naming starts at furnace0.png and increases sequentally
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Apr 8, 2014 Posted in: Resource Packs
Apr 2, 2014did some thaumcraft textures.Posted in: Resource Packs
Mar 17, 2014Did some thaumcraft 4 texturesPosted in: Resource Packs
Mar 12, 2014Go ahead if you want but the mod textures are more important as im developing the current vanilla textures. and there are far more mod textures than vanilla textures that need to be done.Posted in: Resource Packs
did some more textures
and with that the big oak is done.
Mar 7, 2014Well I dont know how to fix your problem then. try asking around or googling it.Posted in: Resource Packs
did the dispenser_front_vertical.png texture
Mar 4, 2014what file format are you putting it into cause im pretty sure minecraft can only use zip files for resource packs. try just using the default archive tool to do it or winrar.Posted in: Resource Packs
did the double fern texture.
Mar 2, 2014Posted in: Resource PacksQuote from Azy_Wng117
*fish texture issues*
just looked into it myself, mojang renamed the fish texture so the current one we have doesn't apply renaming the textures to the current names would fix it.
the podzol is fields of ash
Feb 25, 2014did thePosted in: Resource Packs
its a few tape reels tied to a beat up signpost.
Feb 23, 2014Posted in: Resource PacksQuote from Aroukar
Beautiful textures. I've not heard of imgur? Would you mind linking it to me? I was relying on imageshack, but it is no longer an option.
http://imgur.com/ heres a link, you dont even need an account to upload stuff too.
Feb 14, 2014Posted in: Resource Packs
why not use imgur to host the textures? thy seem to like almost any image format.editFinished the stained glass textures.Quote from AroukarHere's alternate rails for those who fancy them. I'm using a new image host. It is turning the files into the .jpg format. Remember to edit them to .png files.
light blue glass
So to explain the textures here: the wastelanders were tired of all the grey and brown so they decided to nail colorful cellophane to their window frames. not only does it keep freezing cold breezes out of shacks but they add a bit of color to the drab wasteland.I also redid the block breaking textures as the old ones have been bugging me for a while
slime block texture
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Jan 24, 2012-- We have made it into Minecraft 1.7! --Posted in: Suggestions
My main goal with this post was to make the community interested in more biomes so that Mojang would prioritise that aspect in their busy schedules. And it seems we have finally made it happen! Additionally we also got 2 of my suggestions into the game, which of course is fantastic.
Now put down your guard and enjoy the moonlight in this mob free but oh so rare environment. Unfortunately, the underground isn't as peaceful. If you are lucky you will also encounter a deserted old vineyard for some delicious grapes. This rare fruit replenish only 0,5 hunger each, but they are all eaten at the same time, making it the quickest but most expensive food source.
Rumours say the farmers have noticed crops grow faster.
Take your horse and embark on a journey to discover the Orient. These warm and barren deserts might contain a scarce amount of watering wholes, a common place to find various merchants with donkeys full of goods to trade. Make sure to have your wallet full, for these rare goods cannot be acquired elsewhere.
The luminescent mushrooms proves to be a perfect, yet mystique light source in the deep caves of the underworld. Rumours speak about small glowing angler-fishes that thrive in nearby underground lakes.
Thanks to Hansentale for the inspiration.
Palm trees grow on the beaches of these plant rich atoll islands located on the great oceans. Breaking palm leaves spawn coco nuts, which are an essential food source out here.
Savannah - IMPLEMENTED IN 1.7
In the never ending terrain of the African wilderness, animals thrive in the shadows of the acacia trees. Clay is commonly found in nearby watering holes.
Wild West desert - IMPLEMENTED IN 1.7
This arid landscape consists of a new reddish stone, and a new matching sandblock*. Lone wanderers need to watch out for the vultures, for they will attack any trespasser carrying raw meet.
*)The sandblock is not present in this screenshot since it's very time consuming covering the grounds.
