When Mojang first released the Adventure mode of minecraft, I weeeeee-ed, I got really happy, I could make and play maps without being worried about breaking a block when a rule said I should not. And let's be honest, at least 40% of the custom maps today have this "do not break/place blocks" game rule.
Then Mojang released a 1.4 snapshot update which stated that you can break blocks with corresponding tool. Okay, Adventure mode just got to look a little more like survival, but it's ok, we still can play custom adventure maps.
Then November, 19. Adventure mode just got "destroyed", you can now break torches with your hand, and glass too! So this means I can just go and play a generated survival map in adventure mode because it's the same thing, the only difference is that you can't break a stone block with hand, OH WAIT! Who does that in survival? See? It would be just the exact same thing.
Lets look at this example, you have a map with tiledrops gamerule off (blocks won't drop itself), and the Gamerule is set to Adventure. There is a custom village in this map, with some torches in houses and in streets so monsters won't spawn in it, then you accidently left click a torch, yeah just do it, a simple an inofensive left click on a torch... Boom! This torch will break and not drop itself, monsters are now able to spawn in this village, kill the villagers, and the map is literally destroyed by hostile mobs, all because of a left click on a torch.
If someone at Mojang is reading this, then please, PLEASE, if this new (and in my point of view, useless, sorry) adventure mode is intended, at least make a "Gamemode 3", which would have the same properties of the 1.3.2 "Adventure Gamemode". I'm sure many map makers around here, including me, are being forced to use bukkit plugins and/or mods to make their maps functional the way they should.
Thank you for reading, and if you agree, please drop your support, and upvote this.
It's absolutely perfect for me. If I want, I can give the player an almost broken axe and have them mine a single tree, or give them a shovel for a puzzle and they have to mine out specific blocks.
What's wrong with breaking glass and torches anyway? That wont exactly effect much, unless, for some reason, you're covering important redstone with glass. If you don't want players cheating in a dark hallway, place the torches in lighted areas out of reach, or use redstone lamps or glowstone. It hasn't broken anything important that I can think of. You can't break dirt with your hand, or clay, which is important for covering treasures in some maps. And despite it taking such a long time, it's very likely for players to break through a stone frame to get through a locked door. Players still can't destroy wool without shears, nor the gravel and/or sand in a suffocation trap without a special shovel. I could probably use this to make a lock-and-key system where the player requires the key (pick) to open the lock (stone block) and drop the door (sand blocks). In fact, I think I will.
There's nothing broken, show me one thing that's absolutely broken and cannot be fixed.
It's absolutely perfect for me. If I want, I can give the player an almost broken axe and have them mine a single tree, or give them a shovel for a puzzle and they have to mine out specific blocks.
What's wrong with breaking glass and torches anyway? That wont exactly effect much, unless, for some reason, you're covering important redstone with glass. If you don't want players cheating in a dark hallway, place the torches in lighted areas out of reach, or use redstone lamps or glowstone. It hasn't broken anything important that I can think of. You can't break dirt with your hand, or clay, which is important for covering treasures in some maps. And despite it taking such a long time, it's very likely for players to break through a stone frame to get through a locked door. Players still can't destroy wool without shears, nor the gravel and/or sand in a suffocation trap without a special shovel. I could probably use this to make a lock-and-key system where the player requires the key (pick) to open the lock (stone block) and drop the door (sand blocks). In fact, I think I will.
There's nothing broken, show me one thing that's absolutely broken and cannot be fixed.
As I said, Adventure + Tiledrops off = torches become light sources that becomes permanently removable by a left click.
And the answer to all these problems is not solved by simply "welding" with common redstonery or blocks, this problem is about, for example, a rpg map where the world should stay the way it is, and with this "new" adventure mode, the player just gotta make a shovel and dig through a mountain to reach a cave that should be reached by a long way, between many other problems.
Also, tell me one use this new Adventure mode gives you? Everyone stopped making maps to be played with Gamemode 2, because it became useless, look around you, it's better to just play on Gamemode 0 on your said circumstances.
You can't play a survival world with it... Where are you going to get wood?
Sir, read what I said: "Custom Maps", it's not about a general survival world you play daily, it's about a player created map where sometimes the landscape is not supposed to be changed, that's why the old (1.3.2) Adventure mode was perfect. Try to stop thinking only about the classic Survival gameplay and read with more attention the thread, that will clear things out for you.
As I said, Adventure + Tiledrops off = torches become light sources that becomes permanently removable by a left click. Why anyone would remove torches and face monsters when they wouldn't have to is rather beyond my comprehension, so I see no problem. Destroying the torches is a rather silly thing to do that accomplishes absolutely nothing for the player nor wrecks the map for the map creator.
