Okay, chunk being 16x16x128. We will assume its fairly flat land; the ground ends at layer 64 in this chunk, so thats 16x16x128. Lets also assume no caves, water, lava, or obsidian, no dirt/gravel chunks in the middle . . . and we will say 2% of the chunk is ore. The top 5 layers will be dirt, lets say. We will also say that 50% of the material from chunks 1-5 is bedrock, which is unmineable, so it doesn't count.
Dirt takes .75 seconds to dig by hand, stone takes 7.5 seconds to dig by hand, ore of any type takes 15 seconds to dig by hand.
16x16x5 is 1280 dirt; thats 16 minutes with 0 delay between attempts. To account for human error and not being 100% accurate, we will call it 20 minutes.
That leaves layers 1-59; we will assume that 2.5 layers are bedrock (thats the 50% of the bottom five layers), so we have 56.5 layers of stone to work with. Thats 14464 bits of stone; we will say 2% of that is ore, so 290 is ore and 14174 smooth stone. 290 x 15 is 72 minutes, we will call it 75 minutes to account for timing mistakes. The remaining 14174 smooth stone is 29.5 hours. I think to account for timing mistakes, its fair to call it 30.5 hours. So we've got 30.5 hours, and 1.58 hours if you add up the 20 and 75 minutes from before. About 32 hours all combined.
Of course, this isn't entirely accurate. Most chunks would have caves, dirt, and gravel pockets, which would speed things up, but also more height on the surface, and maybe lava or water, which could slow things down. So just an approximation. 30 hours at least.
- BidoofRacer
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Kastrel posted a message on How long do you think is will take to mine an entire chunk with your bare hands?Posted in: Survival Mode -
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Bondo posted a message on New updateMy Minecraft updated too. Oddly, the version number reads 3.2, and now instead of being Minecraft, it's actually Oregon Trail. I narrowly avoided being blown up by a creeper, then I died of dysentery.Posted in: Survival Mode
I do not like this update. -
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Yellow9 posted a message on [Minecraft Map/Game Tutorial]I’ve never seen a tutorial like this on the forums, so I thought I’d make one.Posted in: Tutorials
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The 9 Steps of an Adventure Game by Yellow9
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In this tutorial, I will explain how to make a successful Minecraft game as well as make an example game.
Step One: Type
What type of game will your game be? Some common types include:
-Adventure
-Survival
-Puzzle
For my example game, I will make a very simple adventure game.
Step Two: Plan
This is by far the most important step. Yes, even more important than actually building the game.
The best games out there were carefully planned and NOT thrown together randomly.
This means that you should grab a piece of paper and sketch out a plan or make some blueprints in your mind. If you make it up as you go, it may not make a lot of sense.
For my example game, I will have a starter house, a cave that leads to three trials and then a victory room.
-TIP-
Take your time planning out a game. If you plan it quickly, it may not be as good as it would be if you planned it out for a while.
Step Three: Story
Before you even generate a new world, be sure that your puzzles or challenges match up with your storyline. This is very hard to do.
If you have no storyline, then don’t worry about this step. It’s always nice to have a good storyline, though!
For my example game, I will use a very overused storyline.
You are an archeologist that has heard of a room full of awesome artifacts. You set up a house next to the entryway to this room. But first, you must pass all 3 tests.
Step Four: Tools
Before you build, be sure you have a way to get items. I recommend INVedit of TooManyItems, but you can mine all of your materials if you want to.
For my example game, I will use INVedit and MCedit.
Step Five: Build
Yes, we’re finally at the fun part: building your adventure game. A successful game isn’t too easy or too hard. Be sure to test EVERYTHING!
Also, be sure to add enough supplies. If your adventure game is in a dark cave, be sure to give the player torches near the start or a pickaxe to mine coal!
For my example game, I will use INVedit to get materials for the house and use MCedit to make rooms for the three tests.
Remember to go by your plans! Don’t just start building stuff at random or your game may not turn out very good!
-TIP-
Be sure to be creative. Everyone loves new and creative puzzles and challenges, not just the same old jumping-over-lava challenge.
