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    posted a message on The Airship

    What does "reasonably quickly" mean? When making a suggestion, you need to avoid or better define vague terms like this; it's okay if you aren't really sure where to put the numbers (even analogies to similar things will work, like "50% faster than furnace minecarts"), we can hash that out in the resulting discussions as different points are brought up.


    You should also provide some options for things like fuel. We have the coal item, sure, but we can compress 9 of those into a coal block so would a coal block result in 9 times the duration? What about blaze rods or lava buckets (they're a furnace fuel, though the much older furnace minecarts aren't yet updated to use anything but coal items)?


    It's not part of the original suggestion, but what would happen if the player let loose an elytra rocket while in the airship? Would it just shoot upwards like fireworks normally do or would it act as a booster like with elytra? This sort of peripheral scenario will be brought up by the average player who is already exposed to similar mechanics (ie, elytra) so it's probably a good idea to consider such things--even if it's only going to be a silly easter egg.


    Another thing might be to figure out a problem with a similar mechanic that your suggestion is intended to fix or mitigate. This airship, at the cost of being relatively slow, could give you more control than an elytra during flight, making it a better mode for doing sky-high builds or sniping targets or whatever.

    Posted in: Suggestions
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    posted a message on mob spawner not working

    spawner cages only spawn mobs when any player is within 16 blocks of the cage. This is different from darkroom spawners, which stop spawning mobs if a player comes within 24 blocks of the spawning platforms.

    Posted in: Survival Mode
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    posted a message on No Sharks? What?
    Quote from Shroom_Kid»

    Sharks will not attack unless provoked in real life, so they would be neutral.


    That's sort of true, but sharks use their teeth the way humans use their hands and eyes. If they don't know what it is and it's not registering as a dangerous unknown, they'll go up and make a test bite to see if it's food or not. Since shark teeth are sharp and most anything that moves is pretty squishy, this can result in bad things.

    But, yeah, sharks with vendettas only really exist in hollywood movies starring teen-drama alumni.
    Posted in: Recent Updates and Snapshots
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    posted a message on Can my kids all play simultaneously on same computer with same account

    Even if you could play splitscreen, you would still need a different account for each user.

    Posted in: Discussion
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    posted a message on Are You Satisfied?

    No, I'd be mostly unsatisfied. I like the direction they're going in, but if they don't complete the trip then there's just not enough content in the world. Currently it's like vanilla Minecraft is just a proof-of-concept platform with the expectation that mod authors will develop the rest.


    The mods are keeping pace with Mojang, though there are some key exceptions.

    Posted in: Discussion
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    posted a message on No Sharks? What?

    Sharks would make less people want to do anything with the ocean! Not only do we have to deal with the fish (Which I actually do like and the dolphins) But when your building underwater which is already painful enough you have sharks attacking you and floating all around your base! Or your trying to sail somewhere all of a sudden a shark comes out of the water eats your boat and swims away or you kill it. Now your stuck in the ocean without a boat and possibley will either A: Quit due to there being no land around B: Drown C: Find the closest island and lose everything you had. Sharks would be a terrible idea to add to minecraft.

    Sharks may not be a good fit as a simple hostile mob, but perhaps they could fill the role of the neutral mob that can be aggro'd under specific conditions. The simplest and least accurate way is to simply have sharks aggro if your health goes below a certain threshold. There's currently no way to differentiate damage types, so you'd trigger sharks simply by starting to drown or starve and that probably shouldn't happen. By adding in damage-type effects (bleeding, starving [or just reusing the hunger effect], drowning, suffocating, burning) we can have mobs trigger only on certain types of damage with this feature extending way beyond just sharks (for example, a mermaid mob that comes up to kiss you while drowning to refill your air bubbles).

    Posted in: Recent Updates and Snapshots
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    posted a message on GUI Recipe Book....

    Can you describe how it's buggy? Because mods don't interact with the recipe book at all except by way of accessing the same source of information.