And the answer to all these problems is not solved by simply "welding" with common redstonery or blocks What? No, of course not. It's solved by using a block they can't mine with the tools given. So if I'm giving them a stone pickaxe as the highest tier, then they cannot mine through gold blocks, or obsidian. If I want to make a room made of stone, I use command blocks to /clear the inventory of all pickaxes. If I make a room made of wood, I /clear the player of all axes.
this problem is about, for example, a rpg map where the world should stay the way it is Still no problem. The player can't break things except glass and redstone. And as I said, glass is somewhat important but not the most important block (breaking it would be just childish, not exactly ruinous to the map) and redstone (should, usually) be hidden.
and with this "new" adventure mode, the player just gotta make a shovel and dig through a mountain to reach a cave that should be reached by a long way, between many other problems. And explain, please, how this shovel would be crafted. You can't harvest wood without an axe, so you can't craft a crafting table, let alone a shovel out of two sticks and a wooden plank. The only way they can make a shovel is if you, the map creator, gave them the materials yourself or through command blocks.
Also, tell me one use this new Adventure mode gives you? I did, locks and traps. I'm making something with them right now, but I have to finish the texture pack to give it aesthetics.
Everyone stopped making maps to be played with Gamemode 2, because it became useless Proof? Off the top of my head, isn't Herobrine's Mansion played in gamemode 2?
look around you, it's better to just play on Gamemode 0 on your said circumstances. No, then players can cheat.
You're assuming players magically get shovels and picks to perform the said cheating. If you build your map properly and don't give them access to an axe for wood or a village library's crafting table (which is easy to get rid of while building the map), then they will never get any tool unless you /give it to them with a command block. As said, I'm using this to creating a set of locks and traps which can be opened via "keys" (pickaxes of different tiers). So, for example, a stone block is a "bronze lock", and a wooden pickaxe (durability set to 59) is a "bronze key", so mining the stone will "unlock" the door by popping off the redstone torch that was keeping it shut. A block of iron ore is a "silver lock", and a gold pickaxe (for my set of locks in question) is a "treasure chest key" that will be used to open a...well, a treasure chest. Note the durability so that they can only be used once. There are some problems with axes inside of a "tree type" dungeon (I.E, a puzzle inside of a tree) that I can think of at the moment, but I'm sure there are work-arounds.
As I said, Adventure + Tiledrops off = torches become light sources that becomes permanently removable by a left click. Why anyone would remove torches and face monsters when they wouldn't have to is rather beyond my comprehension, so I see no problem.
By accidently clicking on it, specially on a fight, that is extremely easy to happen.
And the answer to all these problems is not solved by simply "welding" with common redstonery or blocks What? No, of course not. It's solved by using a block they can't mine with the tools given. So if I'm giving them a stone pickaxe as the highest tier, then they cannot mine through gold blocks, or obsidian. If I want to make a room made of stone, I use command blocks to /clear the inventory of all pickaxes. If I make a room made of wood, I /clear the player of all axes.
That is indeed a use of 1.4 Adv, congratulations you actually proved it to me, now as you can see, I'm not really against it nor I'm asking to remove the new Adv, but bringing back the old one in 1.3.2 as an additional gamemode, this will not grief any present projects (like yours).
Either about using /clear, that won't work if you have a jungle, forest or a tree in your map, you can make any tool with one. Oh then you set tiledrops off, good idea, no wait, bad idea, torches become tinder which wear off by accidently snapping your fingers with the left click. If you can make a map with these circumstances weighting on your back, that's okfor me, I won't bother it, I'm just asking for a new gamemode, not replacing the current one.
this problem is about, for example, a rpg map where the world should stay the way it is Still no problem. The player can't break things except glass and redstone. And as I said, glass is somewhat important but not the most important block (breaking it would be just childish, not exactly ruinous to the map) and redstone (should, usually) be hidden.
Puzzles that requires sight through glass gets griefable again, and this was not the case on the firsts releases of 1.4.
About breaking redstone, oh my spine... Let's not talk about how "good" is making this a possibility for adventure, right?
and with this "new" adventure mode, the player just gotta make a shovel and dig through a mountain to reach a cave that should be reached by a long way, between many other problems. And explain, please, how this shovel would be crafted. You can't harvest wood without an axe, so you can't craft a crafting table, let alone a shovel out of two sticks and a wooden plank. The only way they can make a shovel is if you, the map creator, gave them the materials yourself or through command blocks.
This won't break puzzle maps (that probably will avoid glass), but if you have combat in your map (common aspect), you may face zombies, which drop iron, with 3 in which allows you to craft an axe, boom we just found a flaw in many maps. And this definitely ruins open world maps.
