When a player dies, the player will spawn at the nearest, complete bed they can find. A complete bed consists of a bed frame (permanent, cannot be recovered once placed) and a mattress/bedding (consumable, can be relocated). You re-spawn with varying health, depending on the quality of the bed-frame and mattress/bedding.
Spawning at a bed also cause the bed to eject the bedding into player's inventory (so player spawn with the bedding). This prevent situation in SMP where the spawn is made extremely dangerous (where a player keeps spawning and dying at the same place).
Bed-Frame
Bed-frame is the base structure of a bed, on/in which you'll have an "equip slot" to place your bedding/mattress.
An empty bed-frame won't allow you to spawn.
Larger bed also serve as small storage box with additional storage slots.
A bed-frame need. [] [] []
- Can be Wood/cobblestone/stone/iron/gold/diamond.
Different arrangement of "bed-frame" gives different look (indicated as ). []
[] [] - Bed Roll. 3 Storage slots.
[] [] - Single Bed. 9 storage slots.
[] - Single Bed w/ ottoman, identical to single, but with 18 storage slots.
- Double Bed. 27 Storage slots.
Destroy any part of the bed destroys the entire thing.
Larger bed will have additional inventory slot for you to store extra bedding
Different bed will have a different base heal-on-spawn-rate, and consumes bedding/mattress durability at different. Wood Bed-Frame:
The most economical, and the least comfortable of bed. Who would want to have splinter poking into their back side? The roughness also wears out bedding much faster.
Base Heal: 0.5
Bedding Use Rate: 64
Cobblestone Bed-Frame:
A little better then the wooden bed, in that you don't get splinters, but the bumpy surface do get uncomfortable. On top of wearing out your mattress fairly quickly.
Base Heal: 1
Bedding Use Rate: 64
Stone Bed-Frame:
Amazing what a little heat treatment to cobblestone can do, smooth bed that feels more comfortable. But the fact that its rock-hard do make it difficult to sleep on.
Base Heal: 2
Bedding Use Rate: 32
Iron Bed-Frame
A step up from your lowly stone bed. Iron bed are stronger, and more stable. Plus, since you don't need that much of it to hold your weight up, the rest of the iron are used to make some simple springs, making your mattress that much springer.
Base Heal: 3
Bedding Use Rate: 8
Gold Bed-Frame
A symbol of opulence, gold's soft and malleable nature allows you to set them solidly on the ground, at the same time deforms to fit your body shape better.
Base Heal: 3.5
Bedding Use Rate: 2
Diamond Bed-Frame
What utter decadence, it maybe hard to sleep on, but just the thought that you're sleeping on diamond is enough to make you well rested.
Base Heal: 4
Bedding Use Rate: 1
Bedding/Mattress
Bedding/Mattresses are required in order for the bed to act as a spawn point. Each bed has 1 inventory slot. And when built, will have no bedding. Only by adding bedding can the bed function as a spawn point. The lack of bedding will be visually obvious, as the bed will just be an empty frame. Different bedding offers different durability and different multiplier to the Base Heal rate.
Bedding/Mattress cannot stack, as each have its own durability (different for each bed).
The durability is consumed per spawn, the amount of durability consumed is listed above.
Cloth Mattress(appears as a white mattress):
Surface - Wool
Core - Wool
The standard mattress bedding, plain but comfy.
Heal Multiplier: 1x
Durability: 64
Feather Mattress(appears as a plumped up mattress):
Surface: Wool
Core: Feather
A bed stuff with feather. Softer, and if you wish, the thought that you're sleeping on the remain of you vanquished enemy will make you sleep well.
Heal Multiplier: 2x
Durability: 64
Satin Mattress (appear with a mattress with somewhat "shiny" surface):
Surface: Strings
Core: Feather
You really to splurge on those, don't you? The silky (of course, you killed those spider for their silk) smooth surface allows you to sleep in the greatest of comfort (just don't waste this on lowly beds).