Autumn forest biome
A colourful forest arises as you continue your exploration. No one in these woods will ever starve, as the ripest apples fall from the trees and the ground is covered by mushrooms galore!
A cold breeze caught the landscape by surprise, which immediately froze the tiniest straw of grass. Make sure you wear some armour, or you will soon be history.
The sky darkens as you enter this gloomy realm. A great challenge awaits the one who seek to face the death. Now grab your diamond equipment, you will need it.
Nov 24, 2011Updated OP: 9/3/12 (Modified OP explanations, thanks to getpoopedonkid // Fixed Poll)Posted in: Suggestions
Updated OP: 3/8/12 (Fixed Poll)
NOTICE (As of Snapshot 12w01a):
This is an screenshot of the beach gen that was re-added in Snapshot 12w01a. Please note that this is not representative of the new beaches in general, but instead an example of what the new generation can create!
Jeb appears to have simply changed the blocks which form the transition between land and the ocean biome from dirt to sand. This forms ugly clumps of sand hardly resembling beaches on hilly terrain. This DOES NOT resemble actual beaches or beaches as they once were in Beta 1.7.3! Or reality for that matter.
What should be done to correct this:
- Simply limit the max height of sand that can generate to two to three blocks above sea level, which would be identical to beach generation prior to Beta 1.8. With beaches essentially being their own biome, such a change should feasibly be easy since it shouldn't conflict with other biomes. If you believe otherwise, please state so and why!
With the inclusion of the new terrain generation in recent releases, I've read about many major topics and comments having to do with terrible biome transitions involving the swamp biome and the such. However I have not seen any real topics concerning the exclusion of beaches and the issues concerning underwater bedding. So here is the point of this topic:
1.) Beaches was a widely-liked feature of the previous terrain generator and it needs to be restored.
This should be simple enough. Just add back beaches into the terrain generator. Also gravel beaches should be returned as well. More on that later in the topic.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
The main argument against the current underwater bedding generation is that allows for easy access to large amounts of clay, and that clay was supposedly more rare in the previous generator. However, it was abundant, since the x=z clay generator bug that previously plagued the game was patched in 1.7.
However, to further address this issue, clay density and frequency can be increased to satisfy those who believe that more clay truly is necessary.[/indent]
The poor state of these aspects of the terrain generator has proven to be both an annoyance and an eyesore to me and the community as well. Beach gen prior to 1.8 paralleled realistic beaches and was more aesthetically pleasing in general. To further elaborate what I mean:
Beaches, prior 1.8
"Beaches" (along lakeside), 1.8 and later
Beaches, real life
As you can see, beaches do not actually generate in 1.8 and later, the "beaches" you see are actually not beaches at all; they are simply the outcroppings of the underwater sand bedding crossing onto the shore. This brings me to the next point: underwater bedding.
Underwater bedding (same pic as before, view the underwater portion), prior 1.8
Underwater bedding, 1.8 and later
Underwater bedding, comparison with 1.8 vs. 1.7, and real life (Borrowed from Dragonid's Terrain Generation Changes Remaining)
As you can see, in 1.8 and later, underwater bedding consists of ugly patches of circular splotches, whether it be in a lake or an ocean. Previously, it was both aesthetically appealing and realistic. Clay would still be fairly abundant if the patch from 1.7 were also incorporated into clay generation. If that is not enough, we can simply have clay generated in the same manner as depicted in the picture below in higher frequencies or larger quantities:
Lastly, gravel beaches should be added back. It was a realistic feature of the old terrain generator and also broke up the monotony with the constant sand beaches. It is not a necessary feature to be re-added, though it would be nice.
Gravel Beaches, 1.7 and before
Gravel Beaches, real life
1.) Beaches was a widely-liked feature of the previous terrain generator and so, needs to be fixed.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
With this said and done, I ask that these issues be addressed as soon as it is possible. If you can, please twitter or e-mail Jeb. This is technically not meant to be a petition or anything like the very popular Dear Mojang: The Swamps are Still Ugly topic, just a reminder to show that these issues must be addressed. However, you can show your support by twittering Jeb (+ link to here) or just acknowledging it here.
