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    posted a message on Today I found this really big cave under the ocean..
    The problem with this thread is that you told us about a personal experience of yours, and then asked us to talk about it.

    the thread isn't titled 'spelunking in large caves yields a lot of minerals!', or similar. It's a poorly written blog entry. Yet you expect us to find something interesting in it, and to lead our own discussion about it. Not going to happen.
    Posted in: Survival Mode
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    posted a message on Redstone contraption to break the world
    releasing water onto complicated surfaces that cause a lot of branching

    flooding crops so the wheat pops up (items on ground cause lagg, can be very severe as I recently learned when trying to make a semi-automatic wheat farm)
    Posted in: Survival Mode
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    posted a message on Holy Crap. I need to stop this fire quick.
    mcedit and remove a sufficiently wide ring of trees from around the area?
    Posted in: Survival Mode
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    posted a message on Harvesting wheat with water now drops seeds.
    The benefit is that you don't have to pop the crops yourself. You can place a water block and flood the crops to a single collection point, then remove the water, and replant the seeds. It's not fully automatic, but it is faster. Also with rather likely addition of pistons, we will be able to control the water with levers / buttons.

    EDIT: also you don't have to walk over the tilled soil to collect the crops, since it is washed away automatically. This means crops can be more densely packed.
    Posted in: Survival Mode
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    posted a message on Beta 1.5 Discoveries & Discussion!
    Does the detector only detect carts with riders?
    Posted in: Survival Mode
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    posted a message on pez dispencer for minecarts
    I don't understand exactly what you want... You want a vertical stack of carts on the door itself? Generally pez dispensers that incorporate door boosters work like this: A stack of carts is kept on a half-block. A track parallel to the half block is what the door-booster cart rides on, and the door opening releases the cart which is then boosted by another cart, to take carts off of the half-block stack. At least, that is how I generally do it.
    Posted in: Survival Mode
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    posted a message on I can't take anymore. It's not bacon you assholes.
    http://www.google.com/images?hl=en&q=canadian%20bacon

    Your conceptualization of bacon does not include, for instance, the Canadian formulation of the food. I offer this search engine result as a collection of photographic evidence for the position that some people do in fact refer to slabs of meat as bacon (which do resemble the minecraft item in question).
    Posted in: Survival Mode
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    posted a message on Torches on crafting tables/furnaces! And techno!
    What's more useful is that utilizing this method you can place things like torches, ladders, signs, and redstone to any right-click interactive block, whether it be stoves, chests, tnt, note blocks, dispensers, etc.
    Posted in: Survival Mode
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    posted a message on Optimal lighting configurations
    I posted the image after my initial post. Thanks for finding the correct distances, more useful than just the theory
    Posted in: Survival Mode
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    posted a message on Optimal lighting configurations
    Quote from NikLink »
    Quote from assassin10 »
    That is in a tunnel. OP wants a large flat area.


    I understand what you mean, but it is the same in principle.


    No it is not. I assume that you wanted the OP to tile the one dimensional arrangement of torches in a grid-like pattern. Torch light decreases in strength as a function of radial distance from its source. This means that the point at the center of a square arrangement of torches will be significantly darker than the midpoints of the sides of the square. The solution for a flat, two dimensional area is relatively much more complicated.

    On topic,



    Assuming each torch creates a diamond shaped area of coverage of sufficient light to prevent monsters from spawning [left], you could place torches in this pattern [right] and have no overlap (no one square is 'protected' by more than one torch, meaning it is optimal). I outlined the protective area cast by each torch for your convenience. I do not claim that torches have this exact protective area, merely this shape. I've heard that hostile mobs won't spawn below light level seven, and that torches emit light level 14, but this gives the basic idea.
    Posted in: Survival Mode
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    posted a message on Portal Confusion
    Quote from GoodOldGamer »
    That's why I always carry a compass when I go into the Nether. Ya never know where you'll end up when you go back through. Can't count on the portals actually doing what they're supposed to.

