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    posted a message on Get Gear'd - Art-Machine's making a web comic!
    Hey guys,

    I thought I'd drop by here and plug my little personal project that just went semi-live this week.

    Get Gear'd - at www.GetGeard.com :smile.gif:

    Of course, It's a web comic! Set in an imaginary world with various different species of people, much like a FinalFantasy world, but with more of a Full Metal Alchemist level of 'reality'. My inspirations draw from all kinds of anime/movies/games/literature/science , so I'm sure most gamers or general imagination/story lovers will enjoy it! I'm also trying to make this easy to follow for people that aren't comic readers already, so don't be shy.

    Check it out and see if the preview grabs you. If it does, please help spread the word via the social media buttons, or in your own special way :smile.gif:
    Thanks guys,
    Art-Machine
    Posted in: Arts & Creativity
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    posted a message on How common is weather supposed to be?
    Because I've been playing for days since the update and haven't seen it once.
    Just saw the preview video of rain starting and stopping almost instantly. Seems to be happening in the forest zones, which is where I've been living on this map... Even my snowy areas don't have snow.

    What gives?
    Posted in: Survival Mode
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    posted a message on minecraft, the darker theories
    I would think it makes more sense if the order goes Zombie > Creeper > Skeleton

    Basically you turn into a zombie, and as your flesh decays you become bloated/deformed/full of explosive gasses. If you survive past this stage without exploding, you become a skeleton as your flesh has rotted away.

    The only question is how did becoming a skeleton lead to learning how to make/use bow n arrows? I suppose you could say the virus has survived long enough at that point to form a consciousness.

    There's also a hole in your story. If the pigmen are evolved pigs, then how is the player a survivor that escaped the zombie plague and went into hiding? He would be long dead after that much time. So he would have to have been sealed in some kind of stasis pod ala Futurama while this happened.

    But then the question is again, where do the 'fresh' stage 1 zombies come from, if all humans have died? And how does that account for mob spawner rooms.
    Posted in: Survival Mode
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    posted a message on 4 uses for gravel?
    When there are monsters swarmed against a wall below a steep drop in a cave, you can drop some on them and LOL as they drown in it. Unlike lava, this will preserve drops too.

    Also, when building vertical "landmark towers" with torches on top, making them out of gravel makes them easy to remove from the bottom when you don't need it anymore (such as marking a cave entrance for later exploring.

    :--+:
    :gravel:
    :gravel:
    :gravel:
    :gravel:
    :gravel:
    :gravel:
    :gravel:
    :gravel:
    :gravel:
    :gravel:
    Like so.
    Posted in: Survival Mode
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    posted a message on Biomes a bit of a letdown?
    +1 to hoping that he'll change the code to make much larger areas, to give each biome more 'emersion'. No reason to have small biomes now that huge distance travel is available via portals.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on More Epic Landforms
    Holy **** you guys.... I've found nothing but hills since Halloween patch.
    Also all my new cave systems are BRAIN HURTINGLY COMPLEX. As opposed to very easily 'sectionable' caves of before.
    Now caves seem to be a mess all tangled into eachother in such a way that makes it almost impossible to seal off explored areas cleanly.

    It also doesn't help that exploring one branch to try and 'finish it off' leads to an endless trek though more infinitely branching cave systems.... Exploring caves is more of a headache where it used to be simple fun. I guess you can't complain at infinite cave systems... But I would like to still have half of the caves I find be like the old kind.. Or at least more dead ends instead of each path being infinite.

    Is it just my world? Or has anyone else foind nothing but these infinite clusterfuk caves since Boo! ?
    Guess I'll try making a few worlds and see what I find.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Mysterious Chicken
    Both these chickens = pure win.

    BRB signing up to the new religion of chicken.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on randomly generated portals?
    I actually thought portal were going to be 'found' originally. I support the idea of random portals found underground. But they would need a matching exit portal within visible distance in the nether or else there's not much point.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on VOTE: Make minecart tracks immune to Gast fire.
    they should not, in fact, its impossible, because the ghast fireball exploding will just destroy the block below causing the track to be destroyed

    Wrong, Cobblestone and halfblocks for one, are immune to ghast fire. My bridgeway is surviving just fine but its the tracks that are breaking off.

    If I walked my bridgeway, the ghast fire would miss me every time as long as i don't stop. That is exactly the same as a minecart, except the minecart is faster (and more fun). So there is no unfair advantage with invincible track, but allowing more fun, and convenience which is the point of minecarts.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on VOTE: Make minecart tracks immune to Gast fire.
    Title says it all. I built a minetrack in hell for the express purpose of getting around quickly without turning the map into flaming crater cheese. Upon testing it, I noticed that although they miss when they fire at me, they are destroying my track where impact happens. (Elevated track on cobblestone bridgeway). My track needs repairs every time I use it, making the whole point of it useless.