Tweet Jeb at: https://twitter.com/#!/jeb_
Get Satisfaction Topic: http://www.getsatisf..._gravel_beaches
Also check out Dragonid's Terrain Generation Changes Remaining topic for an in-depth look at issues concerning current terrain generation!
Try out a mod that adds beach generation back into the game! http://www.minecraft...0-biome-mod-v1/
If you support this, you can show it by signing on to this cause. Type "/signed" in your post!
- Mad Cowboy
- death kid620
- Cyril Prokin
- Colonel Muffin
- Ghost Hacker
- Mista Epic
- The Internet
- Samuel Rowe
- Attack Nun
- Ender Core
- *Notice: The number of signatures from various posts has grown greatly since I last updated it. Until I can get around to compiling a list of signees following the last on this list I will not update this.*
Show your support outside this thread by putting these in your signature! Copy the text as it appears in either box and paste it into your signature! Also, if you have signatures of your own to contribute, please feel free to do so!
Jan 25, 2012I'd like to see the biome code rewritten to be more dynamic - none of this pre-defined "swamp"/"desert"/"forest" stuff. Here's what I had in mind; I'd love to hear your thoughts on this.Posted in: Suggestions
Basic Terrain Generation
It would start with 4 basic variables:
- Base Height
- Terrain (physical contour)
fourfive possible values (sea level being at Y:64):
- Ocean (down to Y: ~32)
- Coast (Y: ~60-64)
- Beach (Y: ~64-70)
- Inland (Y: ~70-120)
- Plateau (Y: ~120 and up) (added 2012-08)
The four variable maps would be overlaid, and it would be their combination that would govern the actual blocks to be generated. For example:
- [Coast/Beach]-Hot-Wet-Flat = Swamp
- Inland-Hot-Wet-[any] = Jungle
- Inland-Hot-Dry-[Flat/Hills] = Desert
- Coast-[any]-[any]-Mountains = this or this
- Beach-[any]-[any]-Flat = typical beach
- Ocean-[any]-[any]-[any] = Varied underwater terrain (unaffected by Precipitation, although a Cold value for Temperature would result in an ice-covered ocean)
With the basic terrain determined, special features would be added based on the values of any given terrain.
Precipitation would change from being a global, "all areas simultaneously" occurrence to a local one. It would occur frequently in Wet areas, and occasionally in Average areas. Dry areas could have either an extremely low chance of precipitation (1/365 or so), or simply none at all.
The frequency of thunderstorms vs. regular rainfall/snowfall would remain much as it is now.
In Cold areas, the precipitation would take the form of snow, and in Temperate/Hot areas, rain. In addition to the familiar thin layer of snow that exists now, if a Cold-Wet area has a thunderstorm, any blocks over a certain height (say, 96 or so) would have a full-sized snow block added on top. A limit would be placed as to how many full-sized snow blocks can pile up - something like 2-3 perhaps.
Rivers would be generated to "flow" from Mountains to the nearest Hills, then on to the nearest Flat area, and from there to the nearest Ocean. In Wet areas, a river would have a chance of flooding its banks during a thunderstorm, which would mean simply duplicating the top level of water source blocks directly upwards one level, allowing them to flow outwards "naturally" (according to Minecraft water physics, at least). The additional water blocks would automatically be removed at the end of the thunderstorm.
Forests would have a chance to be generated in any area that was Inland and not Dry. A Wet area would have a much higher chance to generate a forest. The type of trees composing the forest would of course be affected by the Temperature value, with Cold-[Hills/Mountains] more likely to have pine trees than any other tree type, and Wet-Hot areas typically generating swamp or jungle trees.
Mushrooms would be restricted to [Wet/Average]-[Hot/Temperate] areas, cacti would be restricted to Dry-Hot areas, and sugarcane could even have the must-be-next-to-water restriction lifted if planted in Wet-[Hot/Temperate] areas.
