I agree with the OP 100%. Not being able to place blocks kills all sorts of possible puzzles.
I made an adventure map back in the day where a player dropped into a long pit with a bunch of spiders. When the pit detected a player inside of it, pistons moved blocks in a way that caused the wall to slowly move towards the player, eventually crushing him. The player had to kill spiders to obtain string and then craft wool blocks to get out of the pit before he gets crushed.
If adventure mode prohibits block-placing, then awesome mechanics like these will be impossible.
Another example: I made a puzzle dungeon where players needed to obtain redstone torches, which were "keys" used to unlock the final door by placing them in "shrines" which were connected to logic gates behind a wall that the player couldn't see. These logic gates unlocked the exit once enough keys had been placed.
Again, if block placing is not possible, you can't make awesome puzzles like those.
If you truly want to be a great map-maker, you need to be open to ideas and be able to use ALL the features you're given to their maximum extent.
- Jarwain
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Kriptini posted a message on Give Adventure Mode the ability to place blocks.Posted in: Suggestions -
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Hans_Lemurson posted a message on Hans Lemurson gives a Preview: Minecraft in MinecraftYou all know that joke when somebody is showing off their brand new Redstone Computer and somebody asks: "Can it run Minecraft?" You have a chuckle at how clever you are while people variously chime in "LOL" or "It's impossible numbskull!!!".Posted in: Redstone Discussion and Mechanisms
I was one of the people in the latter group, continuously annoyed by people who don't understand the orders of magnitude of difference in computing power between a Redstone Computer (they are on par with 1930's technology) and a modern computer. After a fresh session of apoplectic rage however, I began to ponder: "What sort of program could you feasibly run on a Redstone Computer that would still retain the essence of Minecraft?" And thus a dream was born.
That was 3 months ago. After months of planning and sporadic construction work, I have finally completed this great and grand project which I intend to be my "Magnum Opus". I have made "Minecraft in Minecraft", or "Mini-Minecraft".
Features:
-2D Graphics!
-8x8 Pixel Screen
-64 bits of Landscape Data
-Blinking Lights!
-Directional Control Interface
-Solid Terrain
-Gravity
-Moderate Signal Latency (4,000ms)
-Color-Coded Circuitry!
And now to show that I'm not just full of ****, I give you screenshots:
Display viewed from control-box
Here you're staring at the crazed mish-mash of all the terrain created/destroyed in my debugging attempts. Player position is not visible, since that square is currently OFF in its blink-cycle.
Display Side-View
The orange and pink lines are carrying the Vertical Position data from its register to the display. The sharp-eyed will notice that there is a torch lit on right side of the middle pink line. That's the current height of the player. I placed those torches there for debugging purposes when I was having problems with data corruption.
High view of back of Display
Light and Dark Green helixes carry new data to the Display, one Bit per column. Purple lines in the background carry the "Write" command to an individual Row to update its D Flip-Flops when a block there is placed or removed.
Guts of the machine
Here you see all the parts of the machine that do the actual calculations. Underneath the green lines is the 64 bits of RAM (the green lines are its input) that store the terrain information for calculations. In Blue at the far end are the Horizontal positional controls which both keep track of the player's horizontal position and govern interaction with blocks. The Gray stuff to the left is the circuitry needed for the "Jump" command, and underneath it is the rest of the Vertical positional controls.
Control-Bits
Here you can see 4 of the 9 Control-Bits that govern the machine. Combining "Shift Up" with "Place/Remove Block" results in the block above your current position toggling between ON and OFF. Note the long chains of Repeaters on some lines: It was necessary to introduce carefully tuned signal-delays to ensure that the Positional/Terrain actions don't happen until they have already been pointed to the right location. Getting the signal-delays synchronized like this took many hours of frustrating debugging even after I thought I was "95% done!". Well, I'm done NOW.
Wires Leading to Command Decoder
Here you see the wires from the Control-Box going down to be converted into signals sent to the Control-Bits that actually govern the machine. Pink/Orange are Down/Up and Light Blue/Teal are Left/Right. They split into 2 lines in the decoder: one for Movement, the other for Block manipulation. The Red line is in charge of triggering an extra "Move Downward" command after every action you perform in order to simulate gravity. A solid block underneath you will prevent this downward motion.
