You should really have that examined.....
- Feddlefew
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Abyssal_Mononoke posted a message on Is there Gold in 1.9 pre 2?Posted in: 1.0 Update Discussion
You should really have that examined..... -
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TheBull posted a message on [UPDATE] Animal Breeding - Community Discussion of Animal Breeding Ideas!Posted in: 1.0 Update DiscussionQuote from Phar
1) "Likely incomplete" is not an argument, it's a personal assumption that has no bearing on any statement except your own.
2) "Beta" does not mean it will be changed, which again is a personal assumption that is not needed.
3) Once again, you claim he can "do what he wants", which is a poor counterargument that is not needed and wastes space on this forum.
4) "Probably" is a personal assumption again.
5) Again, seen this everywhere, just a post count boost.
6) See 5).
My suggestions are based on current status of the feature, not past or future, which is why any of the statements I barred from this thread are not needed and I wouldn't waste my time replying to again. Get it now? No? Oh well.
Wouldn't this stand for your argument too? You assume that it won't be completed, you assume that notch will just leave it as is, you assume that he might be doing something not for the good of the community and if he is doing something for the good of the community THE HE IS DOING WHAT HE WANTS!
So every one is pitching shades of gray but if they don't come from you or some one who pitches your shade of gray, it's wrong?
I say just take the feature out all together or make it more realistic or make it a balanced system.
But! This is like every thing else. Mushroom growth? Can we make mushrooms grow to be as big as a small house? Yes we can. Alright we have a mushroom biome now. So now we have breeding. Huh, how to approach this I would say notch was right on the money. Throw a incomplete breeding system in to a Pre-Release version of a Beta version update, and see what kind of chaos we can make in the meantime while we collect bug data from the community to see if our code works properly. Yup I would do it. considering they treat the community like an R&D department, so in a way this is like working with open source software and linux. "Uh hold on let me file a bug with the launchpad and see if the devs will answer it."
See my point. Now this is for every one else. quit bickering with Phar, they did try to make some suggestion on how it could be fixed but their ridiculous comment barring is what got you all in a tissy. In fact at this point I think this thread was really unnecessary, seeing as how they don't want you to presume on a hunch that it might be fixed or changed or ripped out completely, and they presume it's going to stay like this. -
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wintermuet posted a message on [UPDATE] Animal Breeding - Community Discussion of Animal Breeding Ideas!Posted in: 1.0 Update Discussion
You're not very friendly, so you will not receive friendly responses. Is this hard for you to understand as a degree of expectation?
Also, my personal assumptions are predicated on past experience with Notchs policies that I have followed very very closely for well over a year, as well as his subtle implications since I follow his (and now Jebs) twitter very closely.
If you consider that completely without merit, then you can remain bliddfully ignorant for as long as you deem necessary. -
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tb87670 posted a message on To put a stop to this animal breeding discussionI ran my father's beef cattle farm for 3 years solid, and raised poultry (mostly chickens) for 17 years since I was little. I have experience on animals, and I'm shocked how uneducated the general populace is of the general workings and mechanics of animal breeding (pun intended :smile.gif: )Posted in: 1.0 Update Discussion
I see lots of people saying they are sick about the animal inbreeding, posting all 'incest incest zarrgarble rage QQ__' and then saying this system sucks. First, this is likely a placeholder system in place so the animal breeding can be further refined. Gotta walk before you run, so this simple breeding system is easy to make and get up for further work from Mojang.
Next, animal inbreeding. It happens more than half the time. You see, we got Angus, Simmental, Shorthorns, Longhorns, Herefords, Jersey cows, and the list goes on for hundreds of breeds of cattle. Wanna know how they are made? Take a few cows you like a lot, like a certain color. You breed them. If you like offspring, breed that with one of the parents to keep those exact traits. Weed out or sell (in this case for beef) offspring with traits you don't like, after a few generations you got a large herd of cattle that will keep true to traits when breeding. That is how EVERY breed starts, dogs, chickens, rabbits, all animals breeds as we know it today are products of selective inbreeding.
Further, there is one guy in Tennessee. Mules are typically sterile, but this one time he had a female and her son breed and actually make a purebred mule. Decade later he's got a herd of purebred mules that can actually breed, what geneticists said was an impossibility but nature found it's way.