Step Six: Check
Check to make sure everything is in the right place. Make sure you put those torches in the chest and are not still in your inventory. Make sure the signs make sense! Make sure the texture pack works with your game if you include one.
Also, check for originality. If your puzzles are exactly the same as another person’s puzzles, then it WILL be seen as a copy. So, be careful! You can still use ideas from other games, just be sure to change them so they aren’t copies.
-TIP-
Be sure to make rules very obvious and clear.
Step Seven: Test
Before you publish your game, be sure to test it! You want to make sure everything works as planned.
If it doesn’t, change it and then test it again. Keep doing this until your game is how you want it to be.
BE SURE to test it with monsters on, so you can see if too many or too little monsters spawn.
-TIP-
If you have an available friend, have them test it, too! It’s always a good idea to see how other people will play your game.
Step Eight: Publish
Now that your game is done, you can put it on the forums!
There are three things that you will need in your post:
-Description: What is your game about? Why should we play this? If you want a lot of downloads, add the rules, a changelog and a very detailed description to your post.
-Pictures: What does your game look like? You’ll get a lot more downloads if you include pictures!
-TIP-
Photobucket is a nice place to upload pictures. Just copy the image code into your post and you’re good to go!
-Download: If you don’t have a download, how do you expect us to play it? =P
-TIP-
Mediafire is a great place to upload your game! Just upload it and copy/paste the link into your post.
Step Nine: Update
So, it’s time to get popular and get a million downloads, right? Wrong.
People may reply with bugs or problems. They may also reply with reviews or feedback. Use all of this information to improve your game. The better your game gets, the more downloads you’ll get.
I also like to make an easy mode for players who have trouble with some challenges or puzzles. If your easy mode is too hard, though, be sure to make everything a lot easier. To reduce mob spawns, add a giant dark room.
People also like to see new content in updates, not just updates. Add new side quests or more treasure! Add a new puzzle that is especially tricky for players who like to take risks! Use new content from Minecrat updates to draw players to your game! Use new ideas and make interesting puzzles/challenges!
Now you know how to make a successful Minecraft game. I hope this helped!
If you wish to download my example game, here is the download link:
http://www.mediafire.com/?dc7rufnzql28d8z
Feel free to take it apart, blow it up, use it as a blueprint, etc. -
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Disethas posted a message on how to survive the first nightHelp!! I don't know what an infatory is!Posted in: Survival Mode -
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Keruptis666 posted a message on who else thinks shears was a dumb ideain most seeds it will take you longer to find the iron than to kill 3 sheepPosted in: Survival Mode
...
scratch that, unless it spawns you right the frick on surface iron it is quicker to kill 3 sheep
you could have 3 wool in 3 minutes
and why do you care how long the shears last if admittedly you only use the wool for beds, how many beds do you need.
if it really bothers you that much put the game on peaceful until you have your bed, which you should be able to make on day 1 with no excuses
thats it im doing a self imposed challenge, see how many beds i can craft before the first sunset, and i will save my vid for all future shear posts -
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SoulzX posted a message on The Adventure Update New Kinds of servers?I like the idea of an RPG style, but please dont model it anything like the crap that WoW hasPosted in: Discussion -
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Chewy2014 posted a message on [Creating Mods] Chewy2014's Modding TutorialsPosted in: TutorialsMore Advanced Blocks
Some blocks like ice, soulsand, sand/gravel, and netherrack have special properties like gravity and slipperiness. This tutorial will teach you how to make a slippery block that has a light level equal to that of a torch. I'll also teach you how to set different textures for different sides of the block.
Let's start by adding our block to Block.java:
public static final Block advancedBlock = new BlockAdvanced(102).setLightValue(0.9375F).setBlockName("advancedBlock");
This is our basic block line, but with one extra function. The "setLightValue" function allows us to set the amount of light the block gives off. 1.0F is the max you can have, anything higher than this will not be noticeable, and may make strange things happen. 0.9735F is the same level as a regular torch, at it's more well-known level of 14.