Heal Multiplier: 2.5x
Durability: 128
Reed Mattress(looks like a mattress stuffed with straws):
Surface: Reed
Core: Reed
For those time you can't find sheeps to kill, a reed mattress works just as well.
Heal Multiplier: 1x
Durability: 64
Paper-stuffed Mattress(looks like a mattress stuffed with paper):
Surface: Reed
Core: Paper
Looks like you put some effort into it. And it pays off, paper are surprisingly soft.
Heal Multiplier: 1.5x
Durability: 64
Wood Mattress(looks like a pile of sticks on top of a tile of leaf):
Surface: Stick
Core: Wood
When you start with nothing, there must be at least something to get you started. It may not be comfortable but hey, at least its usable.
Heal Multiplier: 0.5x
Durability: 64
A heal multiplier cannot reduce your health recovered to below half heart.
This should cover a variety of gameplay from wandering (chain of very cheap bedding, with occasional "tent" houses as a more secure outpost) to super-fortress (diamond or gold bed, for full health spawn each time).
The bedding system can discourage abusing of bed, as abusing cheaper bed with cheap bedding will chew through a lot of resources just for player spawn low health near dangerous area (where they're likely to abuse it). While in reasonable locations, the bedding requirement is generally low enough that you'll have no problem running out of them (even if you just have a wooden bed in your fortress, the half-heart is not an issue as you're mostly secure, and hopefully you at least have some wood, wool, or reed reserved for a new bedding).
In addition, removing the bedding deactivates a bed's spawning ability, allowing player to control where they should spawn.
Well it's definitely an interesting idea and one I wouldn't mind seeing implemented. My original idea for beds was single-player only and they just turned off the visuals until the sun rose during a fast-forward phase.
New thoughts:
As you travel across the map, sometimes a biome-related dwelling will be generated (roughly semi-regular, about every 300~500 blocks between them). The dwelling will contain one bed (ranging from tiny bed to double bed, with materials from wood to stone), and will contain at least one bedding (of cloth or reed or lower quality) with low durability. And may or may not contain a food item or two (cooked pork or bread). And have a light-source that provide weak lighting (a weaker version of lantern?)
The idea here is to allow player who want to move constantly a way to have a secure spawn spot without having to hunt down permanent light (so they don't die, and spawn right next to another dangerous area when their light-source burns out). The dwelling should be generated with just enough supplies for 1 or 2 spawns, before the player is forced to either resupply it themselves or look for a next one.
I think you should spawn from the last bed you used rather than the nearest one
Rollback Post to RevisionRollBack
I aim to please ... and occasionally mentally scar. "Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
Not a bad idea at all, removes the "Spam bedz in all yo minez and you will never diez!" idea as well.
It seems very well thought out, a good use of various resources, (Especially string. I would love for more uses for string...) and very balanced. Allows for control over one's spawn point even with many of them made, forces upkeep to ensure that you work for this privilege, but not so much that it's not worth the effort.
Plus, it would allow us to make beds, which is awesome. I like to make houses that make sense.
/5
EDIT: Have you thought about, in single player, allowing the player to use beds to pass the night away faster? Say, using the bed makes you sleep for 8 minutes, when day is 10, night is 7, and dawn and dusk are 1.5... This would be a very useful ability, especially early game.
EDIT: Have you thought about, in single player, allowing the player to use beds to pass the night away faster? Say, using the bed makes you sleep for 8 minutes, when day is 10, night is 7, and dawn and dusk are 1.5... This would be a very useful ability, especially early game.
I'm aware of that possibility, but decided that the ability to "sleep away" the night is out of scope for this suggestion.
Using bed to accelerate time passage is an interesting ability for single player. Thou there might be some limitation on how fast it accelerates (how accurate the game needs keep track of the environment), and there are definitely question on what "stuff" we can skip in processing.
Items that cannot be skipped.
1. Mob processing (they still needs to be a threat, not go away when you fall asleep).
2. Red-stone circuits (red stone circuits clocks needs to keep running as expected, they shouldn't become out of sync because you sleep).
