if cannons were real they would be made from obsidian. To use one, you would have to right click on it with a cannon ball (made with four obsidian blocks surrounding a tnt block) After the cannon has been loaded, right click again to aim and fire. This could help you kill mobs (even in the nether), to just have fun, or multiplayer roleplay
Drill schematic:
each of the diamonds represents a pickaxe, of any value. all three pickaxes must be part of the recipe to craft.
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Drill Cart: (gp is the drill, is the cart, obviously)
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how it works it this:
The drill, when right-clicked, opens a menu displaying five slots:
one slot for each pickaxe (3)
one slot for coal
one slot for tracks
when the drill is fueled by coal, it will destroy the 6 blocks in front of it (one left, right and above, creating a 3x2 corridor behind it) and place a track from the track stockpile onto that square. destroying the block wears down each of the pickaxes the usual amount (meaning that each block destroyed this way is 3x as expensive as normal). If any of the pickaxes are worn down, missing, or incapable of destroying the block normally, the cart will stop. If there are no blocks in front of it, it will simply lay down track regardless of the state of the picks.
The cart cannot move itself forward, and must be pushed from behind by a locomotive cart.
to sum up:
ridiculously expensive (three times as much picks worn down as normal)
very efficiently builds a tunnel for you.
must be turned manually (must stop it, orient the track beneath it, and restart it to turn)
automatically lays track for you
cannot navigate up or down slopes (will fall off tracks and stop if the ground drops out beneath it)
perhaps a bit complicated and clunky, but just throwing it out there
I really wish I knew how to use photoshop, it would be so much easier to explain.
And yes, the allocator is a good idea, but they are not the same thing.
The arm's function is to interact with placed blocks (block of dirt, growing plants, water or lava spawns, etc.), a function that the other does not have.
The two are not mutually exclusive, and are, in fact, complimentary.
now can you please stop talking about the allocator in this thread.
When placed, the mechanical arm block faces a set direction, and when interacted with, has one storage slot which any item can be placed into.
When the block receives redstone power, it will perform a right-click action with whatever item has been placed in its storage slot.
Potential uses:
- Water gates: give it a bucket of water - the first click pours it out, the second scoops it up again.
- Harvesters: place a row of arms along your rows of wheat, and at the push of a button, hoe-wielding arms can harvest your crops at a single swipe. add a drainage system, and a rush of water can bring all your wheat right to you.
- Traps: like the dispenser, the arm can be used to create simple traps. give it a sword, and watch it kill your enemies for you!
Downsides:
- It's immobile: the arm can only reach the blocks directly in front of and below it
(from the side:)
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the arm will first attempt to right-click the pink block, and if that is empty, it will right-click the green block.
- Can only do one thing: if you want to change tools, you have to swap them out manually.
I don't know what the schematic would look like, something with stone, sticks, and redstone, i suspect.
he's not talking about an xor gate routing the output of two levers into a single stream, he's talking about one lever controlling the state of another lever.
and the answer is no.
the only thing that can change the state of a lever is a user clicking on it.
games have points, teams, rounds, or any of the above. there is a set goal and a way to win.
simulations have a set of guidelines that restrict certain behaviors, but anything can be done, and it is up to the person in the simulation to decide what their goals are.
a simulation has an infinite number of ways to play, a game has only one.
"Economics" in minecraft is just convincing the other guy to give you more for your less. That's it. Begone.
it's about spending days creating something that takes days to create, and then trading it for something else just as time-consuming that someone else made.
if you can make one and trade for the other, you get both for half the time spent.
Economy!
all we have to do is wait for things to get complicated enough to warrant it.
best way to implement this would be with two points: two opposite corners of the X-Y rectangle that is your territory. rather than muck about with heights, simply give them all the land available floor-to-ceiling
I think the previous few posters are right: as rarity and difficulty go up, things are more valuable and there is more incentive to trade. when everything isn't just lying around to be grabbed, and must be worked for, economies will develop.
so really, we just need to wait for the game to get more complicated, and the number of blocks and recipes to increase, and an economy should happen naturally
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if cannons were real they would be made from obsidian. To use one, you would have to right click on it with a cannon ball (made with four obsidian blocks surrounding a tnt block) After the cannon has been loaded, right click again to aim and fire. This could help you kill mobs (even in the nether), to just have fun, or multiplayer roleplay
I think I translated it.