From my personal experience and my input as an ex-industrial farmer: inbreeding was done only once because one year we had nothing but female heifers born. 1st generation inbreeding I never seen negative results, 2nd generation (the bulls daughter's daughter) I saw an 8% birth defect rate, compared to the typical 3-5%. These are just statistics from my farm and not representative of worldwide statistics.
To the point, it makes me sad how people are comparing these virtual animals to incest and making a big nerd rage about it. Animals have no morals, a bull will stick every cow he can and not worry who it is. That same bull you could pet on the head one day could also kill you the next day if you walk or talk slightly different from a cold. Animals are not people, and lack major cognitive thinking skills. Please don't uplift animals with human morals. -
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MineSkorp posted a message on C418 11.mus TheroiesI see this your new here, so let me say this: There are currently too many of these threads. If you want to post your theories, you should use one of those threads instead making a new one.Posted in: 1.0 Update Discussion
Other than that, welcome to the forums. -
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Paton posted a message on [UPDATE] Animal Breeding - Community Discussion of Animal Breeding Ideas!Posted in: 1.0 Update DiscussionQuote from Shasharala
If it's that early that you're rambling about trolls and butlers wiping their bums, might I suggest a nice cup of tea and a lay down?
Unfortunately the time of the day doesn't cure peoples stupid about this stuff.
People set them selves up for retarded answers when they claim every answer to their question as irrelevant.
I suppose a more trollish response would be me asking this though.
Are you a homosexual who engages in sexual intercourse with your father?
Don't use the answer no, or any answer that implies that you don't.
See how that just makes me look like a retard? This whole thread is that, as is anyone saying the same thing in all the other threads. -
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J_Bot posted a message on The Potion Coat RackTo me, it looks like a ring stand from chemistry or organic chemistry, which instead of using a flame or heating mantle, the blaze rod acts as the heat source instead.Posted in: 1.0 Update Discussion
I remember back in O-Chem, we'd use a heating mantle to hold the round-bottom flask, and use clamps to hold the ground-glass joints together during the distillation labs.
I do agree though, it would look better if it were on a small table or something, possibly with a change to the model to look more like a distillation apparatus.
Is kinda what the current model reminds me of,
and:
Which is a bit more standard, and what we used in one of our labs. (at least from what I can remember, I haven't had chem in like 8 years.) :tongue.gif: -
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Satharis posted a message on Potions and Distillation - 1.9-pre4 Reference Guide(Pics/Videos/Information!)Posted in: 1.0 Update Discussion[b] Potions & Distillation [/b]
Potion/Brewing thread to the max. Most of the information here is from my experiments, some of the good people from #risucraft, and a few forum snippets.
New layout courtesy of OCD Solaria poking.
[b]♦ The Future of Brewing ♦[/b]
So [b]Jeb [/b]hopped on IRC for a bit, gave us a few tidbits about the new potion system. Below are some of the important bits.
[04:26] <Satharis> guess they totally nerfed potions if there's really 8700-14500 current unique potions
[04:30] <+jeb> Satharis: i removed duplicate potions and potions that can't be made in less than 6 steps
[04:31] <@Risugami> so 1.9 official will keep this overcomplex system? some of us enjoy this lol
[04:33] <@Risugami> I think most of us want an input queue with a preview, in a gui
[04:34] <+jeb> Risugami: i'm not sure... i've remade the brewing stuff with a GUI
[04:35] <+jeb> but it's still annoying since you can have many potions that look the same, but can't be stacked because of hidden auxValue differences
[05:00] <+jeb> i'm not planning to do more potion effects or types, because i want potions to have their specific range of uses
[05:01] <+jeb> i mean, i don't want to make an explosive potion, because in that case it would make more sense to simply add a hand grenade
[05:02] <Satharis> jeb if you don't mind me asking, is there any plan to umm.. weaponize potions somehow? or are the negative effects just to hurt the user in exchange for the buff?
[05:02] <Satharis> that's been kind of a point of contempt
[05:03] <+jeb> the initial idea of the negative buffs was simply to make it harder to create a "clean" potion
[05:03] <+jeb> but in the long term these potions could be used for other things
[b]◘ Videos[/b]
Below I've linked a few videos on the topic of brewing, thanks to the video authors for their work!
