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    posted a message on What would you remove from MineCraft if you had the choice? Why?
    Quote from omix

    The only thing I can think of for removal, is that stupid bedrock dark mist, that darkness that not torches are really able to lit up.

    That and the hardcoded swamp biome shading. Cosmetic stuff like that should not be hardcoded into the game, it should be layered in like all the other grass and biome shaders so texpack makers and modders can tweak it however they want.

    I personally would have approached the End a different way. Say you have x available dimensions, where 0 is the aboveground world, -1 is the nether, 1 through x are alternate world generators and environments. You can settle permanently in all the worlds. Monsters and food animals/plants are different between the worlds, but once you go there, you can bring some things back with you. Other things don't grow well in worlds they didn't spawn in (e.g. netherwort). Each world has its own boss creature(s) that may or may not respawn whenever you reenter a world or area. Inventories are shared across all worlds, but game modes are not.

    --Remove endermen from the overworld and place them in their own enderworld, with an enderdragon boss, but an infinite terrain generator and new grass/ores. You could even put mooshrooms, mushroom islands, and mycelium here. As it is, it seems like a dumping ground for ideas and I'm not sure even turning it into a fungal paradise would rescue it. Ender eyes and ender pearls are a pretty glitchy and poor way to find strongholds. And they are a poor tradeoff for ender griefing, which still makes caverns and the like impossible to navigate.

    --Move jungles to a separate jungle world and make it a floating islands or sky world. Vines grow horizontally as well as vertically and can be used as bridges and ladders between islands in the sky. Red dragon boss goes here, because it can fly above your islands. New woods, new flowers, new foods, new hostiles including maybe a small flying hostile and a snake.

    --Taiga and tundra should be merged into one biome complex (tundra/taiga) where the low areas are tundra, and the mountainous areas are taiga. They should be about the same size as other biomes. This opens up a possibility for a separate ice plane or ice dimension. New hostiles and neutrals: bears, mammoths, etc. Maybe a boss: Bigfoot. some things would be easier: silk touch working on ice, snow blocks, snowballs, lightless heat source, heatless light source. Other things would be harder: food scarcer, perhaps. New terrain generator with ice lined caves.

    --Sea dimension with sea life. Move squids here. Add hostiles in the water. Better boats and crafting recipes for water pumps and other water related devices. Kraken or Great White Shark.

    A lot of stuff in the game that appears useless, is just something potentially useful out of place or an idea that never got finished. Saddles always held out the false promise that some day horses would be in the game. That sort of thing.
    Posted in: Survival Mode
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    posted a message on Is anyone a pro with the /give command?
    Enchantment is a compound entity attribute that's coded for in a separate part of an item's NBT entry. /i and /give are only useful for setting data bit in the data value field, i.e. 17:3 for Jungle logs, 98:1 for cracked stonebrick, etc.

    You can only set this data bit with certain plugins and mods to your server. The vanilla server command does not allow you to append damage values (it never has). And no current plugin or mod allows you to specify an enchantment using /i or /give.

    You have to use a separate command to access that part of the item's NBT entry. For example, Essentials has an /enchant command that lets you enchant an item in hand with an appropriate EID at an appropriate level.

    There are other ways to apply specific enchantments to items in your inventory that will also let you set arbitrary levels. But that's the basic rundown on how it's done. /Give won't help you in any way.
    Posted in: Recent Updates and Snapshots
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    posted a message on Is griefing acceptable in very very strict cases?
    It's just a game. Follow the rules of the game host or find a different server. If someone is a ****, leave.

    Servers where dicks are tolerated, typically don't "get" why someone griefed. Griefing those types of folks will have unintended consequences. They just use hawkeye, swing the banhammer, and spend the next 10 minutes having a laugh at your expense and patting each other on the back.

    You're likely to accomplish more by simply leaving, or posting a grievance in the server's forums if they exist.
    Posted in: Survival Mode
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    posted a message on Would you like a 'very hard' mode for SSP?
    Quote from Piginabag

    Mods do not work on multiplayer. Plugins are limited. It's very difficult, especially with rampant xray problems, for server owners to make an actaully difficult PvE experience on SMP servers.

    You can tell people to get a mod when they have a problem with vanilla minecraft; what do you tell SMP servers?


