I hope Jab changes the drop from iron ore and gold ore into a new item. Then fortune could work on them. Less drops from lapis ore as the new sheep require one lapis and you're set.
With villager trading, you could offer them minerals/valuable stuff and they would give you something in return, but the thing would be random.
Edit: No snapshot this week might mean that 1.3 will be out next week
They are going to have villagers give you books with things written in them for you to collect and then if you come back with the stack of what they wanted they give you exp. G_G
With villager trading, you could offer them minerals/valuable stuff and they would give you something in return, but the thing would be random.
Edit: No snapshot this week might mean that 1.3 will be out next week
there should definetly be new ores to mine in minecraft. And more mobs to find in caves.
Ok, so what would the new ores do/be used for? Don't say a power source, because we already have redstone and coal. Don't say a new weapon/tool tier, because they all cover every area of expertise(wether it's ease of access, duration or enchantibility).
^ idk what the ores should be, possibly something similar to diamonds, more gems should be added? like sapphire, emeralds and rubies? These gems, and or more gems could be used with the villager trading system. "if it ever comes out".
^ idk what the ores should be, possibly something similar to diamonds, more gems should be added? like sapphire, emeralds and rubies? These gems, and or more gems could be used with the villager trading system. "if it ever comes out".
The only reason I could see more ores being added is for trade with villagers, which would be pretty cool.
New ores, or mineable resources could almost be justified entirely on the basis of having yet another thing o go "yippie" about while you're drudging through the stone in those long mining sessions.
As for more practical applications: Alchemy is currently very under utilized and half of what is available isn't really all that useful. There could be all manner of fun status effects added with more materials.
There could also be item specific ores. I know I've long wanted water pipes as a crafting alternative to the sort of cheap infinite water glitch. Thus, copper could be added. Maybe lava pipes could be forged with copper and iron. Since alchemy requires water, you could also justify pipes by requiring them to go through a furnace to HEAT the water for your vials and cauldrons. You could even have the additional "faucet" item to put on the end of pipes which could let water pour into the cauldrons instead of having to use buckets all the time. (I know this would require a reworking of cauldrons. Mojang is a million dollar company, I don't accept laziness from millionaires as being acceptable) I don't even have a problem with the pipes not "consuming" the water source and spitting out infinite water. I'd just like it to be craftable instead of a glitch, much like powered rails replacing the old minecart exploit.
New minable materials could be used for socketing armor and weapons for secondary effects ontop of enchanting.
Trading with NPCs would be fun. It could also be useful to have a minable resource to use exclusively as a currency that cannot be straight farmed. After all, no economy works when money can just be printed at will, like with the gold farming in the Nether or selling cactus from automated farms to iConomy.
Maybe take a page out of ...is it build craft?... and add oil deposits. Oil could be useful for alchemy, as an ingredient in simple machines along with iron and red stone. Maybe some new kind of piston could be made with it. I've long felt that wheat should have a milling process between it and bread. Maybe oil could be used to craft water wheels and milling stones.
You could have salt be a minable resource to give secondary effects to food. Kind of impedes on alchemy a bit, but still a viable idea. Maybe salt renders Zombie meat edible. You could have raw meat decay over time and require salt to preserve it.
[A Second Chapter to My Book, I mean, edit:
I was just posting about how I have a build philosophy where I make separate rooms for different operations. I have a kitchen for food, a chemistry lab for alchemy, libraries, work shop for chores and smelting. THis is not an efficient way to do things, since I could combine all of those rooms into one centralized crafting station and a master treasury ( I do usually have a master treasury anyway that I filter materials into their various rooms with). However, it allows me to add a touch of creative or build style play into my survival maps. It's not enough just to survive, you gotta live swank and swank houses have kitchens and dining rooms.
The point in saying all that is to give some background into my gameplay philosophy so you understand when I say I think we should have stoves for food instead of just furnaces. Yes, I know they technically do the same thing. However, requiring stoves to cook food could also require unique crafting elements as well as fitting into a kitchen aesthetic.
It's sort of the same story with my water pipes. Yes, we already have a means of getting all the water we need, but it's not crafted and they're ugly as sin. It would be fun to have pipe networks, which maybe ould require tools to fix or move the pipes into different positions, thus accommodating the existence of more mineral types.
