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    posted a message on Beds as chunk anchors
    You only ever have a certain area around you loaded at any one time. That means that if you go adventuring, time stands still at your base. Farms don't grow, animals don't grow up, redstone stops, etc. My idea involves turning beds into a 'world anchor' of sorts, that could keep nearby chunks loaded even when you're away at the time. This removes some of the invisible chains tying us to our bases, and allows us to consolidate our power in a central area, without forcing ourselves to stay there to keep everything functioning properly.

    The most evident problem with this is the idea of the increased demand on your machine. This could simply be fixed by scaling the anchored area in relation to one's active loaded chunk radius (so when you lower the fog settings and load less blocks around you, so will the bed). There could also be problems in multiplayer, probably most easily solved by limiting the anchor abilities to only the player's spawn bed, and only anchoring the chunks when they're actively online. This both limits each player to one anchored area (reducing server stress), and preventing players from abusing the system to keep things growing while they aren't active. Relatively speaking, even a small anchor area could be immensely helpful. By default, it appears that people load chunks in a 21x21 square around themselves in multiplayer, a whopping 441 chunks. a measly 3x3 farm area is completely reasonable in comparison to that, and that's a 48m x 48m area, by no means a small plot. Of course, there could also be a config option to disable this feature or reduce it like there was for the nether.

    Thoughts?

    EDIT: for clarification, the area anchored is around your SPAWN, not necessarily your bed. that means ONLY ONE PER PLAYER.
    EDIT: tl;dr: The area around your spawn point would be loaded no matter your location, the total area anchored would be far less than what is already loaded around you normally, though one would probably be capable of changing settings for anchored area size, and the anchored chunks get unloaded while you're not playing.
    Posted in: Suggestions
  • 1

    posted a message on My idea for an addition to Redstone *activate redstone by looking*
    I can't believe there are people who don't want this! It's a sensor that senses WHERE PEOPLE ARE LOOKING. ANYONE who's played antichamber knows how amazing that concept alone is, let alone all the amazing things that could be done with it.
    Posted in: Suggestions
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    posted a message on Gold or emeralds?
    Gold is IMMENSELY useful if you know how to utilize it's properties. you can use it to make booster rails, which are the only method of propelling a burdened minecart up a constant 45 degree slope. You can also use it to create golden apples, either with nuggets for slightly lesser effects, with great amounts of hunger reduction and temporary improved healing, or with blocks for truly ludicrous damage reduction, healing, hunger reduction, and I believe fire immunity for approximately 5 minutes in the snapshots. If those weren't enough, the applications for enchanting are AMAZING. If you've ever attempted to obtain an item with a rare enchantment on it, you know how hard it can be, but golden items have INSANELY high enchantment level modifiers. Golden pickaxes are not hard to get silk touch on at all. Finally, and most importantly, healing potions use golden nuggets, as they are an ingredient in glistering melons. Granted that healing splash potions not only heal players but damage undead simultaneously, these potions are a wondrous investment even in the case that you don't have the gunpowder to make it a splash potion, being the ONLY source of instant healing in the game.
    The only use emeralds have other than currency, is as a building block, so you can show off your wealth. As a visually distinct block, it performs this function well, and I would be very disappointed to learn that gold became the new currency, what with all of it's wonderful uses, and emeralds' very capable characteristics for currency.
    Posted in: Recent Updates and Snapshots
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    posted a message on Levels Going Back to Being Exponential (What Should Be Done Instead)
    At this point, it almost seems like an exponential system IS important for higher level enchantments, but it doesn't make sense the way the levels currently work because of the inefficiency of lower enchantments at higher levels. I think the best way to go is linear leveling with either greater exp per level, or linear leveling with more levels and an exponential increase in demand for levels (better enchantments require exponentially larger amounts of levels).
    Posted in: Recent Updates and Snapshots
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    posted a message on What should be done with the ender chest
    I don't fully agree with that. Really, I would say that minecraft is at a point where if you think and plan well enough, you will NEVER encounter many of the situations I believe you to be referring to (such as lava lakes, spiders, etc.). Keeping this in mind, the same people that don't necessarily plan or work as meticulously as others will still likely suffer these events, as they are least likely to know of the chest, and also likely to take longer than others to obtain the materials needed for the chest. If you know how, the chests can be somewhat easily made, but fighting blazes and endermen isn't easy, and neither are endermen particularly plentiful. throw in that endermen disappear at sunrise, and many newbs will likely have the very experiences you mean while attempting to obtain the chest.
    Posted in: Recent Updates and Snapshots
  • 3

    posted a message on What should be done with the ender chest
    Quote from Koadmaster