Certain mobs could also be restricted to specific value ranges - imagine if slimes were no longer restricted to specific random chunks, but instead could only spawn in Wet-Hot areas, or if squid only spawned in Oceans rather than in just any old water block (RIP Pond Squid, Cave Squid, and Mob Grinder Squid!).
As far as the oft-mentioned temperature variation with altitude...
64m just isn't enough of a change in altitude to affect temperatures in any significant fashion, so unless and until Mojang increase the map height limits, I'm ignoring any altitude/temperature interactionsNow that map height reaches 192m above sea level, elevation affecting the temperature is not too far-fetched. Bring on the snow-capped mountains!!
If you like this idea, consider sending @Jeb_ a link to this thread... just don't bombard the man! He doesn't need to be barraged by hundreds of near-identical tweets - anything more than half a dozen or so is just wrong.
EDIT 2012-01-26: Added river overflowing and a new Precipitation section to Terrain Features.
EDIT 2012-08-15: Adjustments to accommodate the raised map height limit (5th value for Base Height; elevation/temperature changes)
Jan 21, 2012about a year or two ago, I came across a rigid body simulator called Rigidchips. It uses 2D squares, called "chips", to create 3D creations that are affected by gravity and a very simplistic air friction model.Posted in: Suggestions
I would like something similar added to minecraft.
It would allow people to create vehicles, which has been wanted since the independent entities suggestions were made about a year or two ago, and would allow for moving creations and more complex structures.
Now, you may ask "Wouldn't this be REALLY laggy though, with air friction?"
Actually, it uses a very simple calculation. Air friction only works perpendicular to the faces of a square, and applies force in the opposite direction that it is moving.
Here is an image to give an example of the air friction model:
The black lines represent chips. The chip on the right is laying on the ground and is not moving.
The chip on the left is moving to the left, shown by the blue arrow, and air friction (the red arrow) is pulling it perpendicular to its face and in the opposite direction it is moving.
It would be best to create "panels" out of wood, smoothstone, or iron instead of "chips".
All panels have health. When a panel loses all of its health, it will be deleted. Because of the construction system, a single panel being destroyed can cause large parts of the creation to fall apart. Be careful how you make your vehicles!
wooden panels would be lightweight and very buoyant in water. They are destroyed instantly when in contact with lava. They have the least health of all panels
Stone would be heavier, but stronger than wood. It would also have next to no buoyancy. It can withstand lava, and will float in it due to it being denser than water.
Iron would be barely buoyant, and would be the strongest and have weight in between stone and iron. It also floats in lava, but just barely.
Wood wheels would have a moderate top speed. A lightweight wooden vehicle would be able to go just a bit faster than walking speed. However, they don't have a lot of traction and only moderate power.
Stone wheels would be very slow, but have a lot of power and traction.
Iron wheels would be the exact opposite of stone wheels. They would be very fast, but would have next to no power and very little traction. These would be best for vehicles meant to go across flat terrain, or on halfsteps/stairs.
Balloons are panels created from wool. When power is applied, they inflate and create upward thrust. This allows zeppelins and airships to be created.
Different panels can change angles in different ways.
Regular panels change their angle where they are attached. As an example, hold your hand out flat. Now point your hand towards the ground, keeping the rest of your arm still. This is how regular panels change their angle.
Twist panels, well, twist. Again, hold your hand out flat. now turn it clockwise and counterclockwise without changing where your arm is.
Bend panels also do as their name suggests. Hold your hand out flat, and turn it to the left and right without moving your arm or twisting your wrist. This is how a bend panel works.
Wheels change their angle in the same way as a regular panel. You may wonder how they spin, and here is how: There is an invisible "axle" at the center of the wheel. The rest of the wheel spins around this axle.
Powering and controlling your creation:
These things don't just magically get power! In order to control and power them, you must first create a "control block".
