Reading these comments I can't help but notice that anyone who has anything negative to say at all about a feature in the snapshot is most often met with immediate hatred and left unconsidered. Actually, in hiensight this seems to apply to any update about he game in general I'm gonna try to be a bit positive and negative about some of this snapshots features.
I feel like the texture pack change was a poor attempt to make it simpler. While this might be a simple solution for the texture artist for Minecraft default, who only needs to add or change a few block textures in a snapshot, a texture pack artist from the community has to sort through the various files now. This may however open up some possibilities for modders. What really concerns me is the risk of this creating more unnecessary lag. I admit I am not a programer, but from my perspective, it seems less efficient to load multiple files at once constantly than to pick from one large one. If anyone knows about this please let me know.
I don't believe skeletons need knew AI. Combat in Minecraft is already lackluster, "because you're supposed to build around mobs" so that level of difficulty seems unfair.
Death message changes are unnecessary and don't really add to the game. Just a thing that exists I suppose.
I like the quartz blocks, though I wish there were less varieties only because other blocks do not have the same amount of variety for the same object and it is very inconsistant. I also wish the texture wasn't so flat, though the color is nice.
Side note, the texture for nether quartz ore is horrible and needs to die. A lot of newer ones do.
The hoppers new features are nice, but I wish the hopper had a different design so it would make sense when things where traveling from left to right.
TNT carts are cool I guess. Though I know for a fact its from a mod.
Overall the update feels like it goes in too many directions. A single focus that is more polished would have probably provided something better suiting for the game.
Nice, the quartz/marble looks great!
I wonder if they will ever change the stair recipe from 6 blocks = 4 stairs to 6 blocks = 8 stairs so that it actually makes sense like the slabs.
TNT carts! Exploding people's bases with cart-bombs! WOOOOO! Hope they add some render engine fixes for higher FPS! Crawfish, nice Discord profile pic, man!
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I feel like the texture pack change was a poor attempt to make it simpler. While this might be a simple solution for the texture artist for Minecraft default, who only needs to add or change a few block textures in a snapshot, a texture pack artist from the community has to sort through the various files now. This may however open up some possibilities for modders. What really concerns me is the risk of this creating more unnecessary lag. I admit I am not a programer, but from my perspective, it seems less efficient to load multiple files at once constantly than to pick from one large one. If anyone knows about this please let me know.
most of the rest of the gaming world has its textures as multiple files, and generally this is easier to work with.
the performance depends some on how it is handled in-engine.
granted, a single big texture is slightly faster to render, but multiple textures isn't usually a deal-breaker. it is also possible to essentially "combine" multiple smaller textures into a single larger texture during loading and use this instead.
to deal with some other issues (editing related, for my own engine), I had devised a sort of custom "extended JPEG variant with lossless encoding support, alpha-blending, and layers" and wrote a plugin for it for Paint.NET. all this seems to be working out ok for my uses (if interested, a link should be available on the PDN forums under the name "BGBTech JPEG").
for simple cases, I still typically use raw PNGs though...
granted, a single big texture is slightly faster to render, but multiple textures isn't usually a deal-breaker. it is also possible to essentially "combine" multiple smaller textures into a single larger texture during loading and use this instead.
Guess what? That's actually how the new texture system works.
I made this signal strength to binary decoder and hooked it up to a light sensor. Looks awesome.
So, yeah. it works and it's compact. any ideas to improve?
the lights under it are only to indicated the decimal value and the random light in the front on the left turns on when it's total darkness (when the sensor outputs nothing). With that said, there is 16 signal strengths if you include off being a state.
I've also made a system for mining. You put all the stuff in a chest cart when you're full/ and you send it up to your "house" and it stops on a hopper that empties it in a chest. that's not all. when the chest is full, the cart will automatically go to the next chest and stop on it. if that chest is full it will skip it and go to another. it can be expanded as long as you want and you only need two spaces between eac h chest. the circuit itseld per chest is like 3x2 or something lol.
yeah. I can't type properly today. sorry bout that!