Also, tell me one use this new Adventure mode gives you? I did, locks and traps. I'm making something with them right now, but I have to finish the texture pack to give it aesthetics.
Salutes! You probably implemented this idea after they did these "tool only" changes, well, good job!
Everyone stopped making maps to be played with Gamemode 2, because it became useless Proof? Off the top of my head, isn't Herobrine's Mansion played in gamemode 2?
True, yes, but I remember I could fight in this map without being worried about breaking torches on 1.4.2, now, in 1.4.5 thought...
Fortunately Hypixel made monsters there a constant entity (they won't despawn), and he deactivated spawning, that was wise. However, there are similar maps which depends of monsters spawning naturally.
Let me also enhance a fact; Hypixel is not stupid, if we had this "gamemode 3" I mentioned, he would indeed use it rather than Gamemode 2, it stands to reason.
look around you, it's better to just play on Gamemode 0 on your said circumstances. No, then players can cheat.
So they can't in adventure? Correct hmhm, but keep in mind that all map makers around are limited to not let people have an axe, that will make a chain reaction to turn adv to survival.
Oh and zombies drop shovels, so zombies + organic terrain = griefable adventure map.
You're assuming players magically get shovels and picks to perform the said cheating. If you build your map properly and don't give them access to an axe for wood or a village library's crafting table (which is easy to get rid of while building the map), then they will never get any tool unless you /give it to them with a command block.
It's not about making maps properly in a limited way, it's about having much more freedom in having your systems being functional by merely adding a gamemode, not replacing a current one.
With some support (instead of argumentable correction), things tends to happen.
Now read this, you will see I am not the only person looking for restricted block management mode.
Obs: I found out there is a paragraph just for you: Some people may suggest the map maker must simply prevent players from acquiring tools and blocks, and the problem is solved. However, it is not simple to do this at all. Spiders, a common hostile mob, drop string, which may be used to craft wool which can then be used to cheat in parkour or escape the map's boundaries. Maps which allow the player to craft weapons must inadvertently also give them the power to create tools which can break the map. In fact, even swords can be used to break a variety of blocks. Thus, there is no way to escape having to put the "you may not place or remove any blocks" rule in such a map, and such a map is doomed to fail on larger SMP servers unless plugins which specifically prevent block removal/placement are used.
i think there should be two adventure-modes, one old style no break anything, and one need a tool to break because both have their advantages and it is best to leave the choice of what they want to the map makers rather than forcing them to use the new adventure mode
No support. No need to add ANOTHER gamemode just because of two things being able to be broken. Adventure mode is completely fine.
So 4 gamemodes instead of 3 will definitely ruin the whole game? Seems legit.
And no, the Adventure mode is not working fine, there is way more than two things being broken, read the facts in the Mojang.Atlassian url I posted and in this topic, this proves with solid facts that Adventure is NOT fine for purposes it was meant to.
Alright, maybe for some isolated cases, that's why I'd vote for an extra gamemode, not replacement.
By accidently clicking on it, specially on a fight, that is extremely easy to happen. Accidentally clicking a torch does not "easily" happen; you can easily aim towards the attacking mobs, especially in a small tunnel. I have never "accidentally" punched out a torch unless I was mining blocks and there was some lag.
That is indeed a use of 1.4 Adv, congratulations you actually proved it to me, now as you can see, I'm not really against it nor I'm asking to remove the new Adv, but bringing back the old one in 1.3.2 as an additional gamemode, this will not grief any present projects (like yours). But why is my question. Why not have the breakable blocks customizable with a gamerule and keep the current situation. As I explained, there's nothing broken.
Either about using /clear, that won't work if you have a jungle, forest or a tree in your map, you can make any tool with one. You can't break wood without an axe. Ergo, regardless of how many trees are in your world, if you don't have an axe, you cannot gather wood, and therefore, logically, cannot craft anything. QED.
Oh then you set tiledrops off, good idea, no wait, bad idea, torches become tinder which wear off by accidently snapping your fingers with the left click. As I said, accidentally breaking torches is not as easy as you think it is.
If you can make a map with these circumstances weighting on your back, that's ok for me, I won't bother it, I'm just asking for a new gamemode, not replacing the current one. And we're back to why you're asking for an entire new game mode when new gamerules solve this much more simply.
Puzzles that requires sight through glass gets griefable again and this was not the case on the firsts releases of 1.4. Then why not suggest that glass not breakable without a tool? Why an entire new gamemode?
About breaking redstone, oh my spine... Let's not talk about how "good" is making this a possibility for adventure, right? What's the problem? Redstone is meant to be hidden. If yours is broken easily then I suggest you rethink your design.
