Correct me if I'm wrong, but torches are wood type, ice is stone type, glass is sword type, and redstone is shear type, to name a few. Every block has its tool; why should they be breakable in adventure mode?
Then again, it is 'adventure mode' not 'puzzle map' mode...
Well, here's my problem with it. I'm extremely redstone efficient, and I'm extremely resourceful and creative. What problem could I have with it? Efficiency. I despise being forced to use ugly-ass pressure plates for every redstone contraption. Not to mention, I can't for some of my ideas, due to LEVERS and BUTTONS being breakable. Don't forget tripwire.
Example: My nine-digit combination lock, including a reset button for later in the map.
I'm rather tired of having to build t-flipflops for every pressure plate I use, just to make it function as a button. Light switches become a pain in the ass too.
Map makers are extremely limited as to what they can do without expecting their players to install plugins to ensure the players don't cheat. I really wish somebody at Mojang would add options to the existing adventure mode to block or enable the breaking of items. That way, everybody's happy.
I'll add in a few more examples just to get the point across of how inconvenient these things are. My adventure map in progress is themed in a dead company building. It's claustrophobic. I'm really in to the way things look. When it comes to redstone, I have to use a thing called the t-flipflop everywhere I use a pressure plate to replace a lever.
T-flipflop:
Oftentimes I have to go out of my way to find a way to incorporate the t-flipflop.
Fireplace:
Hidden bookshelf chest:
I'll just leave these for now. I'll post more examples as time passes for future viewers of this topic.
Correct me if I'm wrong, but torches are wood type, ice is stone type, glass is sword type, and redstone is shear type, to name a few. Every block has its tool; why should they be breakable in adventure mode?
Then again, it is 'adventure mode' not 'puzzle map' mode...
But still!
I still think my suggestion earlier in this thread is the best one possible. Allow servers to have an optional text file to modify block destruction, so you can define some things as "destroyable", some as "not" and some as "only with the right tool" or "only drop resources if destroyed with the right tool".
It would be possible to have the text file define a rectangular area of the world where the rules are to be applied, allowing normal resource gathering outside of the "adventure area" but protecting the adventure structures from harm.
I think you especially are making a mountain out of a molehill.
Firstly, T-flipflops are not that bulky or ugly.
This design takes up a single line, and better, you can wrap it:
To go around corners. I've found this unbelievably useful. It even fits within a one block tall space, ignoring the torch and piston set in the ground:
But, this is only my favorable design because I learned it first. With the redstone block, there are much easy and more compact methods, even pistonless with the locking redstone repeaters.
But above all that, you can't blame the adventure mode on your chosen use of pressure plates instead of levers. As I said earlier, yes, you can break blocks in adventure mode, the question is, why would you? What's the point. "LAWL I PUNCHED OUT A LEVER NOW I CAN'T DO ANYTHING DERP!!1" I doubt that's the case; the player still can't break any blocks to move on to the next part of the map, so there's no point in players breaking things. And if they complain, so what? They broke a lever and broke the map, it's no ones fault but their own they were so stupid that they punched out a lever and eliminated their chances of completing the map. Grum said it best:
doing stupid ...is supposed to break you hard.
So just because something can be broken doesn't mean there's any point to it being broken. There's an argument with glass; glass is a building material, people can jump out of bounds and cheat. There is not an argument with torches or any kind of redstone; players can do nothing but pointlessly destroy their chances of completing the map, cheating and legitimate alike.
Rollback Post to RevisionRollBack
[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. >_<
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. I'm with you here. It really does help with avoiding accidental block breakages.
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. Yeah, I do agree it kinda contradicted the point of Adventure.
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. Um, excuse me, how the hell are you supposed to get wood if you don't have any axes to chop trees with? See? Surviving in Adventure mode is impossible without wood.
Let's look at this example: You have a map with tiledrops gamerule off (Blocks won't drop themselves), and the Gamerule is set to Adventure. I couldn't help but notice you capitalized gamerule the second time you used it, but not the first.
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 accidentally left click a torch, yeah just do it, a simple an inoffensive 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. I'm sorry, but if the village is ridden with torches, why would one make a difference? And besides, if you had a weapon, you could just defend them!
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". Hello, Adventure is already called gamemode 3.
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.
2/10, would not support.
My thoughts are in teal text.
Corrections are in gold.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I think you especially are making a mountain out of a molehill.
Firstly, T-flipflops are not that bulky or ugly.
This design takes up a single line, and better, you can wrap it:
To go around corners. I've found this unbelievably useful. It even fits within a one block tall space, ignoring the torch and piston set in the ground:
But, this is only my favorable design because I learned it first. With the redstone block, there are much easy and more compact methods, even pistonless with the locking redstone repeaters.
