Going back and fourth between multiple games makes it really hard to adjust to any of the control layouts currently available. I'd like to suggest either allowing players to assign their own buttons or at least make a fourth layout where the controls are more like recent games on consoles.
It'd also be great to have an option to switch the L1 and R1 buttons with L2 and R2 on any of the available layouts.
Note: Some controls are available on more than one button. I feel that because controls are what enables players to actually do things within the game, control schemes should never restrict what a player is capable of doing by omitting uses of available buttons (this goes for the existing layouts as well).
Layout 4 (Example of an updated scheme):
L2: Use
R2: Action
L1: Jump
R1: Drop (Alternatively: Change Camera Mode while R3 becomes Drop)
L3: Sprint when moving forward / Sneak when standing still
R3: Change Camera Mode (Alternatively: Drop while R1 becomes Change Camera Mode)
Triangle: Inventory
Square: Crafting Menu / Use when looking at something usable (Like a Crafting table or a door)
Circle: Toggle Sneak
Cross: Jump
Left Stick: Move (Double tapping forward to sprint is disabled)
Right Stick: Look
Dpad or Touchpad Left and Right: Cycle Held Item
Touchpad button: Players/Invite
At the crafting or inventory menus it's be nice to use L1 or R1 to cycle between the two menus. This could also open up the Square button to just be another action button.
Now I'll go over the existing layouts.
Layout 1:
L2: Use
R2: Action
L1: Cycle Held Item
R1: Cycle Held Item
L3: Change Camera Mode
R3: Sneak
Triangle: Inventory
Square: Crafting Menu
Circle: Drop
Cross: Jump
Left Stick: Move / Sprint
Right Stick: Look
Dpad or Touchpad Left and Right: Cycle Held Item
Touchpad button: Players/Invite
Layout 2:
L2: Action
R2: Use
L1: Sneak
R1: Jump
L3: Change Camera Mode
R3: Sneak
Triangle: Inventory
Square: Crafting Menu
Circle: Drop
Cross: Jump
Left Stick: Move / Sprint
Right Stick: Look
Dpad or Touchpad Left and Right: Cycle Held Item
Touchpad button: Players/Invite
Layout 3:
L2: Jump
R2: Use
L1: Sneak
R1: Action
L3: Change Camera Mode
R3: Use
Triangle: Inventory
Square: Crafting Menu / Use when looking at something usable (Like a Crafting table or a door)
Circle: Drop
Cross: Action
Left Stick: Move / Sprint
Right Stick: Look
Dpad or Touchpad Left and Right: Cycle Held Item
Touchpad button: Players/Invite
I would reccomend that the block's breakability should be reported as a bug - in may not technically be one, but it might have a better chance of getting the attention it needs.
I've got to say that I'm not sure where to go for reporting this as a bug. Only place I found was bukkit's bug tracker.
Totally want this! Most often I actually get a disk I just throw a button on the jukebox, then never turn it back on since I get too busy doing other stuff. I would love a loop option!
Even if I could, there are some other projects I'd enjoy working on more. I don't know how to make it more efficient, I only have an idea how to make one that supports color. It's probably a bit too resource-heavy to include in Vanilla, but it would make a nice mod. I'll post it behind a spoiler, just in case anyone finds it useful.
The following is an idea of how to add colored blocklight to Minecraft as a mod. There's a chance it won't work, but it looks good on paper.
Storage
We're not going to use RGB colors internally, but xyY. The 'Y' (capital Y) here is luminance, and this corresponds nicely to the system Minecraft already has. We'll have to extend the light map with the remaining x and y, or chromaticity. I'm not sure if the usual 4 bits per ordinate will provide enough resolution to blend lights nicely, but using 8 bits sounds wasteful. Let's play it safe and go with 4 bits. So this costs 1 byte per block. It could be stored in a map file as a new NBT field, but this is optional. It would also be nice if this could be sent over the network, but I'm not sure if this can be done without sending a Vanilla client into a tailspin.
The color of a lamp is not specified in RGB, but in chromaticity as well. (This means you can't make a brown lamp, but you can make a dim red one and get almost the same results. It's actually pretty close to how light works in real life.)
Generating
Light physics work a bit strange in Minecraft; two lamps don't shine brighter than one. And we'd like to keep it that way, so Y stays the way Vanilla works. To calculate (x,y) we'll take some kind of weighed average of all contributing lamps. Cool trick: we can do a simple weighed linear interpolation on the chroma, and end up with a good approximation of what it would look like if we actually had several lights with different intensities shining on the same surface.
