Banners. Blocks. Bears. Beets. Battlestar Galactica.
- Unclevertitle
- Registered Member
-
Member for 12 years and 15 days
Last active Wed, Apr, 3 2019 15:09:02
- 0 Followers
- 596 Total Posts
- 143 Thanks
-
Oct 4, 2016Unclevertitle posted a message on Console: Banners, Blocks, Beets, BearsPosted in: News
-
Sep 26, 2016Unclevertitle posted a message on (PC) A Look At Version 1.11Posted in: News
Hell yes, Shulker Boxes! Hello paged inventory systems.
Not to mention that the Curse of Binding might actually be beneficial on a very good sword or pickaxe and paired with Mending. No more accidentally throwing an item away by pressing 'Q' instead of '1' when startled by an enemy.
And Llama caravans, awesome.
-
Jul 8, 2016Unclevertitle posted a message on Project Malmo: How Minecraft is Helping Create Better AIPosted in: NewsQuote from RedDiscipline»
After reading that I was suddenly struck by the griefing potential of AI mods. The horror!
Laws of Minecraft Robotics
1. A bot may not grief a human player or, through inaction, allow a human player to be griefed.
2. A bot must obey orders given it by human players except where such orders would conflict with the first law.
3. A bot must protect it's own existence (from griefing) as long as such protection does not conflict with the first or second law.
Joking aside, it would be a interesting social experiment to have a server set up this way, provided bots get sophisticated enough to have things like wants/needs.
(Let alone be sophisticated enough to even be able to follow said laws).
-
Jun 23, 2016Unclevertitle posted a message on Mojang Guide Book "Survivor's Book of Secrets" ReleasedPosted in: NewsQuote from Valiec2019»
Me too. I quite like uses of Latin like this. I actually translated it before seeing this thread. I got "Don't dig straight down!" (literally "You should not dig vertically downwards.").
Here's how I got it:
Ne recte deorsum suffodito.
Ne: with (almost always subjunctive, but in this case imperative) verb (e.g. suffodito), this indicates a negative command -> "Not"
recte: can mean correctly, but in this case is an adverb meaning vertically -> "straight"
deorsum: adverb meaning downwards -> "downwards"
suffodito: This is an imperative verb (and is therefore used as a command). It is also a second person singular (i.e. it is directed at the reader) future active verb -> "you will dig"
Given all that, "Ne recte deorsum suffodito" means "You will not dig vertically downwards" (where "you will not dig" is a command, not just a statement), which can also be expressed as "Don't dig straight down!".
However, I'm not sure at this point whether I'm interested in the book itself, since I didn't get that much from the other Minecraft handbooks (that wasn't either something I already knew or that could easily be found on the wiki).
Edit: Fixed verb voice on suffodito.
Thanks for the correction. This makes the most sense since it's only digging directly below you that is particularly dangerous behavior. -
Jun 21, 2016Unclevertitle posted a message on Mojang Guide Book "Survivor's Book of Secrets" ReleasedPosted in: News
Latin experience don't fail me now. When Google translate fails for an entire phrase seek the definitions of the words individually
ne = not
recte = rightly
deorsum = downwards
suffodito = second-person singular future active imperative of "suffodio"
suffodio = "I dig"
2nd person = "you"
future active = "will", "will do"
Latin is all about verbs, the verb here is an imperative "You will dig!" So it's spoken as a command instead of like a prediction.
Let's add in the other words:
"You will not rightly dig downwards!" This seems awkward and weird, remember it's a command, not a prediction. So why would you command someone to dig downwards wrongly in a survival guide? Let's reverse "not" and "rightly." "Downwards" is also kind of unnecessary at least in English "down" works just as well while being less awkward.
"You will rightly not dig down!" There we go, a command and a value judgement in one. In fact...
Being a future tense command with the word "not" in front of it... coupled with the pretentious use of Latin... this is clearly a reference to a biblical commandment. Let's bible it up a bit.
"Thou shalt rightly not dig down!"
Or
"Thou shalt not dig down!"
If you'd prefer to leave the value judgement implied instead of literally stated.
-
Mar 23, 2016Unclevertitle posted a message on Story Mode: Episode 5 On the Way, Three More To FollowPosted in: News
So less one five episode season and more two four episode seasons. Interesting, and (my guess) would be not their original plan.