The control block, in my opinion, should be somewhat expensive. It should require redstone due to its electrical nature, iron as a strong frame, and possibly gold due to its rarity and complex properties.
When you place a control block, it actually isn't a block. It is a physics affected entity, much like a falling sand block. However, unlike falling sand, it can rotate.
When you right click on it with an empty hand, you sit on the top of it.
When you click on it with a furnace, you attach the furnace onto it. The furnace that is attached to it is not a block either, though. It is also a physics affected entity and is an extension to the Control Block. Right clicking on a furnace with coal in your hand allows you to place coal into the furnace, although there is only a fuel slot and no item slot.
When you right click on a Control Block with redstone, a GUI opens up that has a few windows.
The GUI has 2 windows. The one on the left has a button underneath it to add and remove "values"
The window on the right is for assigning these "values" to parts.
When you create a value, you create a minimum and a maximum amount. This determines the max or minimum amount of strength that can be put out from a Furnace, or how many degrees a chip can change its angle. You also set a default value and a "return" value.
The default value is, as the name suggests, the default angle or strength the output has.
The return value determines how quickly the value goes back to its default. When set to 0, it will not change back to its default on its own. This is useful for a throttle.
For every value you create, you use 1 redstone dust. You get this redstone back when you remove the value.
To assign a control to a part, first set a keyboard button to a Value using the control block GUI.
After doing this, you want to right click on the part that you want to control with redstone in your hand. This opens a GUI that lets you assign values to the angle and Power of the Panel.
When the panel GUI is open, you can choose whether it is a normal panel, a bending panel, or a twisting panel.
For regular panels, you only have the angle control.
For wheels, however, you have angle and power. power determines how quickly and with how much force it spins. The maximum power for any wheel is 100.
Fuel placed into the furnaces attached to a creation is automatically drained when power is used. Logically, more power being used drains fuel faster.
When you are sitting on the creation, there is a small box in the top right of the screen showing how much coal is left in the furnaces.
You can create a Dispenser panel by crafting a panel and a dispenser together. Dispenser panels fire arrows faster and on a straighter path than regular dispenser, and also do more damage. However, they consume fuel with every shot.
You can also place potions in a dispenser panel, and these are also shot with more force than being thrown. However, their range would still be much less than an arrow.
Screenshots of some pre-made creations in Rigidchips. Top left: simple car.
Bottom left: Simple airplane (This example uses jets to power it, but the minecraft versions wouldn't have jets.
Bottom right: a more advanced car, featuring suspension and 4 wheel drive.
The possibilities of this addition are nearly limitless. You can create ground vehicles as a way to transport players and items quickly, but at the cost of coal.
You could create large airships using balloons and propellers made from a wheel and twisting chips attached to the wheel.
If you really wanted to, you could create airplanes using a propeller made from an iron wheel propeller with wooden blades and a lightweight wooden body. However, you would likely be limited to biplanes due to a relatively small amount of thrust.
You could create a tank by using an iron panel frame with stone or wooden wheels, and attaching a dispenser with damage potions or arrows in it to cause damage.
Epic battles between vehicles could be carried out by pitting tank against tank, airship against airship, or plane against plane.
Any constructive criticisms are welcome!
Jan 12, 2012http://www.minecraftforum.net/topic/361430-100smp-smart-moving/Posted in: Suggestions
I suggest making this mod part of the new 1.2 update (if there is one) because it add some more actions to the game insteady of just bending and standing.
Its called smart moving mod
i've tried it and its quiet fun to use. like crawling, lsiding and climbing walls.
Jan 1, 2012I don't have the time or patience to read through this whole thread at the moment so forgive me if this has been suggested but i think the you should be able to put a chest on top of another chest to make a locker or a refridgerator of sorts.Posted in: Suggestions
Sep 30, 2011Posted in: SuggestionsTiny Index:
Show your Support!
List of Supporters.