This won't break puzzle maps (that probably will avoid glass), but if you have combat in your map (common aspect), you may face zombies, which drop iron Very rarely. They drop rotten flesh more often, which is more of a problem if you're not supplying the player with food. Not to mention that this can be fixed by "/gamerule doMobLoot false" if you so wish.
with 3 in which allows you to craft an axe, boom we just found a flaw in many maps. And this definitely ruins open world maps. No wood planks, ergo no crafting table or sticks. No crafting table and no sticks, ergo no tools. Are you playing the mod that allows you to make iron sticks or are you just forgetful of the recipes?
Salutes! You probably implemented this idea after they did these "tool only" changes, well, good job! Thank you. You're the one who asked for a use, and I put it to use. Which I would show if YouTube wasn't being stupid.
True, yes, but I remember I could fight in this map without being worried about breaking torches on 1.4.2, now, in 1.4.5 though... I'd say you're overly paranoid. It's not that easy to break torches.
Fortunately Hypixel made monsters there a constant entity (they won't despawn), and he deactivated spawning, that was wise. However, there are similar maps which depends of monsters spawning naturally. Yep.
Let me also enhance a fact; Hypixel is not stupid, if we had this "gamemode 3" I mentioned, he would indeed use it rather than Gamemode 2, it stands to reason. Why would he? If there is no difference in his map between the two, why switch? It makes no logical sense as to why there would be a sudden surge of "OMIGOSHOMIGOSHOMIGOSH MUSTCHANGEMAPTOGAMEMODE3NOW!!!!11eleven"
So they can't in adventure? Not unless the map is horribly built so that you give the player a wood axe in a wooden room, or you do so without protection (I.E, surround the room itself with bedrock or another block unminable with an axe.
Correct hmhm, but keep in mind that all map makers around are limited to not let people have an axe, that will make a chain reaction to turn adv to survival. Unless the player is given 4 wood planks to make a crafting table, two more to make some sticks, and three of whatever material to make an actual axe, players on every map on adventure mode cannot get an axe legitimately.
Oh and zombies drop shovels, so zombies + organic terrain = griefable adventure map. Zombies only drop the tool they're carrying, and even then very rarely and at low durability. Sorry, try again.
It's not about making maps properly in a limited way, it's about having much more freedom in having your systems being functional by merely adding a gamemode, not replacing a current one. And again, why add a new one?
With some support (instead of argumentable correction), things tends to happen. Though many other suggestions have asked for an addition to return an old feature (notably the "old terrain" threads"). A pointless feature to a majority of the community does not get added in to the liking of a minority of the community.
Now read this, you will see I am not the only person looking for restricted block management mode. I never said you were. There are people supporting you that I can see on this very thread.
Obs: I found out there is a paragraph just for you:
Some people may suggest the map maker must simply prevent players from acquiring tools and blocks, and the problem is solved. Problem solved, correct.
However, it is not simple to do this at all. Incorrect.
Spiders, a common hostile mob, drop string, which may be used to craft wool If you manage to find spiders, which have a chance of not dropping string at all, loot four string per wool block. Even then you cannot place it, nor can you place the bed you magically manage to craft from this wool and some wood blocks which somehow, magically, appear in your inventory.
which can then be used to cheat in parkour or escape the map's boundaries. No placing blocks is a feature too, remember?
Maps which allow the player to craft weapons must inadvertently also give them the power to create tools which can break the map. A sword is made with two wood/stone/iron/gold/diamond. Both pickaxes and axes are made with three of those materials. Unless the player is crafting multiple swords for some reason, it's physically impossible to make a tool to escape. Unless you want to farm your way out with a hoe. If you were to allow the player to craft armor and a sword, have the armor crafting section surrounded by command blocks which /clear the player's inventory of sticks. If you're worried about the player taking multiple materials from the command blocks, make it so that the redstone is only activated one time only, not only easy but effective.
In fact, even swords can be used to break a variety of blocks. Minecarts, glowstone blocks, Melons, Cocoa pods, Jack-o-Lanterns, Pumpkins, vines, leaves, and cobwebs. The First is rather silly, why would you destroy a minecart when it's going to take you somewhere? The Second is usually up high, I'm afraid. The third is...an interesting paranoia I'm sure, but I doubt anyone hides important things behind melons. the third might be a small problem in parkour, but easily worked around if the sections where you have a sword and the sections where you jump from pod to pod are seperate. Pumpkins aren't exactly, useful, but jack-o-lanterns pose the largest problem, since they're a light source, and my only thought is why anyone would want to break it. Vines grow back, simple as that. Leaves don't pose much of a problem, that I can think of, and cobwebs...well, they decrease sword durability by 2x, so, it's not the smartest way to do anything.