3. Mobile Minecarts (same reason as above, minecart may be used as a timing system).
4. Flows that are still resolving (you shouldn't be able to sleep during an on-coming water wave without it reaching you).
Put enough of these things together, then you potentially get a significant lag during your sleep. On top of how to handle active threat to you while you sleep (you shouldn't be able to remain sleeping when a wall of water hit you).
Forgive me if I say something previously stated. It's 4:30 AM and I'm tired, but have these ideas on my mind. I've read a few threads about beds and spawn points already, and honestly, I feel everyone is over-complicating things. To me it seems like it would be so much easier and better to be able to just make one bed, no over complicating things, and have it be your spawn point. If you decide to move your base, break it down and take it with you.
If you don't like the idea of a moving spawn point, then don't make a bed. But I for one am sick and tired of starting on an island in the middle of the ocean where the only closest land mass is a chunk big and about 6 chunks away. I spent maybe 10-20 minutes today deleting and creating worlds to try and find a good spawn point, but with no luck (If you're wondering why, it's because my old saved world with about 7 MB explored and a big house with a ton of supplies got deleted and I wasn't able to get it back :sad.gif:. ). With a spawn point/bed I could just go wander until I find a suitable place for myself and then build a house. I then wouldn't have to worry about taking 20 minutes to run from my spawn to my house just because I got another bad beginning spawn.
I love both the exploring and creative aspects of the game, but I am tired of getting those terrible spawn points on islands or beaches with giant caves under them that collapse after you spawn. I feel that with a bed/moveable spawn point, this problem would be solved and make it easier on people who enjoy both the creative and explorative aspect of the came.
Just my two-cents and opinion. And I again apologize if i've said something previously stated, or if my post was filled with a confusing rant, but like I said, it's past 4:30 in the morning.
-Drillian
Rollback Post to RevisionRollBack
I openly welcome any and all criticism, advice and discussion. I just ask for the same in return. Trolls will be dealt with.
I'm aware of that possibility, but decided that the ability to "sleep away" the night is out of scope for this suggestion.
Using bed to accelerate time passage is an interesting ability for single player. Thou there might be some limitation on how fast it accelerates (how accurate the game needs keep track of the environment), and there are definitely question on what "stuff" we can skip in processing.
Items that cannot be skipped.
1. Mob processing (they still needs to be a threat, not go away when you fall asleep).
2. Red-stone circuits (red stone circuits clocks needs to keep running as expected, they shouldn't become out of sync because you sleep).
3. Mobile Minecarts (same reason as above, minecart may be used as a timing system).
4. Flows that are still resolving (you shouldn't be able to sleep during an on-coming water wave without it reaching you).
Put enough of these things together, then you potentially get a significant lag during your sleep. On top of how to handle active threat to you while you sleep (you shouldn't be able to remain sleeping when a wall of water hit you).
Also plants growing comes to mind.
To skip 10 minutes I have no problems with a ten second or so loading screen. Even half a minute...
To skip 10 minutes I have no problems with a ten second or so loading screen. Even half a minute...
Assuming Minecraft uses a tick/frame based calculation for everything (everything is calculated in tick-per-tick basis), it may be feasible to just "black-out" player screen and speed-up the tick.
However, Notch appears to want the single player mechanics to be identical to the multi-player mechanics (in short, your single player client will operate happily in multiplayer without needing to change anything), so it would be unlikely that Notch will add a "sleep away" function.
Some sort of way to "modify" the time ratio (for multiplayer server side or local client options) so that you get a much shorter night may be possible.
Completely agree with the beds being spawn points, i hate having a bad spawn point with a really cool house area a little ways away, the world is infinite, they should make use of it
However, Notch appears to want the single player mechanics to be identical to the multi-player mechanics (in short, your single player client will operate happily in multiplayer without needing to change anything), so it would be unlikely that Notch will add a "sleep away" function.
I've been figuring this as well, so I doubt anything like sleeping would ever happen, but I still like the idea.
