1. You gave no evidence as to why it would be extremely useful, instead of just something to add. ("please" is NOT a very good argument.)
2. Random numbers are hard to add in. (I'm pretty sure.) They'll give a psuedo-random number based on a formula, if I remember algorithms correctly.
I'm saying No support for this one.
Yes, he should provide some more information. However, random numbers would be incredibly useful for mapmakers and are incredibly easy to generate. Here's a simple one: the system minute times the system second squared, continually subtracted by 100 until the result is less than 101. That produces a set number between 0-100 for any particular time, but to the player would seem random.
Yes, he should provide some more information. However, random numbers would be incredibly useful for mapmakers and are incredibly easy to generate. Here's a simple one: the system minute times the system second squared, continually subtracted by 100 until the result is less than 101. That produces a set number between 0-100 for any particular time, but to the player would seem random.
I Support.
Usually though you want a pseudorandom number generator (PRNG); for a given seed input it will always produce the same sequence of random numbers, which is how Minecraft is able to create the same world from a given seed, as well as ensure that world generation is consistent (imaging trying to generate a Minecraft world with truly random numbers; the way the game works depends on a predictable relationship between the random numbers generated for each chunk so they "fit together". What it usually does is use the chunk coordinates and world seed to obtain a new, unique seed for every chunk).
For another example, suppose you want to add a randomly generated structure; a PRNG will ensure that it generates the same way every time, which is particularly important with the way the game generates them (it does not generate the entire structure at once but in chunk-sized pieces; the "seed" for the structure is based on the chunk it starts in).
It is just as easy to make a PRNG; Java's Random is based on the following line of code - yes, I said line; all it does is takes a seed value and multiplies it by a number then adds another number to get a new number, which is the new seed value:
Also, a simple time-based RNG like the one you described would fail if you tried to retrieve more than one random number per second (easy to do with redstone); you also do not need to keep subtracting 100; just do modulo 100 on the result, which will give you a number between 0-99 (NB: this is 100 separate values; 0-100 is 101 values; computers usually start counting at 0 and if you call Random.nextInt(100) you'll get 0-99, not 0-100).
Java provides functions that can get the time down to the nearest nanosecond if you want; however I think that a PRNG that can be seeded to return a fixed sequence is better; the game could use a random seed if you do not provide one, which is exactly what Java's Random does (I imagine that the interface to the RNG block would include at least three inputs; one for a seed (leave blank to use a random seed), and two for lower/upper bounds on the numbers it outputs. There would also be some way to trigger it to output a number and another way to reset it; the state can be saved when it unloads by saving it as block entity data (initial seed, current state, min/max bounds).
Make a randomizer please.
/scoreboard players random @a TEST 0 255
This command will give random score from 0 to 255 to all players
1. You gave no evidence as to why it would be extremely useful, instead of just something to add. ("please" is NOT a very good argument.)
2. Random numbers are hard to add in. (I'm pretty sure.) They'll give a psuedo-random number based on a formula, if I remember algorithms correctly.
I'm saying No support for this one.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Yes, he should provide some more information. However, random numbers would be incredibly useful for mapmakers and are incredibly easy to generate. Here's a simple one: the system minute times the system second squared, continually subtracted by 100 until the result is less than 101. That produces a set number between 0-100 for any particular time, but to the player would seem random.
I Support.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Usually though you want a pseudorandom number generator (PRNG); for a given seed input it will always produce the same sequence of random numbers, which is how Minecraft is able to create the same world from a given seed, as well as ensure that world generation is consistent (imaging trying to generate a Minecraft world with truly random numbers; the way the game works depends on a predictable relationship between the random numbers generated for each chunk so they "fit together". What it usually does is use the chunk coordinates and world seed to obtain a new, unique seed for every chunk).
For another example, suppose you want to add a randomly generated structure; a PRNG will ensure that it generates the same way every time, which is particularly important with the way the game generates them (it does not generate the entire structure at once but in chunk-sized pieces; the "seed" for the structure is based on the chunk it starts in).
It is just as easy to make a PRNG; Java's Random is based on the following line of code - yes, I said line; all it does is takes a seed value and multiplies it by a number then adds another number to get a new number, which is the new seed value:
Also, a simple time-based RNG like the one you described would fail if you tried to retrieve more than one random number per second (easy to do with redstone); you also do not need to keep subtracting 100; just do modulo 100 on the result, which will give you a number between 0-99 (NB: this is 100 separate values; 0-100 is 101 values; computers usually start counting at 0 and if you call Random.nextInt(100) you'll get 0-99, not 0-100).
Java provides functions that can get the time down to the nearest nanosecond if you want; however I think that a PRNG that can be seeded to return a fixed sequence is better; the game could use a random seed if you do not provide one, which is exactly what Java's Random does (I imagine that the interface to the RNG block would include at least three inputs; one for a seed (leave blank to use a random seed), and two for lower/upper bounds on the numbers it outputs. There would also be some way to trigger it to output a number and another way to reset it; the state can be saved when it unloads by saving it as block entity data (initial seed, current state, min/max bounds).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Yeah, I knew most of that. I just didn't want to get too detailed with a small post, but you did that for me.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com