Thus, there is no way to escape having to put the "you may not place or remove any blocks" rule in such a map You cannot place blocks period, you may not mine blocks without the proper tool, and since, as I've clearly explained repeatedly, you cannot get the tool without you, the map creator, having given the tool via the command blocks (or the materials to make the tool), and from that it's rather simple to keep the player from cheating, as explained above.
and such a map is doomed to fail on larger SMP servers unless plugins which specifically prevent block removal/placement are used. How does SMP do anything to the argument? None of the players can get the tools, therefore they cannot cheat. This is simple logic.
My problem is not with the idea. My problem is why you suggested a new gamemode instead of...say, new gamerules, or making glass unbreakable without a tool.
When Mojang first released the Adventure mode of minecraft, I weeeeee-ed, I got really happy, I could make and play maps without being worried about breaking a block when a rule said I should not. And let's be honest, at least 40% of the custom maps today have this "do not break/place blocks" game rule.
Then Mojang released a 1.4 snapshot update which stated that you can break blocks with corresponding tool. Okay, Adventure mode just got to look a little more like survival, but it's ok, we still can play custom adventure maps.
Then November, 19. Adventure mode just got "destroyed", you can now break torches with your hand, and glass too! So this means I can just go and play a generated survival map in adventure mode because it's the same thing, the only difference is that you can't break a stone block with hand, OH WAIT! Who does that in survival? See? It would be just the exact same thing.
Lets look at this example, you have a map with tiledrops gamerule off (blocks won't drop itself), and the Gamerule is set to Adventure. There is a custom village in this map, with some torches in houses and in streets so monsters won't spawn in it, then you accidently left click a torch, yeah just do it, a simple an inofensive left click on a torch... Boom! This torch will break and not drop itself, monsters are now able to spawn in this village, kill the villagers, and the map is literally destroyed by hostile mobs, all because of a left click on a torch.
If someone at Mojang is reading this, then please, PLEASE, if this new (and in my point of view, useless, sorry) adventure mode is intended, at least make a "Gamemode 3", which would have the same properties of the 1.3.2 "Adventure Gamemode". I'm sure many map makers around here, including me, are being forced to use bukkit plugins and/or mods to make their maps functional the way they should.
Thank you for reading, and if you agree, please drop your support, and upvote this.
Have a good week, everyone.
Facepalm
1. Very few maps use tiledrop off (read: <15%)
2. Very few maps use torches as their main light source, lamps or glowstone looks better (except in few special cases)
3. Very few maps (read: 5%) are both no break block, tile drop off, and torches only maps.
4. Look at Herobines Mansion. This has breakable torches but what do you know, the map STILL WORKS.
5. If you accidentally break a torch, get a new one (read: spawn one in)
6. The new mechanics are great because you can now choose how much the player can do (ie: give player shovel with 25 uses left, have player dig for stuff)
7. Finally, 75% of all adventure, puzzle and parkor maps are peaceful only, meaning it won't matter. Ones with combat have already figured out a solution.
A new game mode is one possible answer to the problem, but I think that allowing block "destructability" in Adventure mode to be configurable server-side would be a better solution.
The config file could be simple text with a block type followed by a number indicating whether or not the block can be destroyed and, optionally, a number indicating what it needs to be destroyed by in order to drop a resource.
For example, some defaults in survival are:
Dirt=0 ; Destroyable by hand, drops a resource if destroyed by hand.
Torch=0 ; Same as dirt.
Stone=0,1 ; Destroyable by hand, only drops a resource if destroyed by a level 1 (wood) tool.
Obsidian=4 ; Destroyable only by a level 4 tool (diamond). No second number so automatically drops a resource.
Lava=2 ; Special case, not destroyable but is collectible by an iron bucket.
Water=2 ; As for lava.
A custom file might have all resources set to 6, which is a nonexistent tool tier higher than any existing tier. This would make everything unbreakable.
It would be possible to extend this file with a third number indicating the block "mobility", that is, whether or not it can be pushed by a piston. This would allow custom Adventure maps to move Obsidian with pistons. The mobility setting would not affect tile entities since they can't be pushed in any case.
But of course the API changes which are in the works may make all of this moot anyway.
The most reasonable solution would be adding the other gamemode. And actually it's not that hard considering Mojang already released the adventure mode once the way you ask for. I don't see what's the problem adding it, it won't affect other people game, so it's kinda useless arguing it's a bad idea, Mojang can make more people happy by adding this new gamemode to the game
Btw, not a few people know how to use full command blocks, so instead of adding more rules and commands, a new gamemode is faster, easier and efficient.
