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    posted a message on Minecraft 1.5_1 Automated railcart system prototype

    You just need to include the video identifier between the youtube tags, i.e. wG-7QYmQ0n8
    Posted in: Videos
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    posted a message on What do you think of 1.5?
    redacted
    Posted in: Discussion
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    posted a message on [1.1] Piston patch - updated for 1.1
    Quote from Kimundi »

    Longer Pistons:
    I don't think you should be able to simply configure how long a piston gets, it's just to unrealistic if a piston extends 3 or more meters from a single block. xD
    Pistons pushing out other pistons on the other hand would create the problem that the game would not know what to do if the pistons need to be pulled back...
    [img]http://dl.dropbox.com/u/309751/minecraft/pistons/piston_piston_push.png[/img]
    Instead, If you place two or more pistons in a row all facing the same direction they could merge into one long piston (like I already proposed in my other post).
    [img]http://dl.dropbox.com/u/309751/minecraft/pistons/Piston_merge.png[/img]
    You just have to add 2 more Block appearances to the Piston Blocks (or 6 if you want to make them appear seamless):
    [img]http://dl.dropbox.com/u/309751/minecraft/pistons/piston_merge_parts.png[/img]
    If any block of the piston body receives redstone power, the whole piston starts extending one block at a time (so, a two meter piston would need twice as long to push out as an normal one meter piston)[/list]


    That definitely makes much more sense than having an adjustable length. At what length should the piston be capped? (if any)

    It's too bad that redstone and pressure plates are considered a "full block", it would be nice to have the piston extend over flat entities.
    List tags are malformed.
    Posted in: Minecraft Mods
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    posted a message on [1.1] Piston patch - updated for 1.1
    Quote from Aminom »
    Variable piston length (for pushing blocks more than 1 block) would be great. Perhaps this could be done by having the piston "tunable" similarly to note blocks?

    An option to have a piston "attach" to a block so it could be pushed and then pulled back to the original spot. This would allow for things such as secret stairs and doors, and a whole lot of other things as well. Perhaps this would be a different piston block type?


    I wholeheartedly agree, although I was thinking tunable with indicator lights (much like the redstone repeaters)

    (quick gimp image)

    Adjustable for extending 1, 2 or 3 blocks from the piston base. Perhaps another recipe for a piston with a "sticky" or bindable surface. Since we don't really have anything glue-like currently maybe string? For instance:

    :Glass: :Glass: :Glass:
    :Glass: ]" title="-<->" /> :Glass: (assume the feather is string, why don't we have a smily for string?)
    :Glass: :White: :Glass:
    Posted in: Minecraft Mods
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    posted a message on Inventory editor for Mac
    Quote from digitalbarrito »
    you can use INVedit or MineEdit running in mono


    To expand on this a bit, if I may, here are the Mac download links for Mono.
    Posted in: Mods Discussion
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    posted a message on Ratty's Linux server admin tricks
    Quote from ratty »
    Nope, but corona was a pretty easy install, ./configure ; make ; make install and it all worked for me. What problems to people have?


    I was getting the memcpy errors until I added in the include for cstring to Convert and OpenTGA. Then it appeared to work, I did a make clean then make && sudo make install. I was able to get Cart to compile but when I run cart5 I'm getting the following error:

    ./cart5: error while loading shared libraries: libcorona-1.0.2.so: cannot open shared object file: No such file or directory

    libcorona-1.0.2.so is currently residing at /usr/local/lib/. I'm running Ubuntu 10.04 at the moment if that helps at all

    EDIT
    I just needed to run the following:
    sudo ldconfig


    I hope this helps someone out
    Posted in: Server Support and Administration
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    posted a message on [Removed]
    Quote from GeorgiaPeanuts »
    You want one that turns on for all light sources and then the rest that turn on for only one specific type of light.
    That could also be a good way to go about it, I was only thinking about how actual light sensors work and forgetting this is a game and Notch can do whatever the hell he wants :smile.gif:
    Posted in: Suggestions
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    posted a message on A list of commonly suggested redstone ideas
    I like the hatch idea Gorden but I think the iron hatch should be switch activated only to keep it in line with how the iron doors work. I'd also add a wooden hatch recipe that would be click activated like the wooden doors:
    [] [] []
    [] [] []
    :wood: :wood: :wood:
    Posted in: Suggestions
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    posted a message on [Removed]
    Quote from csd »
    Yes. YES. YES!

    Now how would they be crafted? With glass and redstone maybe?

    That would probably make the most sense:
    :Glass: :Glass: :Glass:
    :Red: :Red: :Red:

    or incorporate smelted ore to determine the panel's sensitivity
    :Glass: :Glass: :Glass:
    :Red: :Iron: :Red: (sunlight only)

    :Glass: :Glass: :Glass:
    :Red: :GoldBar: :Red: (sunlight + torch light)

    :Glass: :Glass: :Glass:
    :Red: :Diamond: :Red: (sunlight + torch light + red stone torches)

    The last version could also be made sensitive to moon light so with an inverter would essentially become a "complete darkness" sensor
    Posted in: Suggestions
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    posted a message on [Removed]
    There could be two types of photo sensitive panels, one for sun light and another for torch light and sunlight (but not reactive to red torches since they're dimmer). It could even be extended to a red stone, regular torches and sunlight variant. This would allow for a whole host of applications.

    Personally I'd probably use it as a method for determining when night was over to head out and collect wood/meat.
    Posted in: Suggestions
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