One of the developers posted on his Twitter (I believe it was that mo-something guy who handles the servers) That it's a bug and should be corrected now.
I was having the same issue up until about an hour ago, now everything is fine.
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Jan 20, 2011DraxisWuf posted a message on Making gold pickaxes even more useful with specialized tasksPosted in: SuggestionsQuote from anzariel »unrealistic, but whatever, this ain't mythbusters. /agreed.
lol, yeah MC isn't the most realistic of games. It's already kinda silly that gold picks are now the fastest at cutting stone.
Jan 19, 2011DraxisWuf posted a message on Making gold pickaxes even more useful with specialized tasksSuggestion to further improve the usefulness and desirability of gold pickaxes:Posted in: Suggestions
Following the last update, gold pickaxes now cut stone like butter. For the gold-hoarder with no use for his hoard, they are the ultimate quarrying tool... Almost. Their limited uses definitely impede their overall usefulness when it comes to collecting massive amounts of stone for very large projects. It's just too inconvenient to make an inventory full of gold picks and constantly switch them out as they die (Automatically equipping your next best pick after each pick-death is a suggestion for another day.)
My suggestion to make them more desirable for specialized tasks would be to have them produce upon destroying a stone block... ready for it?... a stone block! 1:1 smoothstone blocks as apposed to cobble could be produced by the gold pick. Kinda like they're a more 'precise' brand of pick. So now the extra little bit of time required to make a bunch of and switch out gold picks is well worth it to avoid smelting tons of cobbles.
A final suggestion would be to give gold picks the potential to produce two of an ore when mining a deposit block. Maybe with a sliding scale, with the odds of producing two iron per deposit slightly higher than the odds of getting two diamonds. Gambling, basically. Even a 1-3% chance of an extra diamond would definitely get me to carry around a gold pick or two, for when I come across such a deposit.
Jan 19, 2011Are you serious? C'mon. Technically the spawners aren't explicitly there for you to farm mob mats. Secondly, use a little common sense. If every spawner created everywhere were constantly spewing monsters, not only would you wind up with literal dungeon-fulls of mobs, but it'd probly crash the game.Posted in: Survival Mode
Jan 19, 2011Posted in: Survival ModeQuote from TheApathetic »According to a recent tweet, lanterns are "postponed". Like several others, I suspect that lanterns will require Nether ingredients, in part because the Nether doesn't work in SMP yet, and there would be mass rage if lanterns were implemented without it. According to Jens, the Nether doesn't work in SMP due to engine limitations.
Back when Minecraft was still in Alpha, there was a topic about lanterns and torches. I posted this, but got no response:
Quote from TheApathetic »
I have no problem with finite torches, as long as their duration isn't ridiculously short and there is some indication of approximately how much time is left.
However, I am concerned about lanterns as to their usefulness vis-a-vis other infinite-duration light sources. If, as per speculation, lanterns require lightstone dust, there is already an issue. On your way to the Nether to get it, you find (at least) two other infinite light sources, lava and netherstone. Even factoring in issues with portability (you can only carry one lava bucket per inventory slot), usability (netherstone requires a flint & steel), and safety (both require a barrier to prevent accidentally burning yourself and cannot be readily used in wooden structures), they are still good enough for most situations and rather plentiful once you find them.
I suspect that lanterns may need some special benefit in order to stand out from other infinite light sources. If this is the case, I suggest that lanterns get a larger radius before the light starts tapering off, meaning you need fewer of them to light a large area compared to lava/netherstone/etc.
Last I heard, lanterns were postponed because the current system of lighting in the game doesn't allow for a portable source of light. The supposition that lanterns require Nether resources is pure speculation.
That being said, it stinks that the Nether doesn't work with SMP yet. I'm thinking server-server portals will probably arrive first, and then the workaround would be to have a normal and Nether server running concurrently with portals between.
Jan 18, 2011They (meaning Mojang) probably aren't 100% sure about their business model currently, but if you purchase a beta copy you'll at least be assured all the bugfixes and major engine updates. The post-release content however may cost extra.Posted in: Survival Mode
I just pray to the honest businessman in the sky that we won't see micro-transactions. Does anyone know if that's been ruled out yet? I'll tear my eyes out if Minecraft becomes Farmville.
Jan 18, 2011Notch recently commented, I think on Twitter, that some of the problem with the huge lag after the update was caused by the engine losing track of where dirt was in certain chunks. He indicated he'd coded a bit of a kludge to get around it, which went into the following day's update. Might have something to do with that.Posted in: Survival Mode
Jan 17, 2011Yeah, new chunks of our multi-player world are frequently generating with a similar look.Posted in: Survival Mode
Here's where we're building the new rail line station to:
It'd be nice if Notch lightened the water in these biomes to give it more of a tropical feel.