The people against map protection all talk as though players follow the rules 100% of time and no player ever breaks the rules ever.
That's retarded. Being a server admin, this new change in adventure is complete and utter crap. Every single light source has had to be changed to be out of reach. Glass pathways became useless. Our lights in the ground covered by glass became traps for players. Ice buildings are repeatedly broken. It's getting old really, really, really f'ing fast, and there is no way to tell what players are randomly breaking blocks without spying on everyone 24/7 and never getting anything important done.
I'm all for an option to allow "transparent" blocks to be breakable by hand, but to force that upon server OP's is bull. Every 20 minutes "someone broke this glass" or "the ice gym has been griefed again" or "i'm stuck where a light used to be" or "someone broke the glowstone here" or "so-and-so is breaking the glass walkway" or... you get the point.
The people against map protection all talk as though players follow the rules 100% of time and no player ever breaks the rules ever.
That's retarded. Being a server admin, this new change in adventure is complete and utter crap. Every single light source has had to be changed to be out of reach. Glass pathways became useless. Our lights in the ground covered by glass became traps for players. Ice buildings are repeatedly broken. It's getting old really, really, really f'ing fast, and there is no way to tell what players are randomly breaking blocks without spying on everyone 24/7 and never getting anything important done.
I'm all for an option to allow "transparent" blocks to be breakable by hand, but to force that upon server OP's is bull. Every 20 minutes "someone broke this glass" or "the ice gym has been griefed again" or "i'm stuck where a light used to be" or "someone broke the glowstone here" or "so-and-so is breaking the glass walkway" or... you get the point.
This is a perfect example of what the OP was talking about. I think that a new gamerule would be much easier to use than even more command block commands.
Rollback Post to RevisionRollBack
Thossssse are sssssome nice catsssss you have there.”Haha, I do have cats. You can’t come near me now!" HAHAHAHAH BOOOOOM!!! The only creeper in the world not afraid of cats just had to find you, didn’t it.
I agree completely with this. It's not adventure mode anymore, it's survival with a few limitations. I think Mojang should change it back to where you cant break any blocks at all.
Then Mojang released a 1.4 snapshot update which stated that you can break blocks with corresponding tool. Okay, Adventure mode just got to look a little more like survival, but it's ok, we still can play custom adventure maps.
Then November, 19. Adventure mode just got "destroyed", you can now break torches with your hand, and glass too! So this means I can just go and play a generated survival map in adventure mode because it's the same thing, the only difference is that you can't break a stone block with hand, OH WAIT! Who does that in survival? See? It would be just the exact same thing.
Lets look at this example, you have a map with tiledrops gamerule off (blocks won't drop itself), and the Gamerule is set to Adventure. There is a custom village in this map, with some torches in houses and in streets so monsters won't spawn in it, then you accidently left click a torch, yeah just do it, a simple an inofensive left click on a torch... Boom! This torch will break and not drop itself, monsters are now able to spawn in this village, kill the villagers, and the map is literally destroyed by hostile mobs, all because of a left click on a torch.
If someone at Mojang is reading this, then please, PLEASE, if this new (and in my point of view, useless, sorry) adventure mode is intended, at least make a "Gamemode 3", which would have the same properties of the 1.3.2 "Adventure Gamemode". I'm sure many map makers around here, including me, are being forced to use bukkit plugins and/or mods to make their maps functional the way they should.
Thank you for reading, and if you agree, please drop your support, and upvote this.
Have a good week, everyone.
What's wrong with breaking glass and torches anyway? That wont exactly effect much, unless, for some reason, you're covering important redstone with glass. If you don't want players cheating in a dark hallway, place the torches in lighted areas out of reach, or use redstone lamps or glowstone. It hasn't broken anything important that I can think of. You can't break dirt with your hand, or clay, which is important for covering treasures in some maps. And despite it taking such a long time, it's very likely for players to break through a stone frame to get through a locked door. Players still can't destroy wool without shears, nor the gravel and/or sand in a suffocation trap without a special shovel. I could probably use this to make a lock-and-key system where the player requires the key (pick) to open the lock (stone block) and drop the door (sand blocks). In fact, I think I will.
There's nothing broken, show me one thing that's absolutely broken and cannot be fixed.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
As I said, Adventure + Tiledrops off = torches become light sources that becomes permanently removable by a left click.
And the answer to all these problems is not solved by simply "welding" with common redstonery or blocks, this problem is about, for example, a rpg map where the world should stay the way it is, and with this "new" adventure mode, the player just gotta make a shovel and dig through a mountain to reach a cave that should be reached by a long way, between many other problems.