Quote from UberFubarius »
Some sort of way to "modify" the time ratio (for multiplayer server side or local client options) so that you get a much shorter night may be possible.
Until damage is fixed, we have monsters turned off on our server. And until monsters are on, admins are allowed to change the time whenever they like. I have the G3 button mapped to day and the G6 button mapped to night on my G11, one button press to change the time. It's a pretty nice setup. :tongue.gif:
I'm not sure I'd want speedier nights on multiplayer once damage works again though... Only on boring single player nights where I can't even change focus from the game to wait out the night.*
*Although, on a Mac or a Linux system, where the scroll wheel works properly, it will scroll the application the cursor is on top of, so as long as I don't click out of Minecraft, I can scroll web pages and such while waiting for day.
"Spam bedz in all yo minez and you will never diez!"
so wrong in so many ways.
anyway, some nice ideas here. has some potential. Like when a functioning multiplayer comes out, you could stick one of these on top of a pit of lava. Also, I think that the bed you spawn in should somewhat rely on chance, with more chance of spawning in a diamond bed than a wood one, and more likelihood of spawning in a bed the closer it is to you.
we should also have beds that attract . :biggrin.gif:
Rollback Post to RevisionRollBack
Quote from spaz102 »
Actually, that's the best mental image ever. A dying, drowning man stuffing his face from a massive wall of cake, and carving out a monstrous underwater cake picture. I'd pay to watch that irl.
[quote=Rotten194][quote=mcnugget] "Love cabin"[;/quote][quote=mcnugget]creepers.!
anyway, some nice ideas here. has some potential. Like when a functioning multiplayer comes out, you could stick one of these on top of a pit of lava. Also, I think that the bed you spawn in should somewhat rely on chance, with more chance of spawning in a diamond bed than a wood one, and more likelihood of spawning in a bed the closer it is to you.
we should also have beds that attract . :biggrin.gif:
A few things.
1. You can stick one in multiplayer on top of lava, but the spawn mechanics should be perfectly capable of trying to spawn you right on top of the bed. Further more, this tactic won't work for one or two reason.
A. If item ownership is not implemented, the player that got spawned on it can just remove the bedding, disabling the spawn-point (it does require him to kill himself again to spawn else-where).
B. If item ownership is implemented, spawn bed can be designed to work only for the player who "owns" them. So it would only result in the player placing the bed spawning on top of lava pit.
2. I want to stick with the simplest nearest bed system. This gives an incentive for player to only maintain a few high-quality bed around, and also makes the spawn mechanics easier to understand.
3.I don't see much of a point for TNT bed attracting creepers.
Yes, UberFubarius I really like your bed system. I how there are different levels of bed effectivity, and how there is not only a gameplay incentive to obtain a better bed/matress, but an aesthetic incentive as well. I also like the descriptions you added there. It makes people more receptive to your idea much more.
Rollback Post to RevisionRollBack
[quote=8bit]
By balance, do you mean make it totally worthless?
I like the idea, maybe we could portal from bed to bed, even if it doesn't make sense
Portalling from bed to bed is probably best left as a different structure (the current portal system looks fine for that purpose).
It's also an interface issue, how do you control which bed to teleport to?
Quote from DolphinTuna »
Yes, UberFubarius I really like your bed system. I how there are different levels of bed effectivity, and how there is not only a gameplay incentive to obtain a better bed/matress, but an aesthetic incentive as well. I also like the descriptions you added there. It makes people more receptive to your idea much more.
Edited opening post regarding spawn mechanics.
Spawning now causes the bed to "eject" its bedding into player inventory, this serves several purposes.
1. Prevents high-durability bed setup from becoming a prolong death-trap (in SMP, individuals can make the area around the bed an instant death area). The ejection system allows a bed to deactivate itself after a spawn, and require little effort by player to reactivate it.
2. Further prevents bed spam, as spamming it in dangerous area means that you might spawn with an enemy next to you, and now you have no time to replace the bedding.