    AFAIK hardcore mode (instead of just hard difficulty) is not even an option for SMP for obvious reasons.

    One thing I noticed going all the way back to beta 1.2_01. The harder it is to reach equilibrium (the point whereat you could explore no new chunks and be able to survive indefinitely) the longer players will take to get bored of the game. This means more players on your server at any given time. It also means each player has a relatively smaller scope of influence, building projects take longer, are more modest in size, etc.

    All these have a beneficial effect on a public server. It means people step on each others' toes less, and maybe even cooperate to boost each other.

    Of course, you have a crossover point where it's so difficult to get started, players will quit playing on your server and go elsewhere. Hard difficulty is not even close to that line though.

    The x-ray problem is tangent to making a truly difficult PVE based on ore rarity and distribution. There are plugins that let you change ore rarity and distribution (among other terrain features) but this doesn't really make PVE more difficult, only slower. Eventually you find a regular tree, get cobble, and have food, shelter, and light. X-ray doesn't change this process, it merely accelerates it (which is bad for SMP for its own reasons).

    That's a fundamental problem with Minecraft. It's only difficult until you stabilize, and after that it becomes a farmville game with the option of going outside of your comfort zone. Everything else is a matter of time. Eventually, you will find lots of diamonds. Eventually, you will have a nether portal and an automated cactus farm and an automated wheat farm and a castle and a pixel art megaman floating in the sky over your base.

    So before we see a Very Hard mode, we need to see either a way to force people outside of their comfort zone, or a fundamental motivation to take that option. As we've seen, Mojang tried to take the former road, and it was a flop (Endermen). They then took the latter road with the End/enchantments/potions, but it's simply not enough of an enticement to most players.
    Posted in: 1.1 Update Discussion
  • 1

    posted a message on 12w05 snapshot released
    A common misconception. Creepers are not pigs, nor are they "walking bushes". Sadly, scientists have never been able to study their biology long enough to conclude any but the most basic information. Those scientists that survive the blast are unable to recall what exactly they were studying at the time they set the creeper off.

    --There are some reports that creepers are photosynthetic, and this explains why they persist during the day.

    --Some say the creepers are genetically similar to chameleons, but haven't been able to move creepers from one colour backdrop to another without getting their faces blasted off.

    --Another suggestion that creepers are attracted to lights comes from the observation that they can't resist redstone

    --Creepers may not be afraid of cats, but instead may be allergic to them.
    Posted in: 1.1 Update Discussion
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    posted a message on Snow halfsteps??
    Quote from Evangeder

    No, it exists! Snow looks like you can change its height by pixel from 1 to 16!
    I didn't made screenshot but it exists!

    It is possible to make them by using WorldEdit to change block ID from starting block to 78:1, 78:2, etc.

    They appear like half steps, quarter steps, or anything in between, but behave in all other ways like ordinary snow cover. If you place a torch next to them, they will melt away. Unlike full snow block, which is block ID 80.
    Posted in: 1.1 Update Discussion
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    posted a message on Bone should only produce 1 bonemeal
    Or, y'know, make less stuff bonemeal-dependent. Remember when you could throw down a couple of shrooms in a closet and come back in a few minecraft days to a nice dense patch of shrooms?

    Change it so when you want food shrooms, you plant them in a dark room and let them spread. If you want a giant shroom for your lawn, you waste a bonemeal on a shroom in the grass and get a giant shroom, one that *surprise* doesn't drop any food. One that you can *surprise* hack apart with an ax to get building blocks for your fancy house.
    Posted in: 1.1 Update Discussion
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    posted a message on Should Notch even bother to come back?
    I think the game has benefited from both of their efforts.

    Notch's concept of the game was pretty much the only thing holding the whole thing together up through early Beta.

    As the company grew, Notch found he could hire some help and thus free up some time to work on other game ideas he had. He also accepted new responsibilities borne of heading up a growing company. These things mean he had to spend less time working on Minecraft. As you may know, if you have less time to work on something complex, you either delay the release of the product, or you make a decision to rush some things and cut others. Notch made the decision, however we may like it or not, to get this marketable by 18 November. He cut the modding API and some functional details out in favour of adding a thematically appropriate ending and fleshing out the Nether.