Also, tell me one use this new Adventure mode gives you? Everyone stopped making maps to be played with Gamemode 2, because it became useless, look around you, it's better to just play on Gamemode 0 on your said circumstances.
Sir, read what I said: "Custom Maps", it's not about a general survival world you play daily, it's about a player created map where sometimes the landscape is not supposed to be changed, that's why the old (1.3.2) Adventure mode was perfect. Try to stop thinking only about the classic Survival gameplay and read with more attention the thread, that will clear things out for you.
You're assuming players magically get shovels and picks to perform the said cheating. If you build your map properly and don't give them access to an axe for wood or a village library's crafting table (which is easy to get rid of while building the map), then they will never get any tool unless you /give it to them with a command block. As said, I'm using this to creating a set of locks and traps which can be opened via "keys" (pickaxes of different tiers). So, for example, a stone block is a "bronze lock", and a wooden pickaxe (durability set to 59) is a "bronze key", so mining the stone will "unlock" the door by popping off the redstone torch that was keeping it shut. A block of iron ore is a "silver lock", and a gold pickaxe (for my set of locks in question) is a "treasure chest key" that will be used to open a...well, a treasure chest. Note the durability so that they can only be used once. There are some problems with axes inside of a "tree type" dungeon (I.E, a puzzle inside of a tree) that I can think of at the moment, but I'm sure there are work-arounds.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Why anyone would remove torches and face monsters when they wouldn't have to is rather beyond my comprehension, so I see no problem.
By accidently clicking on it, specially on a fight, that is extremely easy to happen.
And the answer to all these problems is not solved by simply "welding" with common redstonery or blocks
What? No, of course not. It's solved by using a block they can't mine with the tools given. So if I'm giving them a stone pickaxe as the highest tier, then they cannot mine through gold blocks, or obsidian. If I want to make a room made of stone, I use command blocks to /clear the inventory of all pickaxes. If I make a room made of wood, I /clear the player of all axes.
That is indeed a use of 1.4 Adv, congratulations you actually proved it to me, now as you can see, I'm not really against it nor I'm asking to remove the new Adv, but bringing back the old one in 1.3.2 as an additional gamemode, this will not grief any present projects (like yours).
Either about using /clear, that won't work if you have a jungle, forest or a tree in your map, you can make any tool with one. Oh then you set tiledrops off, good idea, no wait, bad idea, torches become tinder which wear off by accidently snapping your fingers with the left click. If you can make a map with these circumstances weighting on your back, that's okfor me, I won't bother it, I'm just asking for a new gamemode, not replacing the current one.
this problem is about, for example, a rpg map where the world should stay the way it is
Still no problem. The player can't break things except glass and redstone. And as I said, glass is somewhat important but not the most important block (breaking it would be just childish, not exactly ruinous to the map) and redstone (should, usually) be hidden.
Puzzles that requires sight through glass gets griefable again, and this was not the case on the firsts releases of 1.4.
About breaking redstone, oh my spine... Let's not talk about how "good" is making this a possibility for adventure, right?
and with this "new" adventure mode, the player just gotta make a shovel and dig through a mountain to reach a cave that should be reached by a long way, between many other problems.
And explain, please, how this shovel would be crafted. You can't harvest wood without an axe, so you can't craft a crafting table, let alone a shovel out of two sticks and a wooden plank. The only way they can make a shovel is if you, the map creator, gave them the materials yourself or through command blocks.
This won't break puzzle maps (that probably will avoid glass), but if you have combat in your map (common aspect), you may face zombies, which drop iron, with 3 in which allows you to craft an axe, boom we just found a flaw in many maps. And this definitely ruins open world maps.
Also, tell me one use this new Adventure mode gives you?
I did, locks and traps. I'm making something with them right now, but I have to finish the texture pack to give it aesthetics.
Salutes! You probably implemented this idea after they did these "tool only" changes, well, good job!
Everyone stopped making maps to be played with Gamemode 2, because it became useless
Proof? Off the top of my head, isn't Herobrine's Mansion played in gamemode 2?
True, yes, but I remember I could fight in this map without being worried about breaking torches on 1.4.2, now, in 1.4.5 thought...
Fortunately Hypixel made monsters there a constant entity (they won't despawn), and he deactivated spawning, that was wise. However, there are similar maps which depends of monsters spawning naturally.
Let me also enhance a fact; Hypixel is not stupid, if we had this "gamemode 3" I mentioned, he would indeed use it rather than Gamemode 2, it stands to reason.
look around you, it's better to just play on Gamemode 0 on your said circumstances.
No, then players can cheat.
