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    posted a message on Give Adventure Mode the ability to place blocks.
    You should be allowed to place blocks in Adventure Mode. It can't break an adventure map's functionality, because a player would not be able to obtain the block to place it, unless the map-maker intended it.

    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.
    Quote from Kriptini

    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.



    Thoughts?
    Posted in: Suggestions
  • 1

    posted a message on Give Adventure Mode the ability to place blocks.
    Quote from Phantom_Zelon

    ...I agree with Mr.Diamonds. The point of adventure mode is not breaking blocks or placing blocks... I mean you have a big flaw right there. You can place blocks but not break. Therefore if you place a block, oyu cannot remove it.

    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
    Quote from Withnothing

    Take out half the purpose of adventure mode? Nahh, then it would be easier to skip sections

    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.

    Quote from Diamondexcalibur

    What About Options For Adventure Mode? Like Placable Mode Or Something? :P

    I like having options. xD But like I said, if you don't have blocks, you can't place anything.

    Quote from Cream147

    Clearly normal adventure map rules is that you can place blocks at the mapmaker's discretion. This is obviously hard to implement into the code, but something like the "/allowblock 13" mentioned above would work just fine. Of course this raises the question of whether you should be able to pick up the block you placed. If you place it in the wrong place then you could end up stuck if you can't, but if you can, you may be able to use levers multiple times that the mapmaker doesn't want you to - but then again maybe the mapmaker should just prevent this in his design. We'll see how they approach it.

    Quote from Addyizor

    what if you misplaced it by accident?


    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. ._.
    Posted in: Suggestions
  • 1

    posted a message on Bigzom Nation Ultimate Survival Server.
    Question 1. Are you above 13 years old? N0
    Question 2. Whats your Favourite Colour R@1nb0wz
    Question 3. Do you like servers that allow griefing? N0 gr13f3rz r b@d
    Question 4. What kind of bath's do you like? sp@rkli 1s
    Question 5. How many servers are you banned from?42
    Question 6. Do you think Black Ops sucks? I pwn Bl@ck 0pz den ah get a killz stweak that gos 10000 ppls lng
    Question 8. What country are you from? New yurk
    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
    Posted in: Minecraft Survival Servers (archive)
  • 1

    posted a message on [1.3_01] SMP Shape Builder(Now With Auto-Equip!)
    Just give me time, thats all i need
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.3_01] SMP Shape Builder(Now With Auto-Equip!)
    Mm, The biggest issue I'm facing is that Jarhyn didn't follow the exact Java conventions. Or at least, he didn't name his instances the same way that Notch did.
    For example, the minecraft code would be
    public void a (tv paramtv)

    Whereas Jarhyn does
    public void a (tv tv1)


    Even more confusing would be
    if(on1.e == 10) {
                obj = ((Object) (new tj(((dt) (f)), d1, d2, d3, 0)));

    versus Notch's
    if (paramso.h == 10) localObject = new yl(this.g, d1, d2, d3, 0);

    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
    double d1 = (double) fa1.b / 32D; 

    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
    Quote from Jarhyn »
    and an MCP version of both the new and old client are indispensable.
    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
    Posted in: Minecraft Mods
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