But above all that, you can't blame the adventure mode on your chosen use of pressure plates instead of levers. As I said earlier, yes, you can break blocks in adventure mode, the question is, why would you? What's the point. "LAWL I PUNCHED OUT A LEVER NOW I CAN'T DO ANYTHING DERP!!1" I doubt that's the case; the player still can't break any blocks to move on to the next part of the map, so there's no point in players breaking things. And if they complain, so what? They broke a lever and broke the map, it's no ones fault but their own they were so stupid that they punched out a lever and eliminated their chances of completing the map. Grum said it best:
So just because something can be broken doesn't mean there's any point to it being broken. There's an argument with glass; glass is a building material, people can jump out of bounds and cheat. There is not an argument with torches or any kind of redstone; players can do nothing but pointlessly destroy their chances of completing the map, cheating and legitimate alike.
As you said with t-flip flops, mine is the design I started with, and it's my preferred method. Everybody has a preference in how they use them.
As for torches, you have that entirely wrong. If a redstone torch or lever/button is broken, they can still PLACE it anywhere they want, and cheat their way through. Is there something wrong with wanting a feature to prevent that? According to your logic, there is no need to improve the game.
Edit: Not sure how I forgot this, but my point still entirely stands. Pressure plates look like crap, and there's no sense to not adding config commands.
I personally am a bit disappointed with Adventure mode. To be honest there isn't really anything about it that makes it 'adventure' to me. To me, adventure=rpg. Or at least that there are a various gamerules that apply. Oh wait we have that. I just feel that the idea wasn't or isn't entirely complete.
Granted one can start a generic minecraft map on adventure mode, and it would be very difficult given the 'gamerules' you set as a parameter. But to me Adventure mode is really used for custom maps. Maps that are built for players, and utilize set gamules for effects and parameters.
I feel the list of gamerules is incomplete and that there should be more. If not, there should be certain presets available. I also find it annoying when I am playing a map and I accidently destroy buttons, glass, etc. I do feel that being able to destroy blocks is also lame, even with specific tools. There should be away to decide which blocks can be destroyed, maybe something like picks and only break mineral blocks.
Anyways, we need more gamerules, or options for adventure mode. I don't know anyone who would play in adventure mode over survival if you are just paying a vanilla minecraft map.
I agree with the general concept, but I think that a /gamerule or something similar would be the best approach. I hate the fact that you can destroy glass, levers and buttons etc. in adventure mode. Some of my designs have been ruined because I included a glowstone lamp. This is just silly: Why would you want to break a glowstone lamp in adventure mode?
As for torches, you have that entirely wrong. If a redstone torch or lever/button is broken, they can still PLACE it anywhere they want, and cheat their way through. Is there something wrong with wanting a feature to prevent that?
/gamerule doTileDrops false
And you can have testfor commands to activate/deactivate the gamerule when the player enters and leaves a room, so that some rooms allow the movement of "key" levers, while others don't.
I'm sorry, your issue? It seems to have vanished.
According to your logic, there is no need to improve the game.
This is a really slippery slope argument. I don't see a valid link between able to solve an issue easily already and saying the game shouldn't be improved. If you look back at my old post:
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.
I said that a gamerule of some kind would allow for excellent expansion. I was only pointing out how your personal issues could be easily solved, and that the issue with current adventure mode is block breaking, not the destruction of levers, buttons, or torches.
/gamerule doTileDrops false
And you can have testfor commands to activate/deactivate the gamerule when the player enters and leaves a room, so that some rooms allow the movement of "key" levers, while others don't.
I'm sorry, your issue? It seems to have vanished.
This is a really slippery slope argument. I don't see a valid link between able to solve an issue easily already and saying the game shouldn't be improved. If you look back at my old post:
I said that a gamerule of some kind would allow for excellent expansion. I was only pointing out how your personal issues could be easily solved, and that the issue with current adventure mode is block breaking, not the destruction of levers, buttons, or torches.
Levers/buttons and regular blocks? Do not go hand in hand. If the gamemode were to be changed to make glass type blocks break with a pickaxe rather than with the hand, cheating issues would be solved entirely, without the addition of a gamemode or gamerule. Your issue with levers can be solved, and with the aforementioned changed, levers and buttons could remain as they are without allowing for the player to cheat.
Then again, it is 'adventure mode' not 'puzzle map' mode...
But still!
Putting the CENDENT back in transcendent!
Example: My nine-digit combination lock, including a reset button for later in the map.
I'm rather tired of having to build t-flipflops for every pressure plate I use, just to make it function as a button. Light switches become a pain in the ass too.