    Then why didn't you vote: "I don't really care" if you don't really care


    He is describing a very common psychological problem in designing surveys. Poorly constructed surveys such as this, make people feel uncomfortable answering in an incompletely truthful manner, or one that makes them seem like bad/excessive/etc. people. If you don't believe me, just look at the percent of people who answered 3 in the first question, and the number who answered 1 in the second third question.

    The options to answer with, either imply an apathy or petulant childishness in the survey taker, and are both likely to cause the survey taker to feel uncomfortable answering.
    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on Please do NOT make leather needed for new book recipe!!
    Quote from Ferut

    With the new enchantment system, you may get looting III swords frequently, and that will enhance your cow's leather drop.


    how do you plan to get a tier 3 enchantment without any leather requiring bookcases? It slows down the earlier stages, and the later stages are more unfettered (as they should be)
    Posted in: Recent Updates and Snapshots
  • 4

    posted a message on What should be done with the ender chest
    As a student of statistics I can safely say that any learned mathematician would scoff at anyone who uses this survey to prove a point. There are several influencing factors of it, including poor wording, voluntary response bias, using a convenience sample, and the very simple fact that many players who are content with the new content are, in fact, playing with the new items in the game, instead of fighting to keep them from being (in my opinion) unnecessarily nerfed or removed. This survey is about as representative of the community as going to a minority religious gathering in the US and asking their opinions on religion to represent the entire population.

    That said, someone has yet to state a convincing reason why the chest needs to be removed. It is harmless in multiplayer, and the main reason that "Don't like it don't use it" doesn't work, is either when it causes multiplayer problems (doesn't), can't be ignored without missing out on other in game content (doesn't), or when the player would have to install mods or use modest effort to ignore the feature (you specifically have to craft the chests, as they cannot naturally occur in minecraft. EVER.)

    I do not intend to be combative, but I would like some well-backed reasons to support your arguments.
    Posted in: Recent Updates and Snapshots
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    posted a message on Silk touch nerf? reason please
    Quote from mrbaggins

    Having an infinite source of easily directable hostile mobs is unbalanced, but merely as an extension of mob grinders being unbalanced. A lot more work goes into a mob grinder, making it less of an issue, plus they are not mob-specific in any capacity, whereas being able to go collect half a dozen skeleton and spider spawners and make a 10x10x10 cube with nigh-infinite results isn't balanced at all.

    Mob spawners should never be pick-upable, unless it's a 1:100 chance of managing it (and 0 without Silk Touch)

    Not for nothing, but I don't think that spawner stacking is quite the problem you envision it as. Not only do you still have to find each and every spawner (dungeons aren't all that common) you also have to find that many spawners... of the same type. Unless of course you plan on making a mixed trap, but even then, zombies have no useful drops, and they are 50% of all dungeon spawners. to make 10m^3 of spawners, you'd need to find at least 1000 dungeons. about 2000 if you wanted to have all of the mobs give useful drops, and 4,000 if you wanted a single mob type.
    Even to make a relatively simple version, with four spawners, you'd still need: at least 4 dungeons, ~8 dungeons for four useful spawners, and ~16 dungeons for four spawners of a single type.
    Posted in: 1.0 Update Discussion
  • 1

    posted a message on Should bows be enchantable?
    I support enchanted arrows. Bows with durability just doesn't work. Then you have to resupply with string, wood, AND actual arrows. It's just too much maintenance.
    Posted in: 1.0 Update Discussion
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