The effect should be fairly visible. As dying removes all inventory, and the bedding would be the only item visible in you equip slot.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This was originally in http://minecraftforum.net/viewtopic.php?f=1&t=39153&start=180, cleaned up an posted for a cleaner presentation.
When a player dies, the player will spawn at the nearest, complete bed they can find. A complete bed consists of a bed frame (permanent, cannot be recovered once placed) and a mattress/bedding (consumable, can be relocated). You re-spawn with varying health, depending on the quality of the bed-frame and mattress/bedding.
Spawning at a bed also cause the bed to eject the bedding into player's inventory (so player spawn with the bedding). This prevent situation in SMP where the spawn is made extremely dangerous (where a player keeps spawning and dying at the same place).
Bed-frame is the base structure of a bed, on/in which you'll have an "equip slot" to place your bedding/mattress.
An empty bed-frame won't allow you to spawn.
Larger bed also serve as small storage box with additional storage slots.
A bed-frame need.
Different arrangement of "bed-frame" gives different look (indicated as
[] [] - Bed Roll. 3 Storage slots.
Destroy any part of the bed destroys the entire thing.
Larger bed will have additional inventory slot for you to store extra bedding
Different bed will have a different base heal-on-spawn-rate, and consumes bedding/mattress durability at different.
Wood Bed-Frame:
The most economical, and the least comfortable of bed. Who would want to have splinter poking into their back side? The roughness also wears out bedding much faster.
Base Heal: 0.5
Bedding Use Rate: 64
Cobblestone Bed-Frame:
A little better then the wooden bed, in that you don't get splinters, but the bumpy surface do get uncomfortable. On top of wearing out your mattress fairly quickly.
Base Heal: 1
Bedding Use Rate: 64
Stone Bed-Frame:
Amazing what a little heat treatment to cobblestone can do, smooth bed that feels more comfortable. But the fact that its rock-hard do make it difficult to sleep on.
Base Heal: 2
Bedding Use Rate: 32
Iron Bed-Frame
A step up from your lowly stone bed. Iron bed are stronger, and more stable. Plus, since you don't need that much of it to hold your weight up, the rest of the iron are used to make some simple springs, making your mattress that much springer.
Base Heal: 3
Bedding Use Rate: 8
Gold Bed-Frame
A symbol of opulence, gold's soft and malleable nature allows you to set them solidly on the ground, at the same time deforms to fit your body shape better.
Base Heal: 3.5
Bedding Use Rate: 2
Diamond Bed-Frame
What utter decadence, it maybe hard to sleep on, but just the thought that you're sleeping on diamond is enough to make you well rested.
Base Heal: 4
Bedding Use Rate: 1
Bedding/Mattresses are required in order for the bed to act as a spawn point. Each bed has 1 inventory slot. And when built, will have no bedding. Only by adding bedding can the bed function as a spawn point. The lack of bedding will be visually obvious, as the bed will just be an empty frame. Different bedding offers different durability and different multiplier to the Base Heal rate.
Bedding/Mattress cannot stack, as each have its own durability (different for each bed).
The durability is consumed per spawn, the amount of durability consumed is listed above.
Bedding construction templates are as follow.
Bedding recipes:
Cloth Mattress(appears as a white mattress):
Surface - Wool
Core - Wool
The standard mattress bedding, plain but comfy.
Heal Multiplier: 1x
Durability: 64
Feather Mattress(appears as a plumped up mattress):
Surface: Wool
Core: Feather
A bed stuff with feather. Softer, and if you wish, the thought that you're sleeping on the remain of you vanquished enemy will make you sleep well.
Heal Multiplier: 2x
Durability: 64
Satin Mattress (appear with a mattress with somewhat "shiny" surface):
Surface: Strings
Core: Feather
You really to splurge on those, don't you? The silky (of course, you killed those spider for their silk) smooth surface allows you to sleep in the greatest of comfort (just don't waste this on lowly beds).
Heal Multiplier: 2.5x
Durability: 128
Reed Mattress(looks like a mattress stuffed with straws):
Surface: Reed
Core: Reed
For those time you can't find sheeps to kill, a reed mattress works just as well.
