I would assume sometime before 1.8. Just a guess.
But in all honesty he's waiting for some dependencies to update (MCP or something), so he can't even guess until they update. Hopefully whoever is maintaining it is not currently on vacation.
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Jul 1, 2011Posted in: Minecraft ModsQuote from knulle1deg2tispe3
pls dont be douchebag to digmaster he is good guy we are best friend!
Thank you for defending me but I don't believe we have met...
Quote from SelectiveHearing
Yes I'm sure...thats why both your posts are idiotic and pointless wastes of forum space ^^
You seem like a nice guy. I could just hug you until your little eyes pop out and your face turns a lovely shade of black.
Quote from Battosay
Some makes sense, some don't. But most of them have been discussed already, and would have performance or balance issue.
Also, while he reads every posts, Flower doesn't *offently* respond to suggestions, so don't take it personnally.
I figured most of them must have been discussed before, especially the turning axles one, for it seems like its a no-brainier. Thank you for warning me of how flower will react to my suggestions, although I expected him to act in that manner.
Jul 1, 2011I've been sitting on a few suggestions the last couple of days, and on carefully looking over your list on the original post of what not to suggest, I have decided that I may be able to avoid mockery or being ignored. Saying this, here is my humble list of suggestions. Sorry if any of these have been suggested before I briefly looked but I didn't feel like combing through 393 pages.Posted in: Minecraft Mods
(Spoiler-ed by request)
I am, to be frank, shocked that this has not already been implemented. Unless it brings about huge fps reduction, is hard to code, or spawns Satan, I see no reason for it not to be implemented. Basically, now when an axle is powered it spawns black smoke. This works if we know what it indicates. However, when I looked under the hood of my car to see thick black smoke coming from the engine I would not think "Oh good, it is working fine!", I would be more under the impression that something horrible is happening and that I should turn off the engine and/or run far away. When I look under the hood of a running car I expect light noise and movement. I would expect that programming in that if an axle is powered it spins is a difficult job; windmills spin, thus simply moving that bit of code to the axle would work, I would expect (There would of course be issues where two axles next to each other would spin opposite ways and an axle connected to the windmill would also turn the different direction, but I would assume this would be a simple fix). In addition perhaps changing the graphic of the gearbox to show gears spinning would also be useful, but that is more on the purely cosmetic side of things, and the axles have more use for spotting if they are powered from afar, ease to newbies (To be honest I though the gearbox was on fire when I started and figured it needed to be cooled, thus I kept it under water), and would just plain look good. Same principle to saws, although the blade could just move in and out slowly as a result of an uneven blade.
Non-directional gear boxes
This is yet again a service to newbies. It took me a long time when I first started on this mod to figure out gearboxes have a power input side. My question is, why? Why not simply let the gearbox itself decide on which block is powering it? This would allow for redundant windmills, exchanging sources of power without interruption, and easy repurposing of old axle lines. In real gearboxes there is no input, unless there is a gear reduction which is not the case here. Thus make the system a bit more realistic while making it a bit easier to use. I see the reason why these are coded (just trace back to the power source, easy to see when it's removed), however redstone are coded in this "anyway goes" way and thus I would assume adding it in would not be difficult
Change mod name, add fusion, make for SMP, and make more wolf types
Kidding, kidding. Please don't hurt me.
A block that, when powered and has a cart above it, will push said cart a considerable distance. Basically this will provide a more powerful version of redstone boosters (Skirting rule 5 on suggestions, whoops), in that this will move a cart more then one normal redstone booster. However as this requires a lot more infrastructure then a normal booster I believe that this is appropriate.
Pistons are now in the game! Woo! They are also considerably less powerful then the old pistons! this made sense as the old ones were rather overpowered and some aspects of them (Like their ability to carve out huge chunks of hillsides) where very overpowered. Regardless, people are calling for a return of these old features. My suggestion is that making the pistons powered, they act in their old manner, minus the overpowered stuff. That is, powering a piston via redstone will make it act like they do right now, powering them by axles and windmills will make them act as the old white ones act. Hopefully this makes sense.
This suggestion would require the most work, I would assume. Basically each power making device makes "points", while power consuming devices use up "points" in a system. Currently one windmill can power a hundred lifts, fifteen saws, and one mill. This is unrealistic and begs the question why would we ever make multiple windmills. Thus we move to a more dwarf fortress style of mechanical power. A windmill makes 120 points, each gearbox it takes to get to what is to be powered uses up 5 of these points. At the end there is a lumber mill, which takes up 20 points when idling (on but unused), and 50 points when used. Adding more machinery will eventually nessesitate another windmill, for there is not enough power to power all the mills. This explains dwarf fortress machinery in more detail, hopefully better then I can.DF wiki
Give lifts use
I love lifts. I must say they are my favorite feature right now. However they hold no advantage over ladders nor ropes, so I see no use (other then how awesome they are) for them. If you could lay down minecart rails or chests I would see great use in having them everywhere, but for now I only see them as awesome useless things (which I keep building and will never stop building). Just a thought.
Hopefully these suggestions made sense, being as they were all written at midnight when I was dead tired. If you need further explanation I will elaborate. Thanks for you time and hopefully I gave you some good ideas or inspired some. Love the mod, although I'm not a huge fan of the more useless bits like powered cake and the companion cube (who am I kidding, I love my companion cube), nor the more greifer friendly (and self-greifing friendly) concrete, although I love the principle.
Feb 5, 2010Digmaster posted a message on Indev Colonization Project (The Play-By-Forum Game)I'd love to join.Posted in: Alpha - Survival Single Player
Feb 4, 2010I agree its really really hard. Skele's should not be so good with their arrows, love the creeper hiding-ness. I have a long hallway with only one door, and creepers spawned in there. As soon as I steeped in he turned arround and ran into the door way. after a couple of seconds he came out of the room. :smile.gif:Posted in: Alpha - Survival Single Player
I was later chased down by a large group of skeles and died by falling off a cliff while trying to escape them (I had to bow :sad.gif:
In addition I kept forgetting they had pathfinding which makes it 200x harder, but much funner. Sadly my big window I made to watch mobs fall off of floating islands is now useless :sad.gif:
Feb 2, 2010Digmaster posted a message on I believe everyone wants this.. [Edit: Alloys! Steel in particular]I'd prefer the furnace idea to instead just be a block that takes a very very long time to burn. That way we still make our own furnace, its just our souce of fire works better.Posted in: Alpha - Survival Single Player
Feb 2, 2010I like the earthquake idea. Perhaps it just chooses a random line in the map, and shifts it over by like fve square. It also makes all the materials fall in like a five foot section (With a randomness factor, so its not perfectly long) and adds in miterial veins randomly in this area. If this occured not very often I'm sure people wouldn't mind a quick loading screen saying "Earthquake!"Posted in: Suggestions
Jan 31, 2010Posted in: Mods DiscussionQuote from wolfx »It would require some programing knowledge. But I am pretty sure 3 is imposible, as spawn point is client side.
You could just wait for the player to report that he flew a long way arcoss the map in a comperitively short period of time and just respawn him where you like. Would also stop hacks :biggrin.gif:
Jan 28, 2010Servers down for a day or two as I fix my laptop which is starting to have issues. Sorry.Posted in: Alpha - Minecraft Servers
No data will be lost, I back up everything to an external server every minute (Just keep server software in dropbox :biggrin.gif:)
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