My opinion?
I don't like it.
0
Drill schematic:
each of the diamonds represents a pickaxe, of any value. all three pickaxes must be part of the recipe to craft.
[]
[]
Drill Cart: (gp is the drill,
how it works it this:
The drill, when right-clicked, opens a menu displaying five slots:
one slot for each pickaxe (3)
one slot for coal
one slot for tracks
when the drill is fueled by coal, it will destroy the 6 blocks in front of it (one left, right and above, creating a 3x2 corridor behind it) and place a track from the track stockpile onto that square. destroying the block wears down each of the pickaxes the usual amount (meaning that each block destroyed this way is 3x as expensive as normal). If any of the pickaxes are worn down, missing, or incapable of destroying the block normally, the cart will stop. If there are no blocks in front of it, it will simply lay down track regardless of the state of the picks.
The cart cannot move itself forward, and must be pushed from behind by a locomotive cart.
to sum up:
ridiculously expensive (three times as much picks worn down as normal)
very efficiently builds a tunnel for you.
must be turned manually (must stop it, orient the track beneath it, and restart it to turn)
automatically lays track for you
cannot navigate up or down slopes (will fall off tracks and stop if the ground drops out beneath it)
perhaps a bit complicated and clunky, but just throwing it out there
0
0
but an easy way for this to work would be to have fossil blocks appear as veins in rock. When they are mined, they drop bones.
it'd be a good way for players who play on peaceful to get access to fertilizer and bone dust.
0
And yes, the allocator is a good idea, but they are not the same thing.
The arm's function is to interact with placed blocks (block of dirt, growing plants, water or lava spawns, etc.), a function that the other does not have.
The two are not mutually exclusive, and are, in fact, complimentary.
now can you please stop talking about the allocator in this thread.
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right-click on the sign while wielding the quill, and it opens up the sign's editor
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The Mechanical Arm has its own specific purpose, which I would prefer is discussed here.
Thank you.
0
When placed, the mechanical arm block faces a set direction, and when interacted with, has one storage slot which any item can be placed into.
When the block receives redstone power, it will perform a right-click action with whatever item has been placed in its storage slot.
Potential uses:
- Water gates: give it a bucket of water - the first click pours it out, the second scoops it up again.
- Harvesters: place a row of arms along your rows of wheat, and at the push of a button, hoe-wielding arms can harvest your crops at a single swipe. add a drainage system, and a rush of water can bring all your wheat right to you.
- Traps: like the dispenser, the arm can be used to create simple traps. give it a sword, and watch it kill your enemies for you!
Downsides:
- It's immobile: the arm can only reach the blocks directly in front of and below it
(from the side:)
[]
[]
the arm will first attempt to right-click the pink block, and if that is empty, it will right-click the green block.
- Can only do one thing: if you want to change tools, you have to swap them out manually.
I don't know what the schematic would look like, something with stone, sticks, and redstone, i suspect.
0
and the answer is no.
the only thing that can change the state of a lever is a user clicking on it.
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we better get more people voting in on this or my whole bracket's screwed
0
of course, you have to watch out for setting your buildings on fire, but putting a log here or there around your cave should help a bit
0
games have points, teams, rounds, or any of the above. there is a set goal and a way to win.
simulations have a set of guidelines that restrict certain behaviors, but anything can be done, and it is up to the person in the simulation to decide what their goals are.
a simulation has an infinite number of ways to play, a game has only one.
0
it's about spending days creating something that takes days to create, and then trading it for something else just as time-consuming that someone else made.
if you can make one and trade for the other, you get both for half the time spent.
Economy!
all we have to do is wait for things to get complicated enough to warrant it.
0
0
so really, we just need to wait for the game to get more complicated, and the number of blocks and recipes to increase, and an economy should happen naturally