[b]Pixel's Guide to Potions[/b] - by MrPixelTech
[b]Comprehensive Potions Tutorial - Potions 101 - Minecraft 1.9[/b] - by ShaunStatic
[b]Minecraft 1.9 Prerelease 3 POTION BREWERY TUTORIAL[/b] - by Jyizzle
[b]◘ Brewing Stands[/b]
Brewing stands are the new block for potion brewing, similar to a furnace at first glance, they feature similar mixing techniques to the old cauldron system.
Brewing stands are crafted on a workbench, simply place three cobblestone as a base, then a Blaze Rod in the middle!
Brewing stands have different visual states, they can be loaded with up to three different potion vials. The sprite changes to reflect this.
Brewing stands have a GUI similar to a furnace. You can place up to three potion bottles on the stand in total, one per slot.
Brewing stands operate without any fuel, when a proper ingredient is added the stand instantly begins distilling the ingredient, once the bar fills, any potions in the bottom slots are effected by the ingredient.
[b]◘ Basic Distillation[/b]
The actual process of distilling potions is a simple yet complex art.
Starting off, you must craft some empty potion bottles to brew with. Glass bottles are made with the simple recipe of a bucket or bowl, but using glass!
Next, fill your glass bottles with water, a simple right click on any body of water will work.
Finally, It's time to start distilling! Place a "base" ingredient in to start, base ingredients are listed below. As the ingredient burns away you will notice the arrow on the right slowly fill, once it reaches the bottom, the ingredient will vanish and the effect will be added to your potion.
Here you can see the effect of burning away some Nether Wart to create a base potion. Keep in mind, base ingredients(except for fermented spider eye) don't add any effects! You have to keep on using your stand and add more ingredients!
You can keep adding ingredients to your potion to change it's effects. But, keep in mind! Ingredients can only be added at certain times, the key to building your potion up is using different combinations to create more effects. That's all there really is to basic distilling!
[b]◘ Potion Ingredients[/b]
Below is a complete list of all the ingredients that may be used in potion distillation.
[b]NOTE:[/b] Below I've marked each reagent with a set of tags, below is a key of each term and what it means in regards to the reagent's effects.
[b]Tags[/b]
[b]BASE: Base ingredients are primer ingredients required to start your potion, at least one of them must be added to your potion before any other ingredient![/b]
[b]EXTENDER: Extenders, such as Glowstone Dust and Redstone Dust, amplify the effect of a potion, they either increase the potency of the potion or extend the time the effect lasts for. Keep in mind! Extenders counteract each other![/b]
[b]Reagents[/b]
[b]Nether Wart[BASE][/b]
Effect: Neutral base.[b]Fermented Spider Eye[BASE][/b]
Effect: Weakness.[b]Glowstone Dust[BASE|EXTENDER][/b]
Effect: Extender, raises the potency of effects on a potion, Instant Health I->II.[/b][b]Redstone Dust[BASE|EXTENDER][/b]
Effect: Extender, raises the duration of effects on a potion, Weakness I(1:30)->(3:00.)[/b][b]Blaze Powder[/b]
Effect: Strength.[b]Ghast Tears[/b]
Effect: Instant Health.[b]Magma Cream[/b]
Effect: Fire Resistance.[b]Spider Eye[/b]
Effect: Poison.[b]Sugar[/b]
Effect: Speed.
[b]NOTE: Extenders counteract each other and reverse the effect![/b]
[b]◘ Potion Effects[/b](Edited a bit, original is courtesy of Mouzi)-semi outdated
This is a list of all the physical effects that potions may cause to a player.
Most potions feature varying effect levels, listed as I, II, or III, level IV+ potions are only obtainable through code editing or an item editor.