Though that is a sneaky way to sell the games though. Sell them in a five episode bundle, you already own the first episode of the second season so in order to conclude the story you'd need to buy three more episodes.
I was kind of hoping for a peaceful conclusion episode actually, one where the gang gets used to life after a heroic adventure. It's not a plot a lot of stories take, I mean the first four episodes proved how much a hero group could end up falling out (especially given the particular circumstances of their heroic exploits). It'd be nice to see Jesse and co. Manage the opposite of that.
-
Mar 15, 2016Unclevertitle posted a message on Teaching AI With Minecraft?Posted in: News
You either misquoted or the post was edited after you made that comment.
Programming AI for specific tasks has become almost trivially easy
Thus the quality of the AI is linked with how specific the task is. Depending on the tasks involved game AI can be significantly challenging.
Seeing as game AI doesn't learn it will always be at a disadvantage against a human player who's tactics and patterns evolve and change naturally. This is why bosses always repeat the same predictable attacks.
Further, for enemy AI at least, game AI is designed to be easily outsmarted by human beings. Of course it's garbage.
-
Mar 8, 2016Unclevertitle posted a message on Minecraft 1.10 Teaser: "Working on a New Mob"Posted in: News
Hmm... currently our whitest mobs are white rabbits, ghasts, chickens, white horses and snowmen.
The white rabbit is the whitest at 250 RGB across,
Ghasts are a little grayer than 242, as are chicken, snowmen and white horses
So this new mob would be the 2nd whitest in the game.
My original thought was baby ghasts, but that's not really a "new mob" more a new version of an old mob.
Hehehe, what if it's a goose?
Bit redundant what with chickens already, but a new neutral, semi-aquatic, avian, flying mob?
It would fit in with a lot of people's suggestions.
Also note that's "base texture color" meaning it may well have a range of textures similar to cats, rabbits, and horses. So it's not necessarily always white.
Yeah, I'm guessing geese for now.
Imagine stepping out of your minecraft home to see a gaggle of geese flying across the sky in v formation, honking up a storm...
Sheer beautiful cacophonous nature.
-
Jan 26, 2016Unclevertitle posted a message on Official Minecraft Wiki App Available!Posted in: News
Next best thing to an in game wiki.
-
Nov 3, 2015Unclevertitle posted a message on Community Creations: Automated House TutorialPosted in: News
At first I thought it was a tutorial for an Automated House. But rather it's an Automated Tutorial for building an admittedly kickass rustic house.
Which is an excellent concept!
-
Sep 25, 2015Unclevertitle posted a message on Community Roundtable: BoatsPosted in: News
1. Add durability. Doesn't have to be a lot but the damage the boat can take depends on the speed of collision when it runs into something. Boats should be able to handle at least one full speed collision without breaking.
2. Adjust Squid AI. Make Squid swim AWAY from boats. Or at the very least make squid stay move and stay out of the top block layer in bodies of water when a boat is within a given range.
3. Make lilypads HARMLESS to boats. Boats should just plow on through lilypads with no damage, either breaking the lily pad or just passing through them
4. Allow leads to attach to boats, for docking or to tug another boat behind you, becomes especially useful if boats could also carry mobs.
5. Either allow Minecarts to act like boats in lava, or add another type of boat that can safely float in lava.
-
Jun 30, 2015Unclevertitle posted a message on Telltale Games: "We've Got a Minecon Announcement"Posted in: News
"it would not be an expansion of, or directly played from, Minecraft itself"
Why not? Minecraft seems plenty capable enough for it. I mean I guess in terms of a production pipeline, you'd want to use your own software engine and such that you're already used to... but I think it would be a nice touch to implement it into Minecraft as a mod making heavy use of command blocks. Could even build an installer to create a separate profile for it from the Main Minecraft branch.
Thus they wouldn't even have to keep it up to date with the core of Minecraft.
-
Jun 25, 2015Unclevertitle posted a message on Community Roundtable: The Theme of MinecraftPosted in: News
Minecraft's theme is blocks. Everything else is up for grabs.
-
Jun 16, 2015Unclevertitle posted a message on Minecraft HoloLens Demo: It's Not Just an Idea AnymorePosted in: News
"how would you play Minecraft with it?"
