No.. just no. The reason Jeb didn't want to add ores is because there are enough tool/armor ores as there is. Any other would be completely useless. I do think Emerald (and lapis) could use some more uses (At the very least Emerald blocks) but not tools/armor.
Well, the desert well and the new sandstone blocks were hinting at new desert content, i believe. But overall, the villages, wells, blocks, and pyramids? I think they were hinting that more biome-specific content is going to be being added very soon. I hope they do the Ocean next. Maybe sunken pirate ships? Now that we have the helmet that allows breathing under water, i think its fair game!
Also, this is kind of unrelated, but there totally needs more bosses. *cough* ocean, kraken *cough*
Biome specific EVERYTHING FTW Its glad to see Jeb finally starting working on it.
Anyways, i think that each biome should have a structure, each with its own mob and boss.
Underground: Stronghold - Silverfish - End Dragon
Nether: Nether Fortress - Blaze - Maybe a giant slime or something. I think it would be cool if a giant hand shot out of the lava
Forest: A giant tree, with a wooden fortress inside - Maybe raccoons? - The boss could be a tree, like the one in Kirby.
Desert: Pyramid - Mummies would be cool. - Maybe a giant scorpion for a boss. (I think that these could be switched. Scorpions for the mobs, and then mummies (or a giant mummy) as a boss)
The BiomeDecorator, adx as of 12w21b, is unchanged. Here's something that is changed:
aou.java:
import java.util.Random;
public class aou extends ahq
{
protected aou(int i)
{
super(i);
R = new gf(tc.bR.bU, 6);
}
public void a(act act, Random random, int i, int j)
{
super.a(act, random, i, j);
int k = i + random.nextInt(16);
int l = random.nextInt(28) + 4;
int i1 = j + random.nextInt(16);
R.a(act, random, k, l, i1);
}
protected oo R;
}
gf is WorldGenMinable, and emerald initializes it with numberOfBlocks 6, the same as lapis. tc.bR is oreEmerald. aou is used for Extreme Hills and Extreme Hills Edge - it is BiomeGenHills. ahq is BiomeGenBase, and the overwritten a method is decorate. Normally, decorate is the following:
public void decorate(World par1World, Random par2Random, int par3, int par4)
{
biomeDecorator.decorate(par1World, par2Random, par3, par4);
}
That is, the normal generation settings for everything. This ordinary generation occurs once, before any emerald ore is even generated, thus all ores, dirt, etc., already exist. Note that ores normally generate before things such as sand and lakes generate, but after dirt and gravel (and only generate inside smoothstone).
The rest of the code in the overwritten method seems to be a copy of the code from BiomeDecorator's genStandardOre1. In this case, the equivalent call, placed in the BiomeDecorator class, would have been genStandardOre1(1, emeraldGen, 4, 32);. Compare with diamond's genStandardOre1(1, diamondGen, 0, 16);, and you'll see the code is attempting to generate emerald ores the same number of times per chunk as diamond (in other words, once), and instead of falling between layers 0 and 15, generation attempts will fall between 4 and 31.
No other biome generators reference tc.bR, thus the Extreme Hills and Extreme Hills Edge biomes are the only ones to generate emerald at all.
As a summary of all this: for Extreme Hills and Extreme Hills Edge biomes, emerald ore veins will be as common as diamond veins, but they will be spread out across almost twice the area. Also, the veins may actually be more common, because the deepest veins will be at layer 4, while diamond will waste generation attempts trying to generate in the bedrock (and thus failing to generate at all for that chunk). The actual veins are generated with the same size as lapis veins, thus a given vein of emerald will likely be smaller than a given vein of diamond (as is the case for lapis), unless I misunderstand what numberOfBlocks does.
There, now please stop with all of this "25 times rarer" and "40 times rarer" "proven in the code" nonsense. I actually checked the code, and mentioned what parts I checked. For extreme hills and extreme hills edges, this ore is roughly the same rarity as diamond, or perhaps only slightly rarer.
If you want to talk about how rare this ore is because it only appears in two biomes (one of which is only a technical biome), fine. But don't say you checked x chunks, only y of which were the relevent biome, and use that to say how rare it is. The numbers you get from doing that would vary so much based on what part of the world you do it in, and what seed you're on. I could just as easily complain about how rare clay is, if I didn't look in swamp and ocean biomes.
Anyways, I hope emeralds aren't restricted to these two biomes in the final version. It's bad enough they're as rare as diamonds wherever they do spawn, and spread out over almost twice the space. At that rate, the only sensible way to get them is through trading, not mining, which leads one to question how villagers have so many (especially considering they never live in the only biomes where emeralds naturally occur).
There's this thing called probability theory. And that isn't how it works.
Singleplayer will not transfer over, as singleplayer is now a server, the same as playing on an empty server.
It'll be fixed eventually, I guess, but I don't like the idea of the traditionally buggy multiplayer becoming the norm.
A toggle for the server? That's what people said about the hunger bar, and how I wish it had been true.
Well, i'm pretty sure Jeb has said that it will be toggleable. I don't remember him (Well it was Notch at the time) saying anything about Hunger being toggle-able. If it isn't toggle-able, i don't think i would play Minecraft anymore. That would be downright aggravating.
Well, i'm sure that will be fixed. And people are assuming that the multiplayer problems will transfer over, but why not the singleplayer things carrying over instead? Also, i''m pretty sure that there will be an option to have the server on/off
I keep seeing people saying that it sucks that they are merging. So my question is, why? I see no problems with it. Also, i know that people are going to say "it makes SSP laggy." Well, its still in snapshot-form. It should get better.
I think what the OP means is that emeralds spawning really rare are nothing to complain about since there are 3 ways to obtain them:
- villager trading
- desert pyramids
- mining
That being said just because emeralds have a low spawn rate, does not mean that they will be incredibly difficult to get. At least that is what I got from his OP.
And mob farming. I added this to the main post, but here you go:
If you've played Skyrim, you know that you can make a crap ton of daggers then sell them to get your smithing level up. Well its the same principle. Make a crap ton of shears or whatever you can, really, and then trade them. You'll get a lot of emeralds.
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Oh that's cool
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Also, this is kind of unrelated, but there totally needs more bosses. *cough* ocean, kraken *cough*
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Anyways, i think that each biome should have a structure, each with its own mob and boss.
Underground: Stronghold - Silverfish - End Dragon
Nether: Nether Fortress - Blaze - Maybe a giant slime or something. I think it would be cool if a giant hand shot out of the lava
Forest: A giant tree, with a wooden fortress inside - Maybe raccoons? - The boss could be a tree, like the one in Kirby.
Desert: Pyramid - Mummies would be cool. - Maybe a giant scorpion for a boss. (I think that these could be switched. Scorpions for the mobs, and then mummies (or a giant mummy) as a boss)
Ocean - Submerged pirate ships? - Sharks - A giant squid.
These are just some ideas i had off the top of my head.
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Its only been out for a week
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Because you're supposed to get them from trading things with villagers.
Please post a thread about this ._.
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Well, i'm pretty sure Jeb has said that it will be toggleable. I don't remember him (Well it was Notch at the time) saying anything about Hunger being toggle-able. If it isn't toggle-able, i don't think i would play Minecraft anymore. That would be downright aggravating.
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And mob farming. I added this to the main post, but here you go:
If you've played Skyrim, you know that you can make a crap ton of daggers then sell them to get your smithing level up. Well its the same principle. Make a crap ton of shears or whatever you can, really, and then trade them. You'll get a lot of emeralds.
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