ID Code name In-game name Description 1 moveSpeed Speed Movement speed increases. 2 moveSlowdown Slowness Movement speed decreases. 3 digSpeed Haste Mining speed increases. 4 digSlowDown Mining Fatigue Mining speed decreases. 5 damageBoost Strength Damage dealt increases. 6 heal Instant Health Instant health as the name implies. 7 harm Instant Damage Instant damage, also as the name implies. 8 jump Jump Boost Increases jump height, level I: 1.75 blocks, level II: 2.5 blocks, level III: 3.25 blocks and you will take a bit of fall damage. 9 confusion Nausea Screen goes wavy, makes walking difficult. 10 regeneration Regeneration Regenerates health(used on Golden apples.) 11 resistance Resistance Reduces damage received(unconfirmed to work on all damage types.) 12 fireResistance Fire Resistance Fire immunity, you will still catch fire, you can also dive in lava (you can not drown in it either). 13 waterBreathing Water Breathing Infinite breath, bubbles still appear but will not decrease. 14 invisibility Invisibility Does not seem to do anything as of now, mobs still attack and no visual change(broken.) 15 blindness Blindness Similar to the bedrock fog, you only see black after a few blocks. 16 nightVision Night Vision Totally and utterly broken, as per jeb. 17 hunger Hunger Food bar decreases faster than normal. 18 weakness Weakness Reduces damage you deal to enemies. 19 poison Poison Ticking damage, used by spiders.
[b]◘ Technical Trickery[/b]-outdated
Due to popular request I'll be listing a little technical information about the potion code.
[b]Potion ID's[/b]
First off is a list of every possible potion and their effects, another fun thing made by Risugami. Keep in mind generating a combination list of ingredients for these potions is significantly more challenging(and computational intensive.) Link is here.
[b]Fun Facts[/b]
- There is 32,767 different physical potion objects possible, combos to create duplicates of the same potions number more in the billions.
- Nether Wart is special, specifically it calls method g.
//Starts here input and output is current metadata public static int g(int metadata) { if((metadata & 1) != 0) metadata = e(metadata); return f(metadata); } public static int e(int metadata) { if((metadata & 1) == 0) return metadata; int pos; for(pos = 14; (metadata & 1 << pos) == 0 && pos >= 0; pos--); if(pos < 2 || (metadata & 1 << pos - 1) != 0) return metadata; if(pos >= 0) metadata &= ~(1 << pos); metadata <<= 1; if(pos >= 0) { metadata |= 1 << pos; metadata |= 1 << pos - 1; } return metadata & 0x7fff; } public static int f(int metadata) { int pos; for(pos = 14; (metadata & 1 << pos) == 0 && pos >= 0; pos--); if(pos >= 0) metadata &= ~(1 << pos); int outNumber = 0; for(int modifiedMetadata = metadata; modifiedMetadata != outNumber;) { modifiedMetadata = metadata; outNumber = 0; for(int bit = 0; bit < 15; bit++) { boolean hasBitsNearby = bitSetModulo(metadata, bit); if(hasBitsNearby) { if(!bitSetModulo(metadata, bit + 1) && bitSetModulo(metadata, bit + 2)) hasBitsNearby = false; else if(!bitSetModulo(metadata, bit - 1) && bitSetModulo(metadata, bit - 2)) hasBitsNearby = false; } else { hasBitsNearby = bitSetModulo(metadata, bit - 1) && bitSetModulo(metadata, bit + 1); } if(hasBitsNearby) outNumber |= 1 << bit; } metadata = outNumber; } if(pos >= 0) outNumber |= 1 << pos; return outNumber & 0x7fff; } private static boolean bitSetModulo(int number, int bit) { return (number & 1 << bit % 15) != 0; } private static boolean bitSet(int number, int bit) { return (number & 1 << bit) != 0; } private static int bitSetInt(int number, int bit) { return bitSet(number, bit) ? 1 : 0; }
[b]Ye Olde Potion F.A.Q.[/b]
[b]Read these before asking anything.[/b]
[b]Q: How do I get brewing stands!?![/b]
-A: Craft them on a workbench! The recipe is listed above, but, the short version is, three cobblestone on the bottom, then a Blaze Rod in the middle!
[b]Q: How many potions are there?[/b]
-A: We aren't sure of the max amount any more, Jeb has tweeted that in pre-release there is only something like 150 potions until they add every ingredient in, at which point there will be over 2500. Early reports seem to show these may not be every ingredient in the list, or potions were trimmed down much more, it seems to be rather challenging to even get 150 combos right now.