Trapped chests send signals through walls now? So basically, a pandirectional repeater. :3
vex is gonna have a field day.
you know that chest containing epic armor/tools? well, its connected to a lot of TNT that has a 99.99% chance of killing you and destroying your loot. have fun.
Improved Skeletons' aim
like they arnt accurate enough already.
these arnt trained snipers, theyre falling-apart guys with bows.
Anyone has an idea what the tnt minecarts are for? As I saw them in the description I got a biiig smile but now I wonder how to use them WITHOUT destroying the whole track. Any way to use them more than once on a track? Maybe anyone has already planed a canon or something like that. Something that wont destroy itself by using it
I'm not exactly sure what the justification for outright removing smooth stone double slabs in favor of quartz double slabs is. This block is fairly unique and make for excellent decorative companion pieces with regular stone slabs and double slabs, while quartz double slabs are virtually no different from regular quartz blocks. Plenty of creative builds I know of rely on the use of the smooth stone double slabs alongside normal stone slabs; any other substitute (chissled stone blocks, steel blocks, quartz blocks or smooth sandstone) will mismatch.
Even if assignment of the damage value/block ID to the quartz double slabs is neccesary, assigning the smooth stone double slabs a new damage value/block ID would be just as reasonable.
Guess what? That's actually how the new texture system works.
kind of figured as much.
some other games (such as Quake) basically did the same thing in some cases (such as for small graphic icons for the status bar, ...).
that, and there is also the trick of batching up geometry based on which texture it uses, to reduce the cost of switching textures (so a bunch of geometry is drawn with a single texture, without needing to change the texture as often). this makes more sense for larger textures though.
I'm not exactly sure what the justification for outright removing smooth stone double slabs in favor of quartz double slabs is. This block is fairly unique and make for excellent decorative companion pieces with regular stone slabs and double slabs, while quartz double slabs are virtually no different from regular quartz blocks. Plenty of creative builds I know of rely on the use of the smooth stone double slabs alongside normal stone slabs; any other substitute (chissled stone blocks, steel blocks, quartz blocks or smooth sandstone) will mismatch.
Even if assignment of the damage value/block ID to the quartz double slabs is neccesary, assigning the smooth stone double slabs a new damage value/block ID would be just as reasonable.
But Smooth Stone Double Slabs Still Exist...
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I'm not exactly sure what the justification for outright removing smooth stone double slabs in favor of quartz double slabs is. This block is fairly unique and make for excellent decorative companion pieces with regular stone slabs and double slabs, while quartz double slabs are virtually no different from regular quartz blocks. Plenty of creative builds I know of rely on the use of the smooth stone double slabs alongside normal stone slabs; any other substitute (chissled stone blocks, steel blocks, quartz blocks or smooth sandstone) will mismatch.
Even if assignment of the damage value/block ID to the quartz double slabs is neccesary, assigning the smooth stone double slabs a new damage value/block ID would be just as reasonable.
They didn't remove the stone slabs. There's a second block called smooth stone slabs, which have a different but similar appearance that has been in the block list for ages. They replaced/removed that one.
FYI, I'm referring to the normally inaccessible stone "double slab" that uses the top and bottom texture of a stone slab on all its sides (block ID/damage value:43:7) (pictured right). To the left is 43:6, which was replaced by nether double slabs in 1.4. 44:6, which unusually appear like one half of 43:7 and can also be assembled into smooth stone double slabs, has also been replaced by nether slabs in 1.4.
In 13w02a, 43:7 has been taken up by quartz double slabs and half 43:7 slabs (44:7) are also replaced by quartz slabs. This means that it's no longer possible to obtain this type of block.
Those were awesome. They were like the secret block. Jeb has stated that if players are doing things outside the game's limits, that he should remove them and put them in the game. This is an example of that. I personally believe though that that policy makes it less fun.
tbh i wish there was a setting in game for this to enable it or not. cuz its gonna take weeks to remake my texture pack now cuz of this. i liked how everything was in a single file.