If you tried to recompile this now the compiler would go crazy and say, "What are you thinking, the class 'BlockAdvanced' doesn't exist!". Well, that's why we have to write it :wink.gif:
Let's start with our basic block class:
package net.minecraft.src; public class BlockAdvanced extends Block { public BlockAdvanced(int i) { super(i, Material.rock); } }
This is our basic block class, it sends the int "i" to its super class along with its Material, which we'll go over later.
The only block in the game with slipperiness is ice. Let's open BlockIce.java. You should notice this right away, in the BlockIce function:
slipperiness = 0.98F;
This is the line that adds slipperiness to the block. This is a float value, so it has to be a decimal. Let's copy and paste this into our BlockAdvanced.java:
package net.minecraft.src; public class BlockAdvanced extends Block { public BlockAdvanced(int i) { super(i, Material.rock); slipperiness = 0.98F; } }
Now, let's look for a funtion that adds multiple textures to a block. The block that is the easiest to understand is sandstone. Here's the function that does that from BlockSandStone.java:
public int getBlockTextureFromSide(int i) { if(i == 1) { return blockIndexInTexture - 16; } if(i == 0) { return blockIndexInTexture + 16; } else { return blockIndexInTexture; } }
A new question arises now, "What is blockIndexInTexture?". Well, that is the location in the terrain.png to start with. We'll go more into this later.
For now, let's just add this to our BlockAdvanced.java:
package net.minecraft.src; public class BlockAdvanced extends Block { public BlockAdvanced(int i) { super(i, Material.rock); slipperiness = 0.98F; } public int getBlockTextureFromSide(int i) { if(i == 1) { return blockIndexInTexture - 16; } if(i == 0) { return blockIndexInTexture + 16; } else { return blockIndexInTexture; } } }
Now, we have to tell the compiler what blockIndexInTexture is. We have to add a line to our BlockAdvanced.java:
blockIndexInTexture = 196;
This defines the location of our base texture in the terrain.png. This line goes in our BlockAdvanced function. For this we'll be using the spot next to the detector rail, and the two spots under that spot. We'll keep things simple, and just copy and paste some textures there. ([/laziness] :tongue.gif: )
You should now have this:
package net.minecraft.src; public class BlockAdvanced extends Block { public BlockAdvanced(int i) { super(i, Material.rock); slipperiness = 0.98F; blockIndexInTexture = 196; } public int getBlockTextureFromSide(int i) { if(i == 1) { return blockIndexInTexture - 16; } if(i == 0) { return blockIndexInTexture + 16; } else { return blockIndexInTexture; } } }
Now, paste whatever textures you like in the three spots mentioned earlier and your block will be complete. It takes the same format as sandstone; the top slot is the top of the block, the middle is the sides of the block, and the bottom is the bottom of the block. For our texture to function properly in the MCP test version, we have to add the modified terrain.png to the JAR we decompiled, the one in the MCP folder labeled "jars".
Let's recompile our code and test.
We're getting more advanced now!
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Nintorii posted a message on Beta 1.8 Discoveries
Sound:
From C418's Twitter, shortly deleted after posted.:
- Less annoying rain.
- New water splashing sound.
- New swimming sounds.
- Moving minecart sound.
- New, "more horrifying", skeleton sound.
- Skeleton walking sounds.
- Unique sound for big slimes.
- Spider walking sound.
- Zombie walking sound.
- Chicken walking sound.
- Cow walking sounds.
- Wolf walking sound.
- Sheep walking sound.
- Pig walking sound.
- Shearing sheep sound.
- New grass walk sound.
- New gravel walk sound.
- New sand walk sound.
- New stone walk sound.
- Ladder climbing sound.
Confirmed:
- Deeper oceans.
- Lakes, rivers, and waterfalls.
- Pressure plates can be placed on fences. (Good for tables.)
- Wearing a pumpkin will protect you from endermen in ways.