Map makers are extremely limited as to what they can do without expecting their players to install plugins to ensure the players don't cheat. I really wish somebody at Mojang would add options to the existing adventure mode to block or enable the breaking of items. That way, everybody's happy.
I'll add in a few more examples just to get the point across of how inconvenient these things are. My adventure map in progress is themed in a dead company building. It's claustrophobic. I'm really in to the way things look. When it comes to redstone, I have to use a thing called the t-flipflop everywhere I use a pressure plate to replace a lever.
T-flipflop:
Oftentimes I have to go out of my way to find a way to incorporate the t-flipflop.
Fireplace:
Hidden bookshelf chest:
I'll just leave these for now. I'll post more examples as time passes for future viewers of this topic.
I still think my suggestion earlier in this thread is the best one possible. Allow servers to have an optional text file to modify block destruction, so you can define some things as "destroyable", some as "not" and some as "only with the right tool" or "only drop resources if destroyed with the right tool".
It would be possible to have the text file define a rectangular area of the world where the rules are to be applied, allowing normal resource gathering outside of the "adventure area" but protecting the adventure structures from harm.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
I think you especially are making a mountain out of a molehill.
Firstly, T-flipflops are not that bulky or ugly.
This design takes up a single line, and better, you can wrap it:
To go around corners. I've found this unbelievably useful. It even fits within a one block tall space, ignoring the torch and piston set in the ground:
But, this is only my favorable design because I learned it first. With the redstone block, there are much easy and more compact methods, even pistonless with the locking redstone repeaters.
But above all that, you can't blame the adventure mode on your chosen use of pressure plates instead of levers. As I said earlier, yes, you can break blocks in adventure mode, the question is, why would you? What's the point. "LAWL I PUNCHED OUT A LEVER NOW I CAN'T DO ANYTHING DERP!!1" I doubt that's the case; the player still can't break any blocks to move on to the next part of the map, so there's no point in players breaking things. And if they complain, so what? They broke a lever and broke the map, it's no ones fault but their own they were so stupid that they punched out a lever and eliminated their chances of completing the map. Grum said it best:
So just because something can be broken doesn't mean there's any point to it being broken. There's an argument with glass; glass is a building material, people can jump out of bounds and cheat. There is not an argument with torches or any kind of redstone; players can do nothing but pointlessly destroy their chances of completing the map, cheating and legitimate alike.
[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. >_<
My thoughts are in teal text.
Corrections are in gold.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
But drama queens like yourself are not.
Games fine. Calm down.
The game was never intended on being for people who just wanna adventure around.
Uh...THIS IS FOR ADVENTURE MODE! You are NOT supposed to get wood. you need to complete quests Examplehttp://hypixel.net/threads/minecraft-creeper-dungeon.181/
As you said with t-flip flops, mine is the design I started with, and it's my preferred method. Everybody has a preference in how they use them.
As for torches, you have that entirely wrong. If a redstone torch or lever/button is broken, they can still PLACE it anywhere they want, and cheat their way through. Is there something wrong with wanting a feature to prevent that? According to your logic, there is no need to improve the game.
Edit: Not sure how I forgot this, but my point still entirely stands. Pressure plates look like crap, and there's no sense to not adding config commands.
Granted one can start a generic minecraft map on adventure mode, and it would be very difficult given the 'gamerules' you set as a parameter. But to me Adventure mode is really used for custom maps. Maps that are built for players, and utilize set gamules for effects and parameters.
I feel the list of gamerules is incomplete and that there should be more. If not, there should be certain presets available. I also find it annoying when I am playing a map and I accidently destroy buttons, glass, etc. I do feel that being able to destroy blocks is also lame, even with specific tools. There should be away to decide which blocks can be destroyed, maybe something like picks and only break mineral blocks.
Anyways, we need more gamerules, or options for adventure mode. I don't know anyone who would play in adventure mode over survival if you are just paying a vanilla minecraft map.
/gamerule doTileDrops false
And you can have testfor commands to activate/deactivate the gamerule when the player enters and leaves a room, so that some rooms allow the movement of "key" levers, while others don't.
I'm sorry, your issue? It seems to have vanished.
This is a really slippery slope argument. I don't see a valid link between able to solve an issue easily already and saying the game shouldn't be improved. If you look back at my old post:
[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. >_<
Do you NOT understand that they go hand in hand?
Levers/buttons and regular blocks? Do not go hand in hand. If the gamemode were to be changed to make glass type blocks break with a pickaxe rather than with the hand, cheating issues would be solved entirely, without the addition of a gamemode or gamerule. Your issue with levers can be solved, and with the aforementioned changed, levers and buttons could remain as they are without allowing for the player to cheat.
[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. >_<