    I wanted to make a track so I could still have the epic views while traversing hell (instead of tunneling around) in redstone)... But once again, hell takes away my fun beuse the game's basics haven't been updated to match with the new area.

    Point being : Please make track immune to Ghast fire, AND dissalow spawning pigmen on it... I've run into that problem too.

    Edit: In light of a pretty even division in opinions. I change my request to : Make minecart track immune to ghast attack in easy mode. Since it seems people against this are only concerned with making the experience difficult.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Is it possible to accurately travel with portals?
    I think the game should just generate a tiny patch of floating land under your portal in hell, if it's trying to generate over a lava lake. I'd rather have to build a bridge to 'land' than have my hell portal moved way out of the way, causing duplicates in the normal word.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on SUGGESTION: Hell and the spawn point problem.
    It may still be there if i kill myself on the surface. What about when I have a mine at Base 2 that's a 5 minute walk away from base/portal, and 7 minutes down underground? I've lost inventories in caves that are right in the spawn point area, because it took so long getting back down, and sometimes you die again on the way for any number of SNAFUs, further wasting the countdown.

    I'm thinking in the long term, when I don't just exist directly outside the portal, but expand in the new areas. And I see it as unavoidable that spawn points will have to start being more flexible asap.

    Basically it boils down to this : Does Notch want us to expand our territories or not? The existence of hell says yes. Then he should support this further by allowing spawn points to move based on which end of the world we're in. Because right now this is a force acting strongly against my exploring the new land to its full potential.

    The message being sent right now is mixed:
    Portals - Go, explore the world! :biggrin.gif:
    Re-spawn - Where you going *****?! Make me a sammitch.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on SUGGESTION: Hell and the spawn point problem.
    Hi guys, This is my first suggestion thread. I have been stocking up a huge suggestion list for another time, but in this case I think it's more pressing.

    So. Hell is nifty, although somewhat overwhelming when monsters are turned on. But mostly I enjoy how it's helping me explore distant places in my world, and find deep rich caves I wouldn't otherwise ever find.

    BUT I feel there is one important thing missing with this update: Spawn-point flexibility.

    To be more specific, I'm creating a new base where my 2nd portal spit me out. I'm not sure where I am but it's a long walk in hell away from my original home. I fell into a cave while digging for sand, and decided to grab the resources in immediate range. Wouldnt you know it a skeleton jumped me and nearly killed me, then trying to dig my way back out, I almost drowned in a sand-valache.

    When I came out, I realized "What if i died down there?". Well, there's no way I could have come back in time to get my stuff. Then I thought "Combined with the new monster spawn mechanics, I don't think there's any use exploring that cave without peaceful mode. The risk to losing everything is just too big. This is the same reason I had turned peaceful on in hell when the bug was making you lose inventory.


    The distance from my spawn point (even through hell) ends up the same as that bug; it's a virtual guarantee that death will mean losing everything. (Not fun).
    This problem will only get worse the further away from my original home I explore in hell. So basically this problem is counteracting the benefit of hell. While hell promotes venturing huge distances, the immovable spawn point counteracts it, rendering it almost void.


    So, My suggestions

    I can think of 2 ways to solve this problem (yes it IS a 'problem').

    1-
    Move the permanent spawn point to the last exited portal. Simplest solution, my top choice.

    2- Allow for crafting some sort of secondary spawn point out of precious materials such as obsidian/diamond (to keep overuse down). Upon death, the user returns to the nearest spawn point, be it the artificial or original one. Notch can decide on any limitations to prevent abuse such as :
    -Only 1 crafted spawn point can exist at any time (whether deployed or in inventory). More complicated to program but gives the user interactivity.
    -The spawn point cannot be moved, it is lost when broken. You must craft a new spawn point to relocate it.

    I hope you guys approve of these ideas, and REALLY hope Notch agrees this is a problem worthy of a quick patching. Option 1 would be really quick and effective. Everyone feel free to pitch in any tweaks/other options.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on The Death of Underground Cities
    I too am now pushed to passive mode way more than I'd like. The reasons are as follows

    1- New spawn mechanics: As people said above, places I have 'claimed' should remain safe. Though I suppose game-play can change to dividing every cave into cells with doors, it still causes problems like the OP's case.

    2- Hell takes me miles from my spawn point. I'm establishing a new base god knows where I popped out of hell. I started exploring caves in the area, but a near death experience made me realize "If i die here, there's pretty much no chance of getting back here in time for my stuff".

    3- Spiders now attack in the daytime too...

    I'm about to write a suggestion thread on one of these problems.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on New Weapon Added
    Quote from dark1017 »


    Fishin' for some ghasts

    hoooo-kay.

    I'm filing that in "does not work well". (crazy close calls there btw).

    Also, is golden apple supposed to be infinite? Or is this some sort of cheat. Might actually make it worth the gold..
    Posted in: Alpha - Minecraft Halloween Update
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