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I had been doing some research on the Terra Nova TV series for other purposes, and decided that the "command compound" from the show would make a nice HQ in Minecraft. It's been done once or twice already, I know, but here is my attempt at it (with a small amount of "creative license"), for your amusement and/or potential inspiration. Enjoy
I like the bats and all—good for atmosphere. But I was raiding a desert temple and broke through a wall into a cave, and a bat flew in through the hole. Bats being neutral, I didn't think anything of it, and let it pass…then it landed on the trap-trigger and blew me to hell.
The reason Stairs and Slabs displace water is because, even thought they aren't a full block, they're rendered like one, thus displacing the water
I'm well aware why it does it. Fences suffer the same issue, and I know that one's been asked for ad nauseum—hopefully the developers knock out all of them at once.
Villager breeding is still not working right.
They populate like there is no tomorrow even when there is a much higher villager/house ratio.
This problem was in the previouse snapshots too, but I guess there where just to less people realising it.
Here I watched them from this spot for 2 days and nights. And they did this the whole time, and more and more children running around. In this screen in this one house alone are around 30 Villager.
In the surrounding (50 tiles) are 10 more houses and around 130 Villager already too.
I am experiencing this as well. 1.1 generated world, w/ no snapshots before 1.2.2 conversion. Rabbits would be appalled at the amount of breeding going on.
Tried out the new upside-down stairs & slabs on my Hanse Kogge test-build, and OMG…it finally looks decent! Just had to share. Thanks, Jeb! Now, if we can just make the stairs & slabs stop displacing the water…
Main sails consists of huge squares, and almost no small ones.
Not actually true; there are such things as "studding sails" that make the main, effectively, multiple sheets. That said, I think this one is going for this sort of look (which is difficult to pull of in Minecraft, otherwise):
OH neat! I went all boat-crazy after I played the game Zelda Wind waker back in the day. I used to draw and design boats all the time, but it has been a while.
Your ship is really comming along, I like how you actually have a good looking dock for it which is something I didnt add is it a Viking vessel?
A kogge (or cog) is a very common Medieval European trade ship; sort of a transitional design between the Viking longship and early galleons. The Viking influence is pretty easy to spot. A bit under-represented in modern media, but they have a pretty long sequence with the main characters sailing in one in the latest (Russel Crowe) Robin Hood movie.
Sadly, Minecraft's resolution doesn't allow me to do it full justice at 1:1 scale; upside-down stairs might improve that a bit, if they can be improved such that they no longer displace water—that just won't look right
Very nice. That first shot, with the sails unfurled, at a distance, is really good (minor nitpick: the flag is blowing the wrong direction ). At a distance, the ratlines look really good, too (I hate that in Minecraft, you can't do "ropes" any real justice, at least close-up—in the future, maybe?).
You sure know a lot about ships, I am impressed o.o! And you are correct…
Yes, I am a bit of an Age-of-Sail nut; done quite a bit of research for this-or-that project, and learned a lot, for someone who's only been on open ocean once.:tongue.gif:
Building ships is one of the first things I wanted to do when I started playing Minecraft. I finally got started, recently, with a Hanse kogge--haven't seen anyone go with that one yet. Not 100% satisfied yet, and I'm planning to rip off a few tricks of yours. I need to experiment with some other texture packs other than Vanilla.
Probably going to give this one a neighbor, in a caravel--probably Santa Maria-type.
This would be a pain in the ass to code. Think about it. The engine probably can't differentiate between oceans, placed water sources and inland lakes. So you'd probably see situations where the little pond you put in your castle courtyard is now flooding the whole thing.
Best case, I think, is that it would only accept Water Blocks an appropriate number of blocks from land, or surrounded by an appropriate (much larger) number of Water Blocks, to "raise."
Even if it can distinsh between the actual ocean and other water blocks, this would still mess up a lot of people's maps. On my main survival map I have a dirt grid across a huge chunk of a naturally spawned ocean to farm reeds. Also, all of my wheat farms and the like are right next to the ocean because I like having a water source near them. If this was implemented, even a tidal shift of [b]one[/n] block would ruin all of my farms and put a bunch of other structures underwater too.
Anything that can change the landscape outside of the player's control is a bad idea because it will mess up existing creations. This why the response is always no to meteors, earthquakes and I'm guessing tidal erosion too.
Real-life tides cause similar issues, and people learn to adapt. Ideally, real-life countermeasures to tidal interference would work in Minecraft as well (e.g. sea-walls, stilts, etc.)
Well I'm sorry such a thing would cause the game to be difficult. Please excuse me for trying to make it more interesting, so it doesn't destroy your precious, irreplaceable farmland. :dry.gif:
Don't offer your idea up on a public forum and get upset when someone inevitably disagrees with it :wink.gif:
Also, for the record, there are two tides per day—and given the current shortness of the days, won't leave a whole lot of time between tides.
As much as I like the idea, generally, a realistic tidal situation (according to my quick research) would only result in a difference of < 1m (block), and in most Minecraft shorelines, won't amount to much. Which isn't to say that it should not be done, but I suspect the end result wouldn't look very "natural."
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Excellent work. Here are a few suggestions for later:
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SP Vanilla Survival 1.4,
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Galleon (very distinctive profile):
East Indiaman (closer to a frigate or ship-of-the-line in profile):
Masts aren't normally 1m in diameter, either—you have to work with what you have to work with
A sail doesn't need to be fully "upright" to be "full of wind"—that's not how sails work
Not actually true; there are such things as "studding sails" that make the main, effectively, multiple sheets. That said, I think this one is going for this sort of look (which is difficult to pull of in Minecraft, otherwise):
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Sadly, Minecraft's resolution doesn't allow me to do it full justice at 1:1 scale; upside-down stairs might improve that a bit, if they can be improved such that they no longer displace water—that just won't look right
Very nice. That first shot, with the sails unfurled, at a distance, is really good (minor nitpick: the flag is blowing the wrong direction ). At a distance, the ratlines look really good, too (I hate that in Minecraft, you can't do "ropes" any real justice, at least close-up—in the future, maybe?).
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Building ships is one of the first things I wanted to do when I started playing Minecraft. I finally got started, recently, with a Hanse kogge--haven't seen anyone go with that one yet. Not 100% satisfied yet, and I'm planning to rip off a few tricks of yours. I need to experiment with some other texture packs other than Vanilla.
Probably going to give this one a neighbor, in a caravel--probably Santa Maria-type.
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Real-life tides cause similar issues, and people learn to adapt. Ideally, real-life countermeasures to tidal interference would work in Minecraft as well (e.g. sea-walls, stilts, etc.)
Don't offer your idea up on a public forum and get upset when someone inevitably disagrees with it :wink.gif:
Also, for the record, there are two tides per day—and given the current shortness of the days, won't leave a whole lot of time between tides.
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