So they can't in adventure? Correct hmhm, but keep in mind that all map makers around are limited to not let people have an axe, that will make a chain reaction to turn adv to survival.
Oh and zombies drop shovels, so zombies + organic terrain = griefable adventure map.
You're assuming players magically get shovels and picks to perform the said cheating. If you build your map properly and don't give them access to an axe for wood or a village library's crafting table (which is easy to get rid of while building the map), then they will never get any tool unless you /give it to them with a command block.
It's not about making maps properly in a limited way, it's about having much more freedom in having your systems being functional by merely adding a gamemode, not replacing a current one.
With some support (instead of argumentable correction), things tends to happen.
Now read this, you will see I am not the only person looking for restricted block management mode.
Obs: I found out there is a paragraph just for you:
Some people may suggest the map maker must simply prevent players from acquiring tools and blocks, and the problem is solved. However, it is not simple to do this at all. Spiders, a common hostile mob, drop string, which may be used to craft wool which can then be used to cheat in parkour or escape the map's boundaries. Maps which allow the player to craft weapons must inadvertently also give them the power to create tools which can break the map. In fact, even swords can be used to break a variety of blocks. Thus, there is no way to escape having to put the "you may not place or remove any blocks" rule in such a map, and such a map is doomed to fail on larger SMP servers unless plugins which specifically prevent block removal/placement are used.
That's what I'm talking about!
So 4 gamemodes instead of 3 will definitely ruin the whole game? Seems legit.
And no, the Adventure mode is not working fine, there is way more than two things being broken, read the facts in the Mojang.Atlassian url I posted and in this topic, this proves with solid facts that Adventure is NOT fine for purposes it was meant to.
Alright, maybe for some isolated cases, that's why I'd vote for an extra gamemode, not replacement.
My problem is not with the idea. My problem is why you suggested a new gamemode instead of...say, new gamerules, or making glass unbreakable without a tool.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Facepalm
1. Very few maps use tiledrop off (read: <15%)
2. Very few maps use torches as their main light source, lamps or glowstone looks better (except in few special cases)
3. Very few maps (read: 5%) are both no break block, tile drop off, and torches only maps.
4. Look at Herobines Mansion. This has breakable torches but what do you know, the map STILL WORKS.
5. If you accidentally break a torch, get a new one (read: spawn one in)
6. The new mechanics are great because you can now choose how much the player can do (ie: give player shovel with 25 uses left, have player dig for stuff)
7. Finally, 75% of all adventure, puzzle and parkor maps are peaceful only, meaning it won't matter. Ones with combat have already figured out a solution.
The config file could be simple text with a block type followed by a number indicating whether or not the block can be destroyed and, optionally, a number indicating what it needs to be destroyed by in order to drop a resource.
For example, some defaults in survival are:
Dirt=0 ; Destroyable by hand, drops a resource if destroyed by hand.
Torch=0 ; Same as dirt.
Stone=0,1 ; Destroyable by hand, only drops a resource if destroyed by a level 1 (wood) tool.
Obsidian=4 ; Destroyable only by a level 4 tool (diamond). No second number so automatically drops a resource.
Lava=2 ; Special case, not destroyable but is collectible by an iron bucket.
Water=2 ; As for lava.
A custom file might have all resources set to 6, which is a nonexistent tool tier higher than any existing tier. This would make everything unbreakable.
It would be possible to extend this file with a third number indicating the block "mobility", that is, whether or not it can be pushed by a piston. This would allow custom Adventure maps to move Obsidian with pistons. The mobility setting would not affect tile entities since they can't be pushed in any case.
But of course the API changes which are in the works may make all of this moot anyway.
Btw, not a few people know how to use full command blocks, so instead of adding more rules and commands, a new gamemode is faster, easier and efficient.
Very logical. I agree.
http://www.minecraft...orld-version-3/
/thread
That's retarded. Being a server admin, this new change in adventure is complete and utter crap. Every single light source has had to be changed to be out of reach. Glass pathways became useless. Our lights in the ground covered by glass became traps for players. Ice buildings are repeatedly broken. It's getting old really, really, really f'ing fast, and there is no way to tell what players are randomly breaking blocks without spying on everyone 24/7 and never getting anything important done.
I'm all for an option to allow "transparent" blocks to be breakable by hand, but to force that upon server OP's is bull. Every 20 minutes "someone broke this glass" or "the ice gym has been griefed again" or "i'm stuck where a light used to be" or "someone broke the glowstone here" or "so-and-so is breaking the glass walkway" or... you get the point.
This is a perfect example of what the OP was talking about. I think that a new gamerule would be much easier to use than even more command block commands.
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