    When beds finally set spawn, I want to explore far from my original base, set up another Portal in the Nether, and then link the two there as a short cut. I'm worried though that the idea will fail. Good thing I plan to set up a minecart track in the regular world linking the bases anyway. >_>



    Did you actually read the post? I'm not sure how a compass would help when the problem is that he has been transported to what is essentially a parallel universe
    Posted in: Survival Mode
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    posted a message on Doubling the 128 Limit
    With the recent move over to the new file system, I can see this being possible. It would probably require a one time conversion for old maps. For simplicity, explored areas should not have any of their blocks changed. this means that the adminium layer present on current maps would remain. however, the sky limit would go higher. It might also be possible to replace all adminium on current maps with stone before converting, so that already explored areas could go down further.

    There should be some way of choosing what type of map you'd like when you spawn a new world. mountainous, tropical, etc corresponding to different sea levels, and this would be a good opportunity to include biome-choosing support.
    Posted in: Suggestions
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    posted a message on The world IS round...
    Quote from TPGreyKnight »
    Quote from Smapla »
    actually if coordinates are stored in twos complement, the world would be a torus.

    the author isn't saying that there is a slight curvature to the world of minecraft. He's basically saying that as a consequence of the way numbers are stored, if you walk past the maximal position in one direction, your position will change to the maximal position in the opposite direction. essentially if the entire map is placed on a flat square, walking over an edge will place you on the opposite edge.


    No, that just means the map could have been implemented as a torus. But any way of storing coordinates could be made into a torus, so two's complement integers aren't unique in this regard. In fact it isn't one; the game prevents you from walking far enough to reach the coordinate limit.



    I never said that you could walk over the entire surface of the torus. One of the posted videos has shown that there is a large expanse of the map that has absolutely no blocks, i assume if you walk into that region you'd fall into the void. but we've had that before, when it was possible to find breaks in the bedrock layer before the Halloween (?) update. Just because you can't walk over these squares where there are no blocks does not mean that there is a continuity between squares around it. I'm saying that if you were able to transport your character to the maximum integer coordinate values (or wherever the boundary is on the twos complement wheel between the positive and negative values) and then continue walking, your character would inexplicably warp to the other side of the map as a result of the game changing its interpretation of the binary value of your coordinates. This is not a feature that was meant to be included as notch has said that the game map is flat. so while it is true that any system of coordinates could be made to wrap around into a toroidal shape, the OP is saying that as a consequence of the numbering system, this behavior arises. i will disagree though that saying the world is round is misleading and incorrect. If you've played pacman, you'll be familiar with the teleporters on the left and right side of the screen. this situation is similar, in that if you walk too far off one side you should wrap around to the other. yet the game world appears flat. also that is an intentional, desired feature.
    Posted in: Survival Mode
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    posted a message on The world IS round...
    actually if coordinates are stored in twos complement, the world would be a torus.


    the author isn't saying that there is a slight curvature to the world of minecraft. He's basically saying that as a consequence of the way numbers are stored, if you walk past the maximal position in one direction, your position will change to the maximal position in the opposite direction. essentially if the entire map is placed on a flat square, walking over an edge will place you on the opposite edge.
    Posted in: Survival Mode
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    posted a message on Combatting minecart rotation upon exit
    Quote from Abdiel »
    Quote from Smapla »
    So this is purely for disembarking, right? that is, a player has arrived here coming from the left and will get out, and then their cart will be taken away to the right?

    what you could do is use the backwards push system right where the two plates currently are.

    caution though, I have no idea what happens if a player idles there for a long time and then another one falls in on top of them. I know zombies in carts stack, but I'm not sure what happens with players. Though, with your current system it also gets messed up if players idle too long and another comes along.


    I haven't seen this solved in any "multiplayer" station designs I've seen so far. The obvious solution is to make a holding area, and redirect incoming carts there while the arrivals pressure plate is pressed. Of course, if someone goes AFK on arrival, the station will jam.


    (possibly aim a dispenser with arrows on the arrivals, and hook it up to a timer to fire after several seconds of someone sitting there?)



    Well that's what I was working on with my arrivals station. It can handle a lot of incoming traffic and doesn't allow you to idle for too long since you get forwarded after a fixed amount of time. Someone who went afk would just go through the whole loop over and over again
    Posted in: Survival Mode
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