    Apples, sheep regrowing wool, and a lot of the things we like about 1.1 were first seen in Infdev, Alpha, and Survival Test. That's Notch's heyday. Jeb didn't invent these. He took what was already in the pipeline and quickly and efficiently made it a reality. But he had the free time and infrastructure to do this because of some of the groundwork Notch already laid.

    As for enderdragons, strongholds, and whatnot, I agree with those who say they didn't get much from it. It's a cool sprite but it doesn't add anything to the game for me. Strongholds are cool by themselves, and didn't really need justification by being tied to the Ender portal. New nether content was needed. I think this went well.

    The modding API is something Minecraft sorely needs, but I think it was the right decision to delay it until after the release. Once Notch had decided to lead the game to release on a certain date, focusing on producing a finished vanilla product became more important than producing a very unfinished product with a beefed-up code bridge. That's like saying, "I don't care to finish this, so here, you guys finish it." Truth is, Notch knew his audience: most people who play Minecraft don't know how to code.
    Posted in: 1.1 Update Discussion
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    posted a message on Help building a netherrack fireplace
    You can build a safe fireplace in a wooden house. Just remember 3x3x9. That's the imaginary bounding box of your fireplace. How does that work? Well, you have the bottom of your fireplace, a 3x3 platform of stone, brick, or other non-flammable blocks. That's level 1. Next up you have the netherrack block surrounded by 8 brick blocks (or whatever you choose), that's level 2. Level 3 is the actual flames in the middle, with a space in front for you to see the fire. Around the back and sides is a U shaped wall of brick. This level is flush with the ground floor of your house.

    Now in a real fireplace, there's an air space or flue that goes all the way up the chimney and leads to the outside, to let the smoke out and allow the fire to draw in fresh air. You don't need a whole flue all the way up, but you do need to leave the space above the flames empty. This is purely aesthetic. Your fire would burn without the space above it, but it looks too cramped. Level 4 is thus just a copy of the U-shaped wall of level 3.

    After this point, the flue and chimney can be solid brick/stone/whatever. Make sure you build all the way up to the top of your house so people can see the chimney from outside.

    As long as the roof is at least 3 blocks above the flames and the chimney is solid, you could leave the chimney shorter than the full 9 tall bounding box, at your discretion. Obviously, if there's trees nearby or you have burnable things on top of the roof (fencepost ornamentation, etc.) you need to make the chimney the full 9 blocks high.

    But wait, you're not done. There's two more steps.

    --Wherever the imaginary bounding box of the fireplace crosses a wooden floor or ceiling, EXTEND the brick outwards from the centre of the fireplace. You are replacing the wooden floor blocks with brick blocks, slabs, etc. The imaginary bounding box at these points is 5x5, not 3x3, because instead of air next to it, the fireplace has burnables next to it. Fire will spread more readily directly from block to block, than it does from block through air to another block. So yes, even above or below the flame, you need 3 blocks distance from the fireplace to put your woodwork. You can make this out of slabs, or a contrasting material, for an attractive 'skirt' around the mantel.

    --The same goes for the roof, if the roof is made of wooden blocks or stairs. The stair blocks right next to the chimney should be replaced with cobble, brick, or stonebrick ones. Same goes for half-steps.

    Grates: These look nice and you can put them in front of the air space and the fire animation inside. They don't actually prevent fire spread from happening if you didn't build the fireplace correctly, though. They will keep you and your dogs from accidentally derping into the fireplace.

    If your house is small, consider building a fake chimney instead. The bulkiness of a safety fireplace makes it dominate smaller houses.
    Posted in: Survival Mode
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    posted a message on With jungles, should the swamp biome go?
    Swamp is one of my favourite biomes. It is great for noobs and slackers like me because it requires almost no tools or combat or effort of any kind to establish a base. Just punch a tree, grab some shrooms but not all of them, go dig a hole in the ground, wait for morning and go out and grab some of the resprouted shrooms. Run around and pick up free bones and arrows.

    Once cleared and filled in, it is superb flatland for people who want flatlands on SMP. It is the flattest biome available to the common man without hitting the flatlands button.

    It is enderman-free for the most part. If you don't like endermen, just move out a little ways into the vast area of shallow water and build a little foundation for your house there. Fish from your window!

    Jungle on the other hand, now that's a chore. It's beautiful but deadly. Getting stuck in a forest means work.
    Posted in: 1.1 Update Discussion
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