    Posted in: Discussion
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    posted a message on I'm looking for a mod...

    Sounds like the philosopher's stone from Project E.

    Posted in: Discussion
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    posted a message on Workbench: craft again, craft max buttons

    The first part is already doable as part of the recipe book functionality--a simple click to insert 1 batch of a recipe into the crafting grid, shift-click to insert a whole stack of the items (if you don't have a full stack, it will insert an amount equivalent to the ingredient with the smallest number). Maybe a button to specify a specific non-stack amount would be nice, but otherwise not really necessary.


    Having multiple stacks of stuff for the recipe and having it craft everything all in one action would be superb. Dunno if that would be feasible, however.

    Posted in: Suggestions
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    posted a message on name tagged pets going missing

    What fencing bug? If you're referencing how mobs will glitch through fences, that's not a bug specifically with fences. The same exact issues exist for glass, leaves, and any other block that is considered transparent that can block mob movement, plus any non-transparent block (any block that a mob can suffocate in). The only way to prevent this from happening is to use water flows to push the mobs away from the walls/fences.


    Anywho, nametags do not make animals invincible. They will still take damage from the usual sources (players accidentally swording them trying to hit something else, walking off ledges to take minor fall damage, getting attacked by mobs, suffocating in walls, etc), and since mob health does not naturally regenerate eventually they'll die.


    If you are sure that the mob just disappeared entirely rather than dying or escaping, that's a good indication that your world has begun to get corrupt.

    Posted in: Survival Mode
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    posted a message on Eleytra useless with bad rendering

    No gateway islands exist before about x/z 1000. Are you sure you flew out far enough or were flying in the correct direction (outwards away from the main island rather than inwards towards it)?

    Posted in: Discussion
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    posted a message on The Problem with seeds

    On the contrary. I usually end up with a minimum of 64 seeds in less than 6 minutes. Are you perhaps only targetting the 2-high tallgrass? the seeds also drop from the 1-high stuff as well, and there's lots more of that. It's purely confirmation bias on my part, but I swear that plains and other biomes that are literally carpeted with tallgrass drop a lot more seeds than biomes which only have a sparse scattering (ie, taiga, extreme hills, etc).

    Posted in: Survival Mode
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    posted a message on I can't find any Enderman!

    The reason plains and deserts are so good is because there's a lot of flat land that is very friendly to spawning, it doesn't mean that a specific mob is more likely to spawn there.

    Posted in: Discussion
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    posted a message on Inspirationless

    When you say you automate everything, I take that to mean you stopped having a creative bone in your body a very long time ago and that you simply took the "best" or "most efficient" designs from everyone else. I don't take that to mean you put a lot of thought into figuring out how to move chickens, pop them up to an exposed position, and roasted them with a custom-built flamethrower (a reference to Etho's thaumcraft BBQ chicken cooker, and entirely pointless but fun build for him that makes him happy.)


    It's this sort of stuff you're gonna have to do to make Minecraft fun again.

    Posted in: Survival Mode
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    posted a message on New water physics announced at Minecon Earth
    Quote from sunperp»

    It might make some non build related things more challenging as well. If the underwater-torch-breathing trick stops working, for example.


    Not really, getting to the nether is extremely easy--6 or 7 logs (basically one whole tree), 3 iron ingots (bucket), and 10 dirt (the framing to only let the water go where you want to form the frame). Extremely early-game stuff almost always available on the first day. Once in the nether, unless you got lucky enough to be placed over a vast lava lake, magma blocks are about as common as gravel or soul sand.

    With bubble columns being considered as "dry" so that items sink and players/mobs splat on the magma block due to gravity, you could use these as air locks. Put a frame around them and you could have a cool open-access door concept. Maybe a block wouldn't stop the bubbles from happening, and while the "dry" part would be unavoidable at least you wouldn't sizzle by standing on the magma block accidentally.
    Posted in: Recent Updates and Snapshots
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