"Some kind of weighed average" is a bit vague on purpose. There's some of room for experimentation here to find out what looks nicest and doesn't grind the game to a halt. As per usual, we use the current minichunk (16x16x16) and its Moore neighbours to do all calculations in. The naive approach would be to pathfind back to all lamps we've found in the previous step, and blend them weighed according to their distance. Slow as molasses, doesn't use any extra memory, and accurate.
Another approach would be to keep the current "wavefront" way of spreading light, but to store some additional info in the wavefront about the contributing lights. Fast, small memory footprint, but not accurate. It could leave hard edges where the lamps should have been blended.
Yet another one would be to keep temporary maps for each lamp, generate them the Vanilla way, and then average all chromas using the light level as the weight. (The end result Y would be the maximum of all Y's.) Fast, uses gobs of memory, accurate.
Rendering
Everyone who has ever tried to make a colored light mod fondly remembers 1.7 beta, where you could simply set the vertex colors and be done with it. So one way to make this work is to revert back to this system. Players however prefer the increased FPS and smoother transitions of 1.8.
It would be nice if we could use shaders, but Minecraft runs on a wide variety of hardware because it uses OpenGL's fixed pipeline. So instead we'll do it the old-fashioned way through multitexturing. We need:
1. An 1x16 sunlight texture, mapping intensity to color. This one gets updated all the time for dusk and dawn.
2. A 16x256 texture for translating xyY back to RGB. This one gets updated for torchlight flicker.
Translating xyY to RGB is a good candidate for a lookup table. If we use 4 bits for x and y, and the usual 4 bits for Y, we can conveniently map it to a 16x256 texture. The combiner is then set up as follows:
The only reason this works is because the output of stage 2 gets clamped. This is how sunlight "overpowers" block light. 1.8 did this clamping in code, when the light texture was generated. We do the same, but now in hardware.
Modding & compatibility
This mod could exist as a client mod, a server mod, or both. As a pure client-side mod, it would be for decorative purposes only. As a server-side mod, it could be used to make color-specific light sensors. (A vanilla client wouldn't see the colored light, but the sensors would still work as advertised.)
Currently command blocks are made just for use in adventure mode. I've created two locations where players will create buildings (two clans basically). I'd like to use a command block to allow players to teleport between the two locations. Currently I'd have to encase the command block in bedrock to prevent players from being able to break it. If the block was made so only an op in creative is able to place and edit it, why allow anyone else to break it?
If installation is such a problem for people to get started with this awesome mod, it'd be really great to get joypad mod working with the magic launcher.
Totally eliminates the need to have a separate installs for multiple mods. Also keeps minecraft.jar pure.
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Heres a scenearo. Steve just planted alot of wheat after selecting the spoil option. He then notices he doesn't have enough stuff to make a refridgerator and doesn't have any ice. He goes mining expecting that when he comes back his wheat will be grown and ready to harvest, and because it's in the ground, it'll be fine. He comes back starving ready to nom nom on some bread. Guess what he sees, his entire plot gone.
NO FREAKING SUPPORT.
I haven't elaborated on any timeframe that wheat farms should spoil or stay fresh. At least it should be fresh for three days, maybe a bit longer. It's not often I'm ever far from home for more than that since my inventory fills up so quickly with ores, coal, and anything else I think may be useful. I wouldn't think this would be an on going issue if the player knows that it can spoil, more so if they have a clock on them. Before I heard about frames in the current snapshots, a clock has never been something I've cared to make.
maybe it should be just a mod. then there would be no trouble. if you like the dea, you could get the mod. if not, then just dont get the mod. alot of people dont like the idea very much.
If you're using ice to make an ice box, that would be very bad. Ice is a very difficult item to get a hold of, even late in the game. That's why I've chosen to use more conventional items in the original post. If a fuel option is used at all water, snow balls, and snow blocks are available to use in place of ice.
Really glad to see the toggle features in this release! I still think you should mention motioninjoy in your OP for those who will ask it as soon as your other post is drowned with new ones.
You could at least keep with the generally accepted feel of minecraft by calling it an icebox. That's what refrigerators were before they were refrigerators, essentially just a box you would put a block of ice in every now and then to keep food cold.