Before anyone says this is just unnecessary addition, I would point out so was alchemy. Everything alchemy currently does could have been done with food instead by simply adding "spices" or salts to the game that could add status effects to food. Instead, a whole different system was put in place and given an aesthetic. Alchemy is only different from food in that it was given a different shaped oven (alchemy stand thingie) and different mats (which you could argue were also unnecessary since there were plenty of mats to begin with). The same should be could be done with food.
My point being, expanding the concept of the crafting table, armor/weapon types, etc simply to accommodate more materials is EXACTLY what alchemy did and people rave about it all the time. It is not an illegitimate means of creating additional content provided it offers a unique aesthetic.
Besides, who eats a steak cooked in the same oven you just had toxic metals in? So don't tell me the idea doesn't make sense.
I personally love that they are melding singleplayer and multiplayer but I still want an option to go to my lag free singleplayer only world. Plus, I want to know the seeds of the world on Multiplayer as there is no indication in f3, or whatever the key is.
I personally love that they are melding singleplayer and multiplayer but I still want an option to go to my lag free singleplayer only world. Plus, I want to know the seeds of the world on Multiplayer as there is no indication in f3, or whatever the key is.
Whatever lag happened in single player mode using a "localhost" server is very insignificant. There may be some bugs due to the conversion process and some overhead that needs to be reviewed by Jeb and his development team (those are bugs), but from a technical side there shouldn't be any reason in particular for you to even notice a problem. The "old way" of accessing the single player information through procedure calls rather than TCP/IP packets is going to be a thing of the past as the software to even perform that operation will not be present in Minecraft. It isn't that Mojang is lazy in providing it for you, but the software simply won't even exist and the capability won't even be there. Making a mod to access content the old way would be essentially rewriting Minecraft from scratch, or at least trying to take version 1.2.5 and then modding it to have all of the 1.3 content.
Simply put, it won't happen. Don't even complain that you can't do stuff the old way as those complaints will fall completely on deaf ears and you will be treated as ignorant of how the game works.
As for why you won't know the seed when pressing F3 while playing multi-player, the issue there is that the server isn't sending the seed information and there is no reason to even know that information except if you are the server operator. All of the terrain is generated on the server, not the client, so there is no point for the client software to even use the seed at all. You can beg that the server operator give you the seed value (and they might if you are polite and kind toward the server operator), but there are also legitimate reasons for keeping that hidden as well.
Whatever lag happened in single player mode using a "localhost" server is very insignificant. There may be some bugs due to the conversion process and some overhead that needs to be reviewed by Jeb and his development team (those are bugs), but from a technical side there shouldn't be any reason in particular for you to even notice a problem. The "old way" of accessing the single player information through procedure calls rather than TCP/IP packets is going to be a thing of the past as the software to even perform that operation will not be present in Minecraft. It isn't that Mojang is lazy in providing it for you, but the software simply won't even exist and the capability won't even be there. Making a mod to access content the old way would be essentially rewriting Minecraft from scratch, or at least trying to take version 1.2.5 and then modding it to have all of the 1.3 content.
Simply put, it won't happen. Don't even complain that you can't do stuff the old way as those complaints will fall completely on deaf ears and you will be treated as ignorant of how the game works.
As for why you won't know the seed when pressing F3 while playing multi-player, the issue there is that the server isn't sending the seed information and there is no reason to even know that information except if you are the server operator. All of the terrain is generated on the server, not the client, so there is no point for the client software to even use the seed at all. You can beg that the server operator give you the seed value (and they might if you are polite and kind toward the server operator), but there are also legitimate reasons for keeping that hidden as well.
Well, this is irritating for those who only do ssp and now won't be able to find out the seed, unless they use nbedit or w/e it's called.
Praise be to Spode.
Edit: No snapshot this week might mean that 1.3 will be out next week
Oh, maybe some animal balancing, increased Feather drops and Squid spawns e_e
No its because of some holiday in sweden
As for more practical applications: Alchemy is currently very under utilized and half of what is available isn't really all that useful. There could be all manner of fun status effects added with more materials.
There could also be item specific ores. I know I've long wanted water pipes as a crafting alternative to the sort of cheap infinite water glitch. Thus, copper could be added. Maybe lava pipes could be forged with copper and iron. Since alchemy requires water, you could also justify pipes by requiring them to go through a furnace to HEAT the water for your vials and cauldrons. You could even have the additional "faucet" item to put on the end of pipes which could let water pour into the cauldrons instead of having to use buckets all the time. (I know this would require a reworking of cauldrons. Mojang is a million dollar company, I don't accept laziness from millionaires as being acceptable) I don't even have a problem with the pipes not "consuming" the water source and spitting out infinite water. I'd just like it to be craftable instead of a glitch, much like powered rails replacing the old minecart exploit.
