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    posted a message on [POLL] [FEATURE] What do you guys think about this feature for map makers?
    This is so necessary for adventure maps. And I'm not being ironic. So far we cannot even play the records, I believe.

    It's a shame that there are some limitations, that, unless some mapmaker or mindcracker speaks to Dinnerbone, will never be changed.
    If someone has a twitter account, would be great to tweet him this.

    The major limitation is the rain sound.
    It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcoded to be randomly played.
    So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.

    We cannot escape the annoying rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
    :/
    Posted in: Future Updates
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    posted a message on The New command in 1.6.1: /playsound
    It's a shame that there are some limitations, that, unless some mapmaker or mindcracker speaks to Dinnerbone, will never be changed.
    If someone has a twitter account, would be great to tweet him this.

    The major limitation is the rain sound.
    It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcored to be randomly played.
    So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.

    We cannot escape the annoyingn rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
    :/
    Posted in: Recent Updates and Snapshots
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    posted a message on Bonemeal has been balanced now...
    To me it will only make sense (the nerf, now rebalanced) if a disperser does not use a bonemeal on a grown crop/tree.
    The dispenser bonemealing insertion in the game was for automation purpose (just like hoppers).
    You cannot reliably automate something that is random.

    Because otherwise this simple mechanic is void, as a single use does not guarantee a full growth, and a multiple use will inevitably lose tons of bonemeal for already grown crop.

    Ask youself: why would you use a mechanic that will make you waste tons of bonemeal? Answer is: YOU WONT.

    This is not the same as enchanting being random, or generation being random, as they have nothing to do with an automation mechanic.
    Posted in: Recent Updates and Snapshots
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    posted a message on Will Jeb/Dinnerbone ever implement spikes?
    Make the cactus on a flower pot deal damage without destroying itens.
    You can already place flower pots in adjacent blocks.

    But a spike block would be better. Specially if it were like a piston where if extended, instead of the piston arm you get spikes, that would be great for adventure maps.
    Posted in: Future Updates
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    posted a message on Theme of 1.5 Announced
    I agree that the terrain generation could be vastly improved. But I also don't think that pre-1.8 terrain was better in any way. The randomness it presented was nice in a first glance, but it was also the factor that made everything "the same", after all the number of variables used in it's randomness was very limited.

    The presence of biomes was a step in the right direction IMO. But again the randomness within every biome, and between biomes itself is also very limited. So after beta we ended up with (a few) small different islands of "the same" stuff.
    Why it's randomness must be so limited? That is what should be worked on (after the bugfixes of course).
    All the variables used in the random factor inside each biome should also be extended (with a chance) to be applied to all other biomes, with the only limitations being the logical aspects like temperature and height.

    With the current biome generation we cannot have forests in extreme hills (x-hills). We cannot have x-hills overhanging/crossing other biomes. No x-hilly taigas or deserts. (maybe I'm mistaken on one of these, but my point stands).

    Anyone who watches a video of Biomes O' Plenty will understand what I'm talking about. Now add to all those biomes an increased chance of randomness (taking features of other biomes) and you will have a genuinely interesting world.
    Posted in: Future Updates
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    posted a message on Did the last patch break blaze grinders?
    It amuses me how people can think that the way they play a sandbox game is the "right way".
    Posted in: Recent Updates and Snapshots
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    posted a message on Possible new latch / flip-flop block!
    Oh wait, the locking does keep the original state of the output signal. So I guess it is indeed a d-flip-flop!

    I was thinking that the controller/locking repeater would pass it's signal to the output/locked repeater, but I was wrong.
    Posted in: Future Updates
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    posted a message on Why does renaming an item cost XP?
    I agree that renaming should not cost xp, or at least cost 1 level or less.

    The "book renaming" argument is flawless.
    Posted in: Recent Updates and Snapshots
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    posted a message on The diversity of biomes
    I saw this album of the Biomes mod and wished I had the same on Minecraft vanilla... the joy of discovery new and exciting land, of my mind working on new possibilities of buildings that I could make in those different enviroments...

    Biomes O' Plenty - Imgur

    So yeah, I think Minecraft should have as many biomes as possible. This is to me the best way of making the game doesn't feel like every scenario you see is the same as you saw 10 min ago.
    Maybe even random biomes, like based on a set of characteristics that we already have, they are randomly mixed together. Some results would be similar of that on the Imgur algum I posted.

    Of course adding changes to the world generator would cause the wrath of the community, like always. But I'd go for it.
    Posted in: Future Updates
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    posted a message on Is Minecraft "Dead"? (Follow Up)
    Quote from SethBlue

    There were some complaints I didn't say specifically what I didnt like about the new updates. Well heres a list of things that ruined Minecraft for me:


    Hardcore Mode - Don't play or create a hardcore mode world
    The End - Don't go to the End
    Enderdragons - Don't fight it / Don't go to the End
    XP - Ignore it
    Enchantments - Don't enchant
    Beacons - Don't craft it??
    Witches - Don't search for one, and if you stumble upon, kill it and move on
    Potions - Don't brew

    Except for hunger, everything you mentioned is optional and/or can be ignored. So you really would want for these features to never be in the game, even though you can, if you choose to, be completely oblivious of their existence without it changing in any shape or form the sandbox and survival aspects of Minecraft that you love so much? ¬¬

    Now, I know that you may bring this up, so I'll already respond to it. Everything I mentioned as optional is optional only on a strict personal gameplay. I'm not saying SP or individual because you could ask your friend to join (using the NEW lan feature, btw) your world, and both could agree to ignore said things, and that would be multiplayer. But yeah, on a SERVER you may not be able to ignore potions and enchantments, as other players may use them against you, but guess what, it's YOUR CHOICE which server you play on. Again, if YOU decide to play on a pvp server, it's YOUR choice to face other players that use potions and enchantments.

    TL;DR: Your attitude is similar to that of a child that thinks that if he is not happy nobody should be able to.

    And I find completely unnecessary the creation of a second thread to say EXACTLY the same thing.... but what can I do.

    Edit: It took to long for me to wrote this, so I was ninja;d several times.
    Posted in: Recent Updates and Snapshots
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