I feel like the texture pack change was a poor attempt to make it simpler. While this might be a simple solution for the texture artist for Minecraft default, who only needs to add or change a few block textures in a snapshot, a texture pack artist from the community has to sort through the various files now. This may however open up some possibilities for modders. What really concerns me is the risk of this creating more unnecessary lag. I admit I am not a programer, but from my perspective, it seems less efficient to load multiple files at once constantly than to pick from one large one. If anyone knows about this please let me know.
I don't believe skeletons need knew AI. Combat in Minecraft is already lackluster, "because you're supposed to build around mobs" so that level of difficulty seems unfair.
Death message changes are unnecessary and don't really add to the game. Just a thing that exists I suppose.
I like the quartz blocks, though I wish there were less varieties only because other blocks do not have the same amount of variety for the same object and it is very inconsistant. I also wish the texture wasn't so flat, though the color is nice.
Side note, the texture for nether quartz ore is horrible and needs to die. A lot of newer ones do.
The hoppers new features are nice, but I wish the hopper had a different design so it would make sense when things where traveling from left to right.
TNT carts are cool I guess. Though I know for a fact its from a mod.
Overall the update feels like it goes in too many directions. A single focus that is more polished would have probably provided something better suiting for the game.
Agree? Disagree?
I wonder if they will ever change the stair recipe from 6 blocks = 4 stairs to 6 blocks = 8 stairs so that it actually makes sense like the slabs.
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HELP CAPSLOCK KEY FELL OFF IT SWITCHES ON AND OFF, HELP PLS.
most of the rest of the gaming world has its textures as multiple files, and generally this is easier to work with.
the performance depends some on how it is handled in-engine.
granted, a single big texture is slightly faster to render, but multiple textures isn't usually a deal-breaker. it is also possible to essentially "combine" multiple smaller textures into a single larger texture during loading and use this instead.
to deal with some other issues (editing related, for my own engine), I had devised a sort of custom "extended JPEG variant with lossless encoding support, alpha-blending, and layers" and wrote a plugin for it for Paint.NET. all this seems to be working out ok for my uses (if interested, a link should be available on the PDN forums under the name "BGBTech JPEG").
for simple cases, I still typically use raw PNGs though...
Not sure if im missing something.
Quoted from Meringue - Too bad i own and have to use PS (at work) - it's clunky and i hate it..
Guess what? That's actually how the new texture system works.
So, yeah. it works and it's compact. any ideas to improve?
the lights under it are only to indicated the decimal value and the random light in the front on the left turns on when it's total darkness (when the sensor outputs nothing). With that said, there is 16 signal strengths if you include off being a state.
I've also made a system for mining. You put all the stuff in a chest cart when you're full/ and you send it up to your "house" and it stops on a hopper that empties it in a chest. that's not all. when the chest is full, the cart will automatically go to the next chest and stop on it. if that chest is full it will skip it and go to another. it can be expanded as long as you want and you only need two spaces between eac h chest. the circuit itseld per chest is like 3x2 or something lol.
yeah. I can't type properly today. sorry bout that!
vex is gonna have a field day.
you know that chest containing epic armor/tools? well, its connected to a lot of TNT that has a 99.99% chance of killing you and destroying your loot. have fun.
like they arnt accurate enough already.
these arnt trained snipers, theyre falling-apart guys with bows.
Even if assignment of the damage value/block ID to the quartz double slabs is neccesary, assigning the smooth stone double slabs a new damage value/block ID would be just as reasonable.
kind of figured as much.
some other games (such as Quake) basically did the same thing in some cases (such as for small graphic icons for the status bar, ...).
that, and there is also the trick of batching up geometry based on which texture it uses, to reduce the cost of switching textures (so a bunch of geometry is drawn with a single texture, without needing to change the texture as often). this makes more sense for larger textures though.
...
But Smooth Stone Double Slabs Still Exist...
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dinnerbone made a conversion tool. http://t.co/fcaYfGZn
There's also this one here. https://t.co/pGMctJDN
They didn't remove the stone slabs. There's a second block called smooth stone slabs, which have a different but similar appearance that has been in the block list for ages. They replaced/removed that one.
In 13w02a, 43:7 has been taken up by quartz double slabs and half 43:7 slabs (44:7) are also replaced by quartz slabs. This means that it's no longer possible to obtain this type of block.
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