regenerate without being hit with a potion of harming; You now have infinite arrows; Fall damage is reduced but not greatly since you are now nothing but bones. Your movement speed will be equal to the player if you have a sword in hand.

Now here's a different case: What if you died in the nether? Good question my friend, and I have a neat answer: You become a pig zombie! You will lose your original spawn point and it will be set to your death point in the nether. Same restrictions as the zombie, but you do not catch fire, and you have your very own infinite golden sword! If someone/something attacks you all pig zombies within the area will converge on the attacker. if you die at this point, you turn into a Wither Skeleton!!!!! Now you can sprint as fast as the player! All of the same restrictions will apply, except you do not know how to use a bow and you do not catch on fire.