New minable materials could be used for socketing armor and weapons for secondary effects ontop of enchanting.
Trading with NPCs would be fun. It could also be useful to have a minable resource to use exclusively as a currency that cannot be straight farmed. After all, no economy works when money can just be printed at will, like with the gold farming in the Nether or selling cactus from automated farms to iConomy.
Maybe take a page out of ...is it build craft?... and add oil deposits. Oil could be useful for alchemy, as an ingredient in simple machines along with iron and red stone. Maybe some new kind of piston could be made with it. I've long felt that wheat should have a milling process between it and bread. Maybe oil could be used to craft water wheels and milling stones.
You could have salt be a minable resource to give secondary effects to food. Kind of impedes on alchemy a bit, but still a viable idea. Maybe salt renders Zombie meat edible. You could have raw meat decay over time and require salt to preserve it.
[A Second Chapter to My Book, I mean, edit:
I was just posting about how I have a build philosophy where I make separate rooms for different operations. I have a kitchen for food, a chemistry lab for alchemy, libraries, work shop for chores and smelting. THis is not an efficient way to do things, since I could combine all of those rooms into one centralized crafting station and a master treasury ( I do usually have a master treasury anyway that I filter materials into their various rooms with). However, it allows me to add a touch of creative or build style play into my survival maps. It's not enough just to survive, you gotta live swank and swank houses have kitchens and dining rooms.
The point in saying all that is to give some background into my gameplay philosophy so you understand when I say I think we should have stoves for food instead of just furnaces. Yes, I know they technically do the same thing. However, requiring stoves to cook food could also require unique crafting elements as well as fitting into a kitchen aesthetic.
It's sort of the same story with my water pipes. Yes, we already have a means of getting all the water we need, but it's not crafted and they're ugly as sin. It would be fun to have pipe networks, which maybe ould require tools to fix or move the pipes into different positions, thus accommodating the existence of more mineral types.
Before anyone says this is just unnecessary addition, I would point out so was alchemy. Everything alchemy currently does could have been done with food instead by simply adding "spices" or salts to the game that could add status effects to food. Instead, a whole different system was put in place and given an aesthetic. Alchemy is only different from food in that it was given a different shaped oven (alchemy stand thingie) and different mats (which you could argue were also unnecessary since there were plenty of mats to begin with). The same should be could be done with food.
My point being, expanding the concept of the crafting table, armor/weapon types, etc simply to accommodate more materials is EXACTLY what alchemy did and people rave about it all the time. It is not an illegitimate means of creating additional content provided it offers a unique aesthetic.
Besides, who eats a steak cooked in the same oven you just had toxic metals in? So don't tell me the idea doesn't make sense.
Plants with bioluminesance glow
Plants that don't, don't
Whatever lag happened in single player mode using a "localhost" server is very insignificant. There may be some bugs due to the conversion process and some overhead that needs to be reviewed by Jeb and his development team (those are bugs), but from a technical side there shouldn't be any reason in particular for you to even notice a problem. The "old way" of accessing the single player information through procedure calls rather than TCP/IP packets is going to be a thing of the past as the software to even perform that operation will not be present in Minecraft. It isn't that Mojang is lazy in providing it for you, but the software simply won't even exist and the capability won't even be there. Making a mod to access content the old way would be essentially rewriting Minecraft from scratch, or at least trying to take version 1.2.5 and then modding it to have all of the 1.3 content.
Simply put, it won't happen. Don't even complain that you can't do stuff the old way as those complaints will fall completely on deaf ears and you will be treated as ignorant of how the game works.
As for why you won't know the seed when pressing F3 while playing multi-player, the issue there is that the server isn't sending the seed information and there is no reason to even know that information except if you are the server operator. All of the terrain is generated on the server, not the client, so there is no point for the client software to even use the seed at all. You can beg that the server operator give you the seed value (and they might if you are polite and kind toward the server operator), but there are also legitimate reasons for keeping that hidden as well.
Version 2.1 now updated for MC 1.6.2
Sabertooth Moose Lions.
Also, further smoothing of gameplay. Probably some changes to the cocoa bean setup, and that lighting bug will probably be dealt with.