The only change I would suggest considering is perhaps using 5 sticks rather than wood, making it even cheaper.
Other than that, just Keep It Simple, Stupid. They shouldn't function as ladders, that would make ladders completely worthless. They should act like any normal block in terms of deconstruction. Using any other system would be needlessly complex and would create more issues.
Leaf blocks should drop tiny leaf cubes when they get destroyed, which can then be placed. It doesn't make any sense for them to be obliterated, and they could operate similar to gravel, where flint = saplings in this example.
Play as an archeologist. (Only because they start with a pick) The entire game is a massive dungeon, where all of the walls are breakable, and the maps are very similar to the example in my opening post. It is a very strategic, and very difficult game. Also note that a good Dungeons and Dragons DM will also allow you to break through walls if you are capable of doing so.
Put a hole in a wall it cant get though and put arrows into it.
As others have pointed out, its pretty easy to work around this.
Also, they would take up a lot of space meaning they would be very easy to find.
What's wrong with this? You're thinking about this like a traditional, linear game, which forces you to travel through some sort of set of obstacles before you fight the big boss at the end. Dungeons don't have to be completed that way and there's nothing wrong with that. If you are lucky enough to find the boss room you are welcome to kill the boss, take his loot, and then leave, but then you also miss out on all of the lesser loot in the other rooms.
You should also be able to place an iron in the center to create a ball which does hurt enemies when it hits them, and destroys any dirt/grass/stone/clay/coal ore/glass/gold ore/gold block/cobblestone/mossy cobblestone/wood/log/leaf block it hits. (passing completely through glass, air, water, lava, and leaf blocks, stopping when it hits any other block.)
the idea of rainbows is a nice idea when weather gets added
rain + sun = rainbow
but the treasure... it would be to easy to find because a rainbow is pretty easy to spot
I dunno, if it's balanced right (Just 3 or 4 gold) it'd encourage players to explore the world around them. Perhaps the rainbow wouldn't have a precise ending point, either, but would instead hover over like a 10 block radius.
Ctrl + Left Click a stack in your inventory to move the entire stack into the chest/workbench/furnace/etc you're working with, or vice-versa.
Ctrl + Shift + Left Click a stack in your inventory to move one item from that stack into the chest/workbench/furnace/etc you're working with, or vice-versa.
Ctrl + Right Click a stack in your inventory to move half of the stack into the chest/workbench/furnace/etc you're working with, or vice-versa.
Use these commands while you just have your normal inventory open to move between your inventory and your active slots.
Alt + Left Click a stack to have a white border surround the stack's slot. Alt + Left Click another stack to swap the positions of the two stacks.
Click a button in your inventory/in chests to auto-sort the contents, stacking multiple stacks whenever possible, and putting like-items near each other.
Java would choke on this, as it has memory limits. It'd have to be C# or (more likely) C++, although I'd prefer C# since it would be easier to port to other platforms.
I don't know if that's true. If this were just a texture pack then the major factor would be VRAM.
It would be impossible to have it infinite. Notch just calls it "infinite" because it's really, really, REALLY, big.
Bigger than the Earth infact.
So digging endlessly down would be pointless.
It would take about 55 years of unobstructed walking to reach the end of an infdev map, so for all practical purposes, it's infinite.
Quote from Chelydra »
Quote from 8bit »
Quote from Jamimi »
So you want like, a 16x16x ∞ (or 16 can be 32,64...) map?
I think he means ∞ x ∞ x ∞.
Which would just be amazing. We'd be able to have real oceans, real mountains, gigantic caves, etc...
do you have unlimited CPU power and ram? no?!
Read the post above you.
Then your session would crash a lot.
That doesn't make any sense.
Technically you could have an infinite map that runs semi-smoothly, but as soon as you went out of a 300 block radius of your house it would disappear and be generated as normal terrain.
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Other than that, just Keep It Simple, Stupid. They shouldn't function as ladders, that would make ladders completely worthless. They should act like any normal block in terms of deconstruction. Using any other system would be needlessly complex and would create more issues.
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That's not a hacker, it's a douchebag. Stallman is a hacker: http://en.wikipedia.org/wiki/Hacker_%28programmer_subculture%29
Anyway, I doubt he frequents 4chan, or at least didn't start until recently. Only newfags call people newfags.
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Here, play this game: http://www.nethack.org/
Play as an archeologist. (Only because they start with a pick) The entire game is a massive dungeon, where all of the walls are breakable, and the maps are very similar to the example in my opening post. It is a very strategic, and very difficult game. Also note that a good Dungeons and Dragons DM will also allow you to break through walls if you are capable of doing so.
As others have pointed out, its pretty easy to work around this.
What's wrong with this? You're thinking about this like a traditional, linear game, which forces you to travel through some sort of set of obstacles before you fight the big boss at the end. Dungeons don't have to be completed that way and there's nothing wrong with that. If you are lucky enough to find the boss room you are welcome to kill the boss, take his loot, and then leave, but then you also miss out on all of the lesser loot in the other rooms.
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Cameras were used as far back as the 6th century. The first television was built in 1884. TNT was first prepared in 1863.
Just sayin.
(Minecraft is in no way Medieval)
Yeah, and he has also explicitly stated that it is not a medieval theme.
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You should also be able to place an iron in the center to create a ball which does hurt enemies when it hits them, and destroys any dirt/grass/stone/clay/coal ore/glass/gold ore/gold block/cobblestone/mossy cobblestone/wood/log/leaf block it hits. (passing completely through glass, air, water, lava, and leaf blocks, stopping when it hits any other block.)
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I dunno, if it's balanced right (Just 3 or 4 gold) it'd encourage players to explore the world around them. Perhaps the rainbow wouldn't have a precise ending point, either, but would instead hover over like a 10 block radius.
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Ctrl + Shift + Left Click a stack in your inventory to move one item from that stack into the chest/workbench/furnace/etc you're working with, or vice-versa.
Ctrl + Right Click a stack in your inventory to move half of the stack into the chest/workbench/furnace/etc you're working with, or vice-versa.
Use these commands while you just have your normal inventory open to move between your inventory and your active slots.
Alt + Left Click a stack to have a white border surround the stack's slot. Alt + Left Click another stack to swap the positions of the two stacks.
Click a button in your inventory/in chests to auto-sort the contents, stacking multiple stacks whenever possible, and putting like-items near each other.
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I don't know if that's true. If this were just a texture pack then the major factor would be VRAM.
Of course that means cutting out the lighting.
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This.
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It would take about 55 years of unobstructed walking to reach the end of an infdev map, so for all practical purposes, it's infinite.
Read the post above you.
That doesn't make any sense.
That doesn't make any sense.
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That said, it seems like it would be difficult to tell silk from string.
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Though trees growing over time is a pretty good idea.