Heal Multiplier: 1x
Durability: 64
Paper-stuffed Mattress(looks like a mattress stuffed with paper):
Surface: Reed
Core: Paper
Looks like you put some effort into it. And it pays off, paper are surprisingly soft.
Heal Multiplier: 1.5x
Durability: 64
Wood Mattress(looks like a pile of sticks on top of a tile of leaf):
Surface: Stick
Core: Wood
When you start with nothing, there must be at least something to get you started. It may not be comfortable but hey, at least its usable.
Heal Multiplier: 0.5x
Durability: 64
A heal multiplier cannot reduce your health recovered to below half heart.
This should cover a variety of gameplay from wandering (chain of very cheap bedding, with occasional "tent" houses as a more secure outpost) to super-fortress (diamond or gold bed, for full health spawn each time).
The bedding system can discourage abusing of bed, as abusing cheaper bed with cheap bedding will chew through a lot of resources just for player spawn low health near dangerous area (where they're likely to abuse it). While in reasonable locations, the bedding requirement is generally low enough that you'll have no problem running out of them (even if you just have a wooden bed in your fortress, the half-heart is not an issue as you're mostly secure, and hopefully you at least have some wood, wool, or reed reserved for a new bedding).
In addition, removing the bedding deactivates a bed's spawning ability, allowing player to control where they should spawn.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYes.
http://en.wiktionary.org/wiki/bedding
I see what you were thinking.
Well, I guess that word can have that meaning.
We can always just use mattresses.
As you travel across the map, sometimes a biome-related dwelling will be generated (roughly semi-regular, about every 300~500 blocks between them). The dwelling will contain one bed (ranging from tiny bed to double bed, with materials from wood to stone), and will contain at least one bedding (of cloth or reed or lower quality) with low durability. And may or may not contain a food item or two (cooked pork or bread). And have a light-source that provide weak lighting (a weaker version of lantern?)
The idea here is to allow player who want to move constantly a way to have a secure spawn spot without having to hunt down permanent light (so they don't die, and spawn right next to another dangerous area when their light-source burns out). The dwelling should be generated with just enough supplies for 1 or 2 spawns, before the player is forced to either resupply it themselves or look for a next one.
"Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
You can always remove the bedding from the one you're not using anymore.
It seems very well thought out, a good use of various resources, (Especially string. I would love for more uses for string...) and very balanced. Allows for control over one's spawn point even with many of them made, forces upkeep to ensure that you work for this privilege, but not so much that it's not worth the effort.
Plus, it would allow us to make beds, which is awesome. I like to make houses that make sense.
EDIT: Have you thought about, in single player, allowing the player to use beds to pass the night away faster? Say, using the bed makes you sleep for 8 minutes, when day is 10, night is 7, and dawn and dusk are 1.5... This would be a very useful ability, especially early game.
I do stuff.
I'm aware of that possibility, but decided that the ability to "sleep away" the night is out of scope for this suggestion.
Using bed to accelerate time passage is an interesting ability for single player. Thou there might be some limitation on how fast it accelerates (how accurate the game needs keep track of the environment), and there are definitely question on what "stuff" we can skip in processing.
Items that cannot be skipped.
1. Mob processing (they still needs to be a threat, not go away when you fall asleep).
2. Red-stone circuits (red stone circuits clocks needs to keep running as expected, they shouldn't become out of sync because you sleep).
3. Mobile Minecarts (same reason as above, minecart may be used as a timing system).
4. Flows that are still resolving (you shouldn't be able to sleep during an on-coming water wave without it reaching you).
Put enough of these things together, then you potentially get a significant lag during your sleep. On top of how to handle active threat to you while you sleep (you shouldn't be able to remain sleeping when a wall of water hit you).