I, GigaVex have taken operator status of RooSalad's forum post. He has given me permission to take over editing/updating of his suggestion so that his idea will not die. He's got real-life issues to worry about, and is unsure as to how long he will be away.
We'd like for Wooden Slabs to stop acting like Stone Slabs please.Why must MINING WOODEN SLABS, be the effective way to remove them? This seems like a very easy bug-fix, which hasn't been fixed in ages.
This also applies to Wooden Stairs, and Stone Stairs!
Heck, since we're here, let's let Mojang know that we also would like to stop spending what seems like lifetimes, taking down our Fences/Stairs/Crafting Tables.
Let's remind em' guys and gals, respond with your thoughts/support.
Short video RooSalad created, to show the issue at hand:
Supporters:madxhhatter, Weaponized, TheEvilM, jokomul, spunkybd, xerogees, ValkonX11, TheFlyingTurtle, Altoid2, HB, aztech101, Kufupanda12, Dumbum2240.1, Rabidbadger, yoshi9048, flyingfirpeig, jonj57, Ehtya, Thom, Badprenup, WarpXR, Attilio1204, Jaltz, ShaunDepro, elexier909, mike2084, Calinou, Zurich Antiock, TheMrMittens, Divine Insect, Pfaeff, colorfusion, gamesmaster, Sandian, Skullkrusher, 100hamburger, DolphinTuna, IDzo, theSKML01, Etb, Kinz20, Ciaran, Pyrez, Togfan, Carnanty, WhiteHippo11713, Slayorious, Leraku, NoobOfLore, Serus_Haralain, sirtrystan, awesomepenguin123456, darkmaster53, Lord Penguin, halo3madmon, ShadowWolf937, Kitara, Sanquil, KasaraEm13, GearsDisraeli, 567Creeper, krimsalt, ethood1999, Neri, Ores 'n' Picks, firewoodmix [end of current list]
How can I support this?
Nov 3, 2010I know the idea of machinery has come up before, but the past proposals that I've seen have been overly complicated and not very well fleshed out. I wanted to come up with a system that follows some basic principles:Posted in: Suggestions
[*:213eu8q6]Allows elaborate machines to be built by the player, from very simple components. Minecraft is a sandbox game. It's fun because you can shape the world with your imagination, out of blocks of raw material. A machinery system should be equally basic, versatile, and limitless.
[*:213eu8q6]Technically feasible without tearing the code apart. I don't know exactly how the Minecraft engine works, but I can use my ~20 years of programming experience to make a pretty good guess, and to design a machinery system that can probably be implemented without rewriting the game from scratch.
[*:213eu8q6]Integrates with existing game mechanics, rather than bolting on an entirely new game. Machinery should play a part in the things you already do in the game: exploring, mining, building, fighting, etc.
[*:213eu8q6]Behaves intuitively, so the player can easily grasp it and believe in it. There shouldn't be any arbitrary magic that can only be learned from huge wiki pages, as with e.g. redstone torches.
With those points in mind, this is what I came up with.
The first component is something that is already in the game: a bar (or pole/stick/rod/whatever). The existing bar is made of wood, but you would probably want to add metal bars too. Bars would become blocks that can be placed in the world. They automatically orient themselves to line up with any adjacent bars. They look something like this (the cube outlines are just for illustrative purposes):
A bar is not very useful on its own. What you would need next is a "nut" block, which is a block with a hole through it. A nut can be placed like any other block, but it can also be placed on a bar. A nut placed on a bar can move freely along the bar. You can attach other blocks to the nut block to create an entire moving structure.
Nuts have a fixed orientation (they don't spin) and they can only move along one axis. However, bar-nut assemblies can be built *on* moving structures, thus allowing compound, multi-axis motion.
Moving structures collide with mobs, and with other blocks. Moving structures are affected by the same basic forces as mobs e.g. gravity, water currents, and pushing from other moving objects. A player/mob standing on a moving structure moves with it. A moving structure has a calculated mass (based on the quantity and type of blocks attached) which is used to approximately simulate inertia, friction and restitution.