Control Panel
Here are the 5 controls that will let you move through the world. 4 directional controls and a switch to toggle between Movement and Block Placement/Removal. It's humbling to realize just how much work is required to convert a simple button-press into an executable command. It takes about 4 seconds for the effects of a button-press to be visible on the screen.
So, that's the sneak-preview of my machine.
I'm calling this a "Sneak Preview" because the real presentation is going to be the Youtube Video I'm planning on making which will show this thing in action, accompanied by mad laughter and melodrama and will get its own dedicated thread. My intention is for that video to go viral and explode the internets.
Oh, and also I'd like to give thanks to Conundromer for deciding not to beat me to completion of this project while I was on vacation, even though he probably could have if he'd set his mind to it(he's good).
If you think that "Minecraft in Minecraft" is totally awesome then feel free to +1 my Reputation. The higher it gets, the sooner my video comes out!
Edit: The video is out as of Aug 31st.
See this thread:http://www.minecraftforum.net/topic/590096-hans-lemurson-makes-minecraft-in-minecraft/ - To post a comment, please login.
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I don't understand why you can't place blocks in adventure mode. Adventure mode is for custom maps where you can't break things, right? Leave it so you can't break blocks. Make it so you can still place blocks.
It should not affect any well constructed map, because how will the player obtain these blocks in the first place? They can't break them after all. TNT traps should be used sparingly, there are more efficient/effective traps.
Creepers might be the only way to unintentionally obtain blocks, but they can be avoided.
"But why allow people to place blocks in the first place?" You may ask. Well there are some maps that give you buttons, levers, etc. to open doors with, but they may require you to switch between modes. That's hardly fun, now, is it? Allowing block placement would give the game a little more realism, while making it easier for a mapmaker to do interesting things. I've quoted something from Kriptini which does a much better job at giving examples in favor of this.
Thoughts?
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If you don't have any blocks to place, its essentially the same as not being able to place blocks. If you don't want a player to place blocks, don't give them blocks to place.
If you do, however, then there you go. Let the map-maker give them blocks to place as they wish
Elaborate how, please. "Use a lever to open a door that you're not supposed to open yet" THEN DON'T GIVE THEM A LEVER. Or materials for one, for that matter.
I like having options. xD But like I said, if you don't have blocks, you can't place anything.
I can see how the /allowblock command would work. But I think you shouldn't be able to pick up items you placed. So if you misplace it, you're screwed. xP Just be a little careful and it won't happen. Keep it off of your hotbar, move it only if you have to place it. And don't use direction sensitive materials. ._.
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Question 4. What kind of bath's do you like? sp@rkli 1s
Question 5. How many servers are you banned from?42
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Question 9. On our server, creepers aren't allowed, do you like this? y35 cr33puhs r l@m3 bad gr33n th1ngz th@t k1ll peopulz
Question 10. Linen or Cotton? s1lk
Question 7. did you notice 7 wasn't where it was supposed to be? wh@t are u tlkin abt? 7 iz aft3r 10
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For example, the minecraft code would be
Whereas Jarhyn does
Even more confusing would be
versus Notch's
and then how would I update that, and then what's dt supposed to represent?
Anyways, what I did, finally, is just copy the original code from the class file, then edit in the Shape builder related code. And all I can do is hope that Jarhyn didn't edit something and not annotate it.
There's a lot of redundancy, like
Also, shapebuilder code references Jarhyns custom instance names (such as i1, j1, k1, and l1.) I need to do some comparing and CTRL+F to puzzle together what Notch calls it (paramInt1, paramInt2, paramInt3, paramInt4)
Anyways, those are my rants and complaints. I'm down 1 class, working on a second, and then 9 more classes to go. Maybe I should go to sleep now. Ahh well.
Also not sure what is supposed to mean either. From what I understand of MCP, its just a mod/plugin for your IDE such as eclipse. But I'm hungry and confused and now I'm ranting again arn't I. I need some sleep. xD G'night