[b]Q: Do you have a list of every potion?[/b]
-A: Not at the moment, this may change soon.
[b]Q: Are these brewing stands the final version?[/b]
-A: I'm assuming not, for the reasons listed above, but I haven't been able to get any comments by Jeb(he's very busy!) That said, the issue is up in the air at the moment, it is a PRE-RELEASE, so they likely have changes to be made before final release.
[b]Q: Do you really talk to Jeb?[/b]
-A: Sometimes, yes, he does talk to some people on IRC but he is a very busy person thus I only rarely get to ask him questions regarding releases. I don't wish to come off as rude either, he already gets followed around like a movie star would, much the same as Notch.
[b]◘ Old Cauldron Mod Download[/b]
This mod is outdated, pre-release 2 only! If you still have this version you're welcome to try cauldrons out, links are still below! Simple edit that adds cauldrons into the game as a craftable potion brewing block.
Below I've linked two versions, one is _303's original mod I was given, which gives 64 cauldrons for one dirt block(good for creative mode or testing purposes!) I also linked an alternate version by OgreSean, this alternate version gives one cauldron in exchange for solid stone(perfect for players that want a more realistic version of the cauldron to use in gameplay.)
[b]Install Directions:[/b] Download either mod file archive, open them and you'll see a few .class files. Open your minecraft.jar with winRar or a similar program and overwrite the class files with the edited ones. Finish up by deleting the META-INF folder in the minecraft.jar, then simply run the game.
[b]Crafting:[/b] To craft the cauldrons, put one dirt block in the crafting grid to receive a 64 stack. OgreSean's version requires solid stone placed in the same pattern as a furnace to obtain one cauldron.
[b]Mod Versions[/b]
[b]_303 64 Stack Version[/b]: Here
[b]OgreSean Alternate Version[/b]: Here
-Keep in mind, both mods only work with 1.9 Pre_2!
-Props to _303 for showing the cauldrons to me originally.
[b]Will add more information as I find it![/b]
(PS: Sorry about stretching images in the thread, spoiler tags seem to break the auto-resize!)
-
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LordCrayon posted a message on Villagers are not Squidwards, they are SquilliamsSo, ever since 1.9pr was released we've been complaining about how the villagers resemble Squidward Tentacles. Well, no, not "we." I haven't been complaining. It was probably just you.Posted in: 1.0 Update Discussion
Anyway, yes, the villagers have their big bald heads and droopy noses, but there's one thing that separates the villagers and Squidward. See if you can spot the difference:
As you may have noticed, Squidward lacks any sort of facial hair at all, including a glorious unibrow. Guess who DOES have a glorious unibrow? Well, I did, until I finally shaved that hairy sonofabitch. Aside from me, however, there is one man that possesses all of Squidward's physical traits, as well as a unibrow!
That's right.
Squilliam Fancyson.
As you can see, they're almost identical. In fact, not only are their faces strikingly similar, their choice in attire is as well! Purple robes. Classy.
So, henceforth villagers will not be referred to as Squidwards, but as Squilliams. Thank you for your time. -
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Reinharted posted a message on Endermen Block Moving Solutions - Simple Fixes to Current BehaviorThere's a lot of back and forth but little to no solutions offered for endermen. I'm making these suggestions, but feel free to discuss and offer constructive solutions to the problem.Posted in: 1.8 Update Discussion
In Short
Currently, Edermen are:
- Landscape noise filters
- Do not destroy based on the player's actions (unlike with creepers)
- Force the player into the chore of building and landscape maintenance
- Destroy adventure maps
Additionally:
- 1 block hole plugging and tree fixing isn't fun, challenging, or "survival".
In Detail
Currently, Endermen are noise filters to the landscape without player input. Trees float, wood litters forests, and player buildings are swiss cheesed with 1 block holes. Players with massive structures, villages, or beautiful landscapes must become building maintenance personnel and park rangers to keep the landscape looking pristine. Adventure maps can be rendered useless with Endermen picking apart wiring or secret passages. On servers, the problem is worse. Filing in holes to buildings and trees is not challenging, enjoyable, or "survival".
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Notch said their current implementation needs fixing. Many agree.