And get rid of the time passing for food while the door is open, this idea is complicated enough as is.
Other than that, I'm with geartooth.
By the way, as far as fuel goes, you seem to have forgotten about snowballs and snow blocks.
I like your ideas, I'll see about updating the OP with it. Thanks for the reminder of snow. I've never played in a minecraft world that seemed to have had any.
Unfortunately your idea requires to make a process that up to this point was straightforward into something that is potentially annoying to the majority. Fridges don't fit the theme or medieval fantasy and in order for your idea to be even considered a food rotting mechanic needs to be implemented. You're not solving a problem or adding a feature, you're suggesting to create a problem with a solution to it just so we can have the solution. Whenever mine-craft attempts to simulate technology it does so with magic more often than not, fridges aren't magic, they 're modern home appliances. I like more detail, but only if it adds to the game.
I believe when a game even "features" a hard mode, that it's there to create problems to draw the player in further.
Something else that's been an issue is when I first load a world I can only look up and down. Only after reloading any world a second time I can move and look around correctly. This is with my settings from the screen shots.
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It'd also be great to have an option to switch the L1 and R1 buttons with L2 and R2 on any of the available layouts.
Note: Some controls are available on more than one button. I feel that because controls are what enables players to actually do things within the game, control schemes should never restrict what a player is capable of doing by omitting uses of available buttons (this goes for the existing layouts as well).
Layout 4 (Example of an updated scheme):
L2: Use
R2: Action
L1: Jump
R1: Drop (Alternatively: Change Camera Mode while R3 becomes Drop)
L3: Sprint when moving forward / Sneak when standing still
R3: Change Camera Mode (Alternatively: Drop while R1 becomes Change Camera Mode)
Triangle: Inventory
Square: Crafting Menu / Use when looking at something usable (Like a Crafting table or a door)
Circle: Toggle Sneak
Cross: Jump
Left Stick: Move (Double tapping forward to sprint is disabled)
Right Stick: Look
Dpad or Touchpad Left and Right: Cycle Held Item
Touchpad button: Players/Invite
At the crafting or inventory menus it's be nice to use L1 or R1 to cycle between the two menus. This could also open up the Square button to just be another action button.
Now I'll go over the existing layouts.
Layout 1:
L2: Use
R2: Action
L1: Cycle Held Item
R1: Cycle Held Item
L3: Change Camera Mode
R3: Sneak
Triangle: Inventory
Square: Crafting Menu
Circle: Drop
Cross: Jump
Left Stick: Move / Sprint
Right Stick: Look
Dpad or Touchpad Left and Right: Cycle Held Item
Touchpad button: Players/Invite
Layout 2:
L2: Action
R2: Use
L1: Sneak
R1: Jump
L3: Change Camera Mode
R3: Sneak
Triangle: Inventory
Square: Crafting Menu
Circle: Drop
Cross: Jump
Left Stick: Move / Sprint
Right Stick: Look
Dpad or Touchpad Left and Right: Cycle Held Item
Touchpad button: Players/Invite
Layout 3:
L2: Jump
R2: Use
L1: Sneak
R1: Action
L3: Change Camera Mode
R3: Use
Triangle: Inventory
Square: Crafting Menu / Use when looking at something usable (Like a Crafting table or a door)
Circle: Drop
Cross: Action
Left Stick: Move / Sprint
Right Stick: Look
Dpad or Touchpad Left and Right: Cycle Held Item
Touchpad button: Players/Invite
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Would make for an awesome showroom floor!
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If command blocks were like bedrock, TNT and Creepers wouldn't be able to break it.
I'm surprised this wasn't posted before. Command blocks have been around for a quite a while now.
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Totally eliminates the need to have a separate installs for multiple mods. Also keeps minecraft.jar pure.
http://www.minecraftforum.net/topic/939149-launcher-magic-launcher-100-mods-options-news/
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If you're using ice to make an ice box, that would be very bad. Ice is a very difficult item to get a hold of, even late in the game. That's why I've chosen to use more conventional items in the original post. If a fuel option is used at all water, snow balls, and snow blocks are available to use in place of ice.
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I like your ideas, I'll see about updating the OP with it. Thanks for the reminder of snow. I've never played in a minecraft world that seemed to have had any.
I don't think powered minecarts fit into the "theme" of minecraft, but I'm sure glad it's there.
I believe when a game even "features" a hard mode, that it's there to create problems to draw the player in further.
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