Jan 16, 2011Playing on an online server I found a dungeon half-stuck in the side of a small hill. Along with it I found two chests and a spawner with a pig model rotating inside.Posted in: Survival Mode
I figured it had something to do with the server having enemies turned off, but sometime later I found a spawner with a zombie model so I dunno.
Normally on SP Peaceful mode there's nothing in the spawners, but this was my first encounter with one in multiplay.
Here, I took a picture.
Jan 15, 2011EDIT: Ok, lame. The forum just farted and I lost half my friggen post. This is why I always need to write this stuff in notepad first. To re-create what I had in a few short lines.Posted in: Survival Mode
Yeah, I agreed with someone who posted something earlier and it prompted me to expand on my suggestion.
I said tiered progression of light sources is an awesome thing. The first tier, torches, should last a full day and night, just to give you the sort of light you need to stay safe the first few nights and in your first mining expeditions. Replenishing torches should only require using a coal on a spent torch still on the wall. Torches should dim as they're about to die, giving an indication of lifespan. Oh! Also, even when dead, a torch should give a faint ember glow, so you can locate it easier for replenishment.
The second tier should be much more efficient in resource usage to maintain and perhaps even throw-distance of light, but slightly more painful to produce in the first place. Namely lanterns that can contain up to 64 lamp oil resources. I know there's no lamp oil, but there's no lanterns either. This is all theoretical, so work with me. But oil could be a resource, or you could even produce it from animal fat. Maybe even multiple types of oil, some being more efficient than others. A lantern full of 64 oil should last at least 2 game weeks imo. Meaning if you take the time to stock your lanterns, you don't really have to worry about refilling them for a good long while. I also think you should still be able to carry a lantern with you. Shoot, you SHOULD be able to carry a torch with you as well.
The third tier should be more permanent and aesthetic, but require some effort to create. Perhaps requiring a rare-ish resource like gold. I'm thinking for things like fire places, braziers, chandeliers, sconces, etc. These items could take different types of resources for fuel, such as wood in braziers and fireplaces, and coal or torches in sconces. But they should be very efficient - Maybe with a 3x3 gui to fill with fuel. I'm talking months of in-game time in which you wouldn't have to worry about it.
The fourth and final tier should be permanent and incredibly painful to strive for. Glowstones, netherrack, 'magic', etc. Perhaps you could even 'upgrade' your existing lighting with these fourth tier artifacts. Glowstone dust in your lanterns, netherrack chunks in your brazier or fireplace, magically imbued torches? Bam, your hard work paid off and now you never have to worry about it again.
Suddenly lighting plays a much more integral part in the feeling of progression throughout the game, much in the same way that tools of different material do.
Jan 15, 2011Yes and no. Personally I'd prefer it if both torches and lantern oil were absolutely finite in their lifespans, and that the Nether was the only source of magical forever light. Of course lanterns should last much longer than torches. Both should have some indication they're about to die - Perhaps dimming. And replenishing them should be as simple as using a coal on a dieing / dead torch or lamp oil on a dieing / dead lantern. That being said, for aesthetic reasons there should be some more permanent or semi-permanent, but perhaps unmovable / un-reusable light sources like braziers or glowstone chandeliers that are exceptionally hard to acquire.Posted in: Survival Mode
Jan 14, 2011Posted in: Survival ModeQuote from Blaze »Quote from DraxisWuf »Has anyone tried creating a portal using lapis lazuli blocks? Perhaps we'll get to see a Zanadu-esque landscape of floating continents in the sky? The Aether to the Nether =D
That doesn't work.
FACEPALM how would you think that?
Aw, laaame. Well you can't fault me for wishful thinking.
Honestly though, it does seem to be a lot of trouble just for a blue dye. Even if historically speaking blue has always been the most prized and rare of dye colors.
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Dec 7, 2012Ah, nice. They fire from dispensers too, so you can set your fireworks up and trigger them with redstone from a distance. Add a diamond to the star recipe and it makes a neat effect. Add a fire charge to the star recipe to create a larger explosion. Adding glowstone dust to the star recipe adds a twinkle effect. You can also add multiple stars to a rocket and they will explode at the same time. Add a gold nugget to the star recipe and you get a star-shaped explosion. *deep breath* Add a feather to the star recipe and the explosion particles scatter randomly in a burst. Wow, they got REALLY detailed with this fireworks thing.Posted in: News
May I suggest adding a signed book to the star recipe so it writes whatever the first line of the book is in the sky. It'd make for an awesome Game Over message at the end of adventure maps.
Jul 26, 2012Wewt! Of course we'll be lucky if even just Forge, MCP, and ModLoader use this extra week to update.Posted in: News
Most modders are gonna wait till the official patch and/or their user base gripes enough. Actually, most modders are probably going to wait for 1.3.1+ before updating.
Also, I'm getting missing terrain with this update after about an hour of play. Definitely looks like a mem leak.
Oh, and my escape key no longer works. I have to alt+tab to get the menu.
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