The current list of solutions that fix the above problems are as follows:
1. Only moving blocks when angered to get to the player.
Pros:
They act like creepers now, requiring players anger them to trigger terrain destruction.
Endermen can appear "smarter" by taking apart structures to get at the player.
Simple to code for programmers.
2. A Toggle
Pros:
Everyone gets what they want.
Simple to code as a check box in the options menu.
Can be made more complex with a check list of all blocks endermen can/cannot pick up.
Cons:
A vocal minority don't like options.
3. Only move blocks based on difficulty
Pros:
Scalability - No block moving on easy, only dirt, grass, sand, gravel on medium, and how they are now on hard.
More difficult to program than the other options, but as an on/off trigger it is simple.
Cons:
Floating trees and landscape noise would affect those who play in hard for difficulty, not tedium.
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Why only three options?
Due to a lack of conversation towards solutions, these are currently the only solutions I've seen that actually solve the problems mentioned in the beginning. If you have a suggestion that will solve the above issues, please say so. I will make new polls if need be.
Why don't you just [INSERT WORK AROUND]?
That is not a solution, that is a work around. We're looking to solve the problem, not cause more. Peaceful play, water and torch covered landscapes, add a new item that acts like a torch to endermen, and creative mode are not solutions to this very specific problem. They eliminate creativity and make construction formulaic.
You also run the risk of eliminating Minecraft's niche market of combined genres, splitting the game into "creativity" and "tower defense" which can't deliver compared to the cheap and free competition.
Why do you hate endermen?!
I think they're a great addition actually, but this one ability is a problem for many players, not just myself. That's why there's so many threads on the issue. I'd also like them to be buffed in HP to make them actually dangerous, but that's another topic.
Stop whining!
Legitimate criticism isn't whining, particularly when solutions are offered. Take your whining elsewhere, this thread is about fixing a problem constructively, not arguing and trolling.
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If you would like to discuss methods for improving endermen's AI, Feddlefew has a woderful topic here.
If you would like to discuss making the endermen more frightening, EldingArtist also has a topic here. - To post a comment, please login.
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Phar. Really? You want to make a constructive debate, but your responses are too condescending to accomplish anything more than increasing the amount of flaming that will occur in this topic. OTHER threads, which have been producing some very good ideas on how to construct a system in which animal breeding would be useful and reasonably easy to understand, without being overpowered.
The reason this topic has not been producing any good discussion is the way you have presented the problem. By having the thread title include the phrase "Half-assed and lazy!", you are creating a polarizing environment in which this discussion takes place. Essentially, you are rallying both the people who strongly (for lack of better word) support Notch, and those who firmly believe Notch is a lazy, fame-crazed jerk.
You have also prevented people from framing their response in terms of "When this gets fixed, it should..." or "When the next release comes out, breeding should...". This is... frustrating when attempting to discuss hypothetical solutions without sounding like an asshole. Yes, fine, it's an obvious patch. Mojang has other parts of the its working on, and we can only speculate on why they are releasing features when they do. I get the feeling playing around with the system that this was not intended to be its final state, but that it was released early because of problems with the persistent passive mob system.
When you don't think a comment is worth responding to, don't be a ****- just ignore it. Telling someone that they are not worth your time is only going to make them angry, and will lead to them believing that you are automatically disregarding anyone who disagrees with you.
Edit:
I have been ninja'd. Succinctly, too.
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1. Brilliant. Variability in how sensitive they are to being looked at would definitely work wonders for how scary they are.
2. I like the idea of having variable eye color- not just for pasive/agresive modes, but between individual endermen. But that's just my personal taste. Having them grow darker when they're agresive would be nice, too.
4. I think a nice, quiet whispering with occasional clicks and chirps (or even other mob sounds) would be best, so that the chirping and click noises would be autable when they're far away, but not the whispering unless they're very, very close.
"Hey, what is a pig doing in my- OH SH**!"
5. I agree that there should be something to discourage players from just staring at the for a long period of time, but interface screws are just ungodly annoying.
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Still reading through your first post, but I agree with most of your points so far. I actually made a thread just on behavioral changes which could improve them- out of respect for your thread I won't link it here. I think they should be protoNPCs. Not unique individuals, but smart enough to work together in groups.
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