A nut can't slide off the end of a bar and a bar block can't be destroyed when part of a nut is covering it. A nut can only be removed from a bar by destroying it, which raises the issue of blocks that are attached to the nut when it is destroyed. Also, it should probably not be allowed to have floating blocks in a moving structure as that could get very confusing. There are a few potential options to handle these cases:
[*:213eu8q6]Instantly destroy any blocks that become disconnected
[*:213eu8q6]Make blocks indestructible if they are holding the structure together
[*:213eu8q6]"Snap" disconnected blocks to the parent grid (weird, but could be useful for relocating large structures)
Sliding block structures are the fundamental way that the machinery system interacts with the rest of the game world. It's the simplest kind of motion with which you can build a decent amount of things: elevators, doors, drawbridges, pressure switches, traps, canons, and so on.
This is probably also the most difficult part to implement, particularly the block-block collision. I'm hoping that the single-axis, fixed-path movement constraint will allow for simplifications and optimizations.
Connectors are entities rather than blocks. They are placed by right clicking on two different block faces in sequence, thus attaching one end of the connector to each face. If those two blocks can move relative to each other, the connector constrains their position in some way, specifically:
Rod - keeps the two blocks at a fixed distance
Spring - like the rod but has some elasticity in both directions
Chain - limits the maximum distance between the blocks
When placing connectors, the second click can be held down and the mouse dragged to change the length of the connector.
Connectors can be in any position or orientation, as compelled by their attached blocks. They don't collide with anything, they only affect the two blocks they are connected to (unless someone really wants to implement that).
Another fundamental component is the wheel. It can be placed on a bar, like so:
Wheels are (effectively) one meter thick and can only be placed on a bar block. They are always axis aligned and have a fixed position and collision hull. A wheel can rotate freely about the axis of the bar and its rotary angle is part of its dynamic state. Multiple wheels placed on the same bar all share the same angle.
A single wheel is one meter in diameter. However, placing another wheel on an already placed wheel increases the diameter by one meter. By placing multiple wheel "units" on the same spot, arbitrarily large wheels can be created.
Two wheels with one meter or less between their edges will be locked in counter-rotation at speeds proportional to their sizes i.e. they act like engaged gears. This works even if the wheels are at right angles to each other, or if they are attached to seperate sliding structures (the latter detail is important for making mechanical switches).
Chains can be wrapped around wheels to create belts and pulleys (haven't yet worked out the UI for this).
Wheels have 24 attachment points on each side, around their circumference (perhaps less or more for different size wheels). Connectors (rods, springs, chains) can be attached to these points in the same way they are attached to block faces. The attachment point is offset one meter from the plane of the wheel, on the respective side.
Screw - works like the bar block but moves any attached nuts when it turns
Drill/Ram - Some rotating/pounding attachment that can mine blocks or hurt mobs.
A small wheel can be manually cranked by the player, with a limited amount of force, by right clicking on it and circling around with the mouse.
Players will want to make water wheels. They could just be plain wheels or maybe they are crafted from wheels. Some change to water mechanics would also be good so there aren't just portable sources of infinite power all over the place. Springs and waterfalls should be scarce and difficult to move.
Windmills would be great if they were affected by terrain and biomes. Finding/building an optimal place for them would be an interesting challenge.
Ideally, there wouldn't be any canned power generating items. Rather, there would be raw forces of nature -- sun, wind, gravity, geothermal, fossil fuels, etc -- and the player would have to invent machines to harness power from them. Without rotating structures, those machines will have to be fairly unconventional, but if the physics engine is generous enough, I'm sure it can and will be done.
If you think the game is addictive now, just wait until you can build mining machines, caves full of booby traps, monorails, transforming fortresses, and other insanely awesome stuff. If Minecraft today is like LEGO then this would be LEGO Mindstorms. I'm pretty sure I would DIE of fun if this idea were implemented. So please implement it. Thank you
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