- A new glass-like block. It's very thin. [Picture]
- A very scary, dark mob named "Enderman". It's purpose is unknown, but it's holding a block. [Picture] [Reddit]
- Hunger bar. (Look to the right of the health meter.) [Twitter]
- Cooked chicken; raw chicken. [Twitter]
- Farmable melons and pumpkins. [Interview]
- New achievement for shooting a skeleton from 50 meters away. [Twitter]
- Iron reeds. (Name unofficial.) [Picture]
- New bricks. (Name unofficial.(Stone, mossy, and cracked.)) [Picture]
- Chargeable bows.
- Critical hits.
- NPC villages. [Tumblr] [Picture]
- A new mob. (A very "scary" one! (A boss, possibly? Maybe the silverfish?))[Tumblr]
- Different style dungeons. [Picture]
- More complex combat. [Tumblr]
- More unique farming.
- New mossy cobblestone texture.
- A moderator on a survival server can play as if they were in creative. [Twitter] (1.9?)
- New lighting. [Picture] [Tumblr]
- More unique and interesting world generation. [Tumblr]
- Gamma slider. [Twitter]
- Big mushrooms. [Picture] [Picture2][Picture3]
- Underground ravines. [Picture]
Likely Features:
- Mystery bar. {Stamina? Armor? Fear? Experience? Oxygen?} (Right above item slots.) [Twitter]
- Server list GUI.
- A way to win. [Interview]
- Moon shooting achievement. [Twitter]
- Mini-Quests. [Interview]
- Small animals. (Baby wolves.)
- Poison.
- A block that stops fall damage.
- Silverfish boss.
- Sprinting.
- New launcher. [Twitter]
- Food in buckets / stacked food. [Twitter]
- Secret stuff. [Picture]
- Experience orb. (Possibly part of the "potions" ordeal) [Picture]
- Sheep will regenerate wool. (1.9?)
Speculations/Pending:
- Crystalline caves. [getSatisfaction]
- Nettherack spreads around portals in the overworld. [Twitter]
- Sky dimension. (.class file still remains in code.)
- Platinum tools. [Twitter]
- Modders will be able to change the map height in a .class file.
- Naturally generated torches. [Picture]
- Dragons.
- Biome-complient water. [Picture in 1.7 files]
- Fence gates. [Twitter]
- Moss spread.
- Default hi-res texture support. [Twitter]
- Interactive mobs. Farm animals, for example.
- Terraria features. [Twitter]
- New SFX in caves and nether.
- More nether things.
- Spikes. [Twitter]
- Natural cobwebs.
Unconfirmed:
- More things to do with maps. (Zoom in, set waypoints, etc.)
- Dragons.
- Apple trees.
- Sponges.
- Modding API.
- 3rd person front view. (Opposite of F5.)
- More underwater content.
Release Date:
- September. [Google+]
Bugs:
[Red] Unfixed
[Orange] Fix In Progress
[Green] Fixed
There will be nothing in this section until 1.8 comes out.
If you actually happen to have any information on 1.8, or things I've forgotten, please post or PM me. I'll be updating this thread even after 1.8 comes out.
Polls:
Poll #1:
Do you feel these changes will ruin your original experience?
451 voted yes. [9.57%]
4,260 voted no. [90.43%]
Poll #2:
What are you most excited about in this upcoming update?
679 voted "Fighting these new mobs and playing around with the new combat system!" [25.49%]
366 voted "Using the blocks and items!" [13.74%]
1405 voted "Exploring the cool new terrains and caves!" [52.74%]
138 voted "Not much, I'll be playing Minecraft like it was meant to be played." [5.18%]
76 voted "Other." [2.85%]
Poll #3:
Try to guess when 1.8 is publicly released!
Voting coming soon. -
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Kastrel posted a message on Rare Finds: Which Have You Found? (Poll)Last night I finally found a pink sheep. Too bad it was the middle of the night, and I thought it was a pig. I killed it before I even got a chance to look at it. But with that, I've seen all three of what I consider the "rare events". So I was curious how often people run into these things. I've made a poll for a variety of uncommon events!Posted in: Survival Mode - To post a comment, please login.
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