Oh I don't know, endlessly?
I mean I can imagine it can work just as well for first person view in the game world occulus rift style as well. Or if you wanted to project a large wall sized screen in your vision, rather than just using a table for a reference point.
Seeing the other Microsoft Surface previews, basically have me considering using it as a replacement for individual computer screens, I mean it's nice to have a fall back when the batteries run out or when I'm tired of wearing a thing on my head, but I mean, well look at it!
-
May 31, 2015Unclevertitle posted a message on Main/Off-Hand in 1.9?Posted in: News
The answer is D. All of the above.
I'd switch up how I use the off hand slot depending on the requirements of the situation. Kinda like how I use my non-dominant hand in real life.
- To post a comment, please login.
0
It could, if it collides with something on in the air above the water, or on land, or it's fuse runs out. Another reason to do this is if the player wanted to ride the torpedo out of the water to jump like a dolphin.
Mainly the reason it falls back downs is to keep it from being as useful as elytra + rockets. And having the torpedo stay near the surface after it falls back in the water would probably make it easier to target boats if players were to want to do that. That seems more reasonable to me that having the torpedo dive back down underwater.
0
Torpedoes are crafted using a firework rocket and three Prismarine shards. (For the properllor)
Add a fireworks star to create a damaging explosion upon collision with an entity or when it's fuse runs out. The explosion has the appropriate fireworks effects. Damage dealt is the same as an ordinary firework.
When in or under water, click the appropriate mouse button (or key or controller button you have mapped) to release it from your left or right hand to set it to travel in the direction you are looking. The torpedo will start slowly but steadily accelerate until it reaches a maximum speed. When it's fuse runs out the torpedo will either vanish or explode (depending on whether or not a fireworks star was used in crafting.) Duration of the fuse depends on how much gunpowder went into crafting the rocket.
Aiming the torpedo towards the surface from underwater will cause it to jump out of the water but in air it has no propulsion, only momentum, and is subject to gravity. If it falls back in the water it will move parallel to the surface just below it from then on.
That's all well and good but let's get to the real reason to have torpedoes. Riding them.
Hold down the appropriate mouse button (or key, controller button, etc) to launch the torpedo without letting go. The torpedo will propel you through the water much like flying through the air with elytra and a rocket... but without needing elytra. While hanging onto the torpedo you can direct it's (and your) path. Any time you want to let go of the torpedo just release the appropriate mouse button (etc, etc).
Here's a sample video of using fireworks and Elytra to "fly" underwater in Vanilla Minecraft. Torpedoes would essentially be smoother with a slower start, lower top speed, and some remaining momentum (quickly slowing down though) after the torpedo propulsion ends.
Thoughts?
0
Interesting, I like it. Support. Could even have it interact with tools and armor enchanted with mending. On the plus side, less negative XP would reach the player, the minus side your Mending equipment would take damage.
2
I really like this suggestion! It really adds a lot to oceans without going overboard.
Pun very much intended.
0
I found a rather decent solution to the sword sweeping problem. I use two kinds of melee weapons.
When I'm facing multiple foes or any other time where the sweep doesn't matter, I use a sword.
Anytime where a sword swipe seems likely to hit something I don't want it too I use an axe.
Combine that with the Axe's higher damage (though lower dps) and I've quite enjoyed that the game's given me a legitimate reason for crafting a diamond axe. I now only wish that the axe got the same enchants without requiring an anvil.
Though I would appreciate it if the sweep didn't damage tamed wolves, I rarely ever use them but I can imagine that getting really obnoxious if you're trying to keep your wolf allies alive.
0
If the farlands were to be put back into the game (or something like them) then the proper way to do it is to make them a rare biome type so the player doesn't have to travel 12 millions blocks to see them. Seeing as they'd no longer be "far" they should also be renamed something else such as "bizarre lands".
0
I mean the equivalent to an automated infinite lava harvester is basically a blaze farm, except unlike lava buckets blaze rods stack and have uses other than fuel.
Blaze farms are currently possible and objectively better than an automatic lava bucket filler would be. Therefore infinite lava in the Nether is not OP.
Full Support.
0
I love how all but one of those screenshots just happened to be in an Extreme Hills biome. Seems rather appropriate.
2
I think most of the time people on these forums are a little too quick to say OP.