If you don't like the idea of a moving spawn point, then don't make a bed. But I for one am sick and tired of starting on an island in the middle of the ocean where the only closest land mass is a chunk big and about 6 chunks away. I spent maybe 10-20 minutes today deleting and creating worlds to try and find a good spawn point, but with no luck (If you're wondering why, it's because my old saved world with about 7 MB explored and a big house with a ton of supplies got deleted and I wasn't able to get it back :sad.gif:. ). With a spawn point/bed I could just go wander until I find a suitable place for myself and then build a house. I then wouldn't have to worry about taking 20 minutes to run from my spawn to my house just because I got another bad beginning spawn.
I love both the exploring and creative aspects of the game, but I am tired of getting those terrible spawn points on islands or beaches with giant caves under them that collapse after you spawn. I feel that with a bed/moveable spawn point, this problem would be solved and make it easier on people who enjoy both the creative and explorative aspect of the came.
Just my two-cents and opinion. And I again apologize if i've said something previously stated, or if my post was filled with a confusing rant, but like I said, it's past 4:30 in the morning.
-Drillian
Also plants growing comes to mind.
To skip 10 minutes I have no problems with a ten second or so loading screen. Even half a minute...
I do stuff.
Assuming Minecraft uses a tick/frame based calculation for everything (everything is calculated in tick-per-tick basis), it may be feasible to just "black-out" player screen and speed-up the tick.
However, Notch appears to want the single player mechanics to be identical to the multi-player mechanics (in short, your single player client will operate happily in multiplayer without needing to change anything), so it would be unlikely that Notch will add a "sleep away" function.
Some sort of way to "modify" the time ratio (for multiplayer server side or local client options) so that you get a much shorter night may be possible.
Until damage is fixed, we have monsters turned off on our server. And until monsters are on, admins are allowed to change the time whenever they like. I have the G3 button mapped to day and the G6 button mapped to night on my G11, one button press to change the time. It's a pretty nice setup. :tongue.gif:
I'm not sure I'd want speedier nights on multiplayer once damage works again though... Only on boring single player nights where I can't even change focus from the game to wait out the night.*
*Although, on a Mac or a Linux system, where the scroll wheel works properly, it will scroll the application the cursor is on top of, so as long as I don't click out of Minecraft, I can scroll web pages and such while waiting for day.
I do stuff.
so wrong in so many ways.
anyway, some nice ideas here. has some potential. Like when a functioning multiplayer comes out, you could stick one of these on top of a pit of lava. Also, I think that the bed you spawn in should somewhat rely on chance, with more chance of spawning in a diamond bed than a wood one, and more likelihood of spawning in a bed the closer it is to you.
we should also have
I don't want to know.
A few things.
1. You can stick one in multiplayer on top of lava, but the spawn mechanics should be perfectly capable of trying to spawn you right on top of the bed. Further more, this tactic won't work for one or two reason.
A. If item ownership is not implemented, the player that got spawned on it can just remove the bedding, disabling the spawn-point (it does require him to kill himself again to spawn else-where).
B. If item ownership is implemented, spawn bed can be designed to work only for the player who "owns" them. So it would only result in the player placing the bed spawning on top of lava pit.
2. I want to stick with the simplest nearest bed system. This gives an incentive for player to only maintain a few high-quality bed around, and also makes the spawn mechanics easier to understand.
3.I don't see much of a point for TNT bed attracting creepers.
[quote=8bit]
By balance, do you mean make it totally worthless?
Portalling from bed to bed is probably best left as a different structure (the current portal system looks fine for that purpose).
It's also an interface issue, how do you control which bed to teleport to?
Thanks for the encouragement.
Spawning now causes the bed to "eject" its bedding into player inventory, this serves several purposes.
1. Prevents high-durability bed setup from becoming a prolong death-trap (in SMP, individuals can make the area around the bed an instant death area). The ejection system allows a bed to deactivate itself after a spawn, and require little effort by player to reactivate it.
2. Further prevents bed spam, as spamming it in dangerous area means that you might spawn with an enemy next to you, and now you have no time to replace the bedding.
The effect should be fairly visible. As dying removes all inventory, and the bedding would be the only item visible in you equip slot.