Let's examine the numbers first and then decide.
According to the Minecraft wiki the chances of a Wither Skull dropping are:
2.5% Normally
3.5% with Looting I
4.5% with Looting II
5.5% with Looting III
100% with a charged Creeper explosion.
So this puts average number of wither skeletons killed per skull obtained to:
40
29
23
19
1
No one's mentioned any numbers for the silk touch sword's head drop chance so I'm just going to assume it would be the same as a Wither Skeleton's natural chance to drop a head. So in other words it increases a mob's chances of head droppage by 2.5%
So if it stacked with Looting the chances for Wither Skulls are as follows:
5% : 20 skeletons per skull
6% : 17 skeletons per skull
7% : 15 skeletons per skull
8% : 13 skeletons per skull
If it didn't stack with Looting (which seems far more logical since Looting is the weapon version of Fortune and Fortune and Silk Touch are incompatible) but still boosted Wither skull drops then Looting III (5.5%) would still be better than Silk Touch (5%) on a sword when trying to collect wither skulls.
So anyhow I support Silk Touch or a similar enchantment on swords where it allows for mob head drops and even if it doubles the base chance of Wither Skeletons dropping a skull as long as Looting and Silk Touch can't go on the same weapon.
I don't support spawn eggs in Survival, since I think the hoops one has to go through to catch, transport, and name mobs (so they don't despawn) to be more interesting gameplay than simply plopping down an all too convenient spawn egg.
Now onto the other stuff in the original post that I didn't see anyone else mention since they were too busy freaking out about spawn eggs:
I don't mind this one particularly as iron golems are unaffected by the Looting enchantment. Support.
Looting already increases food drops from animals. This is unnecessary.
I'm fairly sure Charged Creeper Heads don't exist in the game, as it's not considered a different kind of mob. A charged creeper would just drop a regular creeper head. Further I see no reason to change this for a mechanic Minecraft doesn't have and isn't a major part of your suggestion.
Some heads can also be crafted into other stuff. Like a zombie head gives you rotten flesh, or a skeleton head gives you bones.
Why? Mob heads are FAR from useless. They're great for decoration, can be put on player's heads, and can be crafted into Creeper Face firework stars. No need to make them craft into other mob parts.
TLDR Summary:
I don't like Survival spawn eggs, do like mob head droppage even with increased Wither skull drops so long as Silk Touch and Looting conflict each other, find golem block drops acceptable, don't like increased food drops, don't like Charged Creeper Heads, don't like breaking down mob heads.
3/7 Partial Support.
0
I like Learning, particularly if it conflicted with Fortune and Looting so the Player would have to choose either increased XP or increased drops.
I don't like the spawner upgrades, particularly the iron upgrade seems too cheap to achieve.
Half support.
0
Flying is already possible in survival mode.
Elytra (end game item, durability loss while gliding) + Firework rockets (consumable fuel source)
Better balanced than a potion of flight crafted with feathers:
0
There are a few options for doing this in the Nether:
Drop enough gravel to form a pillar, then bridge off from the pillar.
Drink a fire resistance potion than use lava the same way you'd use water.
And now in the latest version with Elytra you can fall, wildly try to place a block quickly. Activate your Elytra and glide for a bit then rocket back up by using a firework.
That said I'd support something that can let you hang down below a block surface and then climb back up in survival. Perhaps a feature of attaching a lead to a fencepost while holding onto the lead?
0
Others have said it already but "/gamerule keepInventory true"
Honestly, I play the game with that gamerule set most of the time myself, particularly when navigating the outer End via enderpearls.
To recover levels lost by dying try /xp <Number of levels>L
So /xp 10L would give you 10 levels worth of XP. You can use that to easily regain the levels you lost upon dying.
I try to limit my use of that command though as it's too easy to abuse.
Voila! Then the only consequence of death is being set back at your spawn point or bed.
0
Support. I particularly like how it's controllable via redstone.
0
The specifics can shift depending on where I initially spawn but in general:
The next few days would involve building a more permanent home.
Once when I had spawned on a island in an ocean my first step took me most of the day (swimming to find an island with trees) and night fell when I was still collecting wood. I took refuge atop a tree, and in the morning I killed a witch with naught but a wooden sword (Back when spam clicking was a valid attack strategy).