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    posted a message on Any other adult minecrafters out there?
    Quote from husscraft138»

    I've been working on my town this week. Still a long way to go, but it's starting to take shape!


    The town looks good. Seems like Medieval or maybe Fantasy Medival style. Do you plan to add shops, or is it more rural residences and farms with pretendy artisans working out of their homes?

    My current project is town-like. It's something like Fantasy Modern style, I guess. In which "Modern" houses and shops exist in a sort of Mojang/Village scale in an endless Flower Forest (Buffet generation) where there are large, shallow lakes. I'm finding a lot of cute tutorials on youtube, but also developing some of my own designs.

    I've happened to discover that even if I don't speak the same language of the youtuber/minecrafter, many tutorials can still fairly easily be followed using the visuals.
    Posted in: Discussion
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    posted a message on Laptop to keyboard

    So I'm soon gonna go from laptop to keyboard and mouse.


    I'm worried if I'll suck at Minecraft if I change from mouse/mice pad to mouse/mice and keyboard.


    Anyone out there who has been through this and have any tips?


    Thanks


    I didn't know there was a mouse only way to play. Is there?

    Personally, I play on a Surface and use the keyboard-cover with combination of touchpad and keyboard to play Minecraft. No mouse. But to play without the mouse somewhat comfortably I had to remap buttons and keys. (Right hand movement with arrow keys and left hand attack, select, use with A S D keys, central touchpad controls camera/aiming.)

    But, to actually answer the question, I think changes in controller (whater the method) can cause temporary confusion but are quickly overcome. I mean, give your brain and muscles a few days to rewire themselves and you'll then associate the new controls with their function.
    Posted in: Discussion
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    posted a message on Advice for building in Whimsical Contemporary or Fantasy Modern type styles?

    I have respect for builders who build Medival Fantasy or Modern, or Surreal, or Whimsical (I watch quite a few Minecraft building tutorials on Youtube) but, I think, the style I'm thinking of is a combination of some aspects of these styles. I'm not sure if there's a more proper term for this style other than "Fantasy Modern". I mean the style of building in which 20th-21st Century design techniques might be used, but the setting is a Vanilla Minecraft world (using vanilla textures) where things like Creepers, giant mushrooms, redstone, enchanting tables, etc. exist.


    Maybe some features would include:


    The Mid-Century sunken living room/conversation pit is instead a similarly designed sunken enchanting library.


    The sleek white cliffside house is composed largely of cantilevered platforms of white mushroom stem blocks?


    A large concrete structural support is now made of purpur??


    The barn conversion includes a preserved cobblestone "barn" wall and incorporates a stable into the house instead of a garage.


    The witch "hut" in instead a sleek, asymetrical platform house with lots of glass.


    Villager houses and shops are clean-lines contemporary in style with concrete, lots of glass panes, and wood or stone accents.


    The Nether now has contemporary, urban townhouses made of netherbrick dividing 'firewalls' facades featuring lots of glass, and red netherbrick accents (possibly atop current fortress?).


    Quartz platform and cliffside houses overhanging lava lakes are also a thing in the Nether.


    ---


    Does anyone build in this style or know of others who do?


    What other concepts could be incorporated?


    Advice?

    Posted in: Creative Mode
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    posted a message on How Difficult/Time-consuming Might It Be for Ms/Mj to Code In-game Way to Re-generate Chunks w/ New Content?

    I have considered the idea that the game will automatically delete chunks if the player alters no blocks or kills no passive mobs (i.e. gets no resources), meaning that they will be generated fresh every time the player explores there, while not losing any built structures. This would save file size and remove the need for MCEdit to trim the chunks off. Any alteration would permanently save, so a player could not, say, mine some diamonds, unload/delete the chunk, and return to get them again. You mentioned walls, but that only happens when the world gen algorithm is updated (last was 1.7), and I don't think it would be too much of a problem as long as they don't mess with it again.


    I knew those "here's half a mountain" borders were from a previous older update, but I was meaning to use "borders" in a more general sense of any place where one can tell there's older and newer, though I can see in retrospect that wouldn't necessarily have been clear, since those specific older borders are often referred to as just "borders" in our MC community. :/

    But, if there is/were a way for the game to automatically detect whether the player went in and changed an area as opposed to "went through here once on the way to another building area" that would be good.

    Honestly, I hadn't considered that the regeneration wasn't done out of fear that it would be an exploit. :( I mean there's so many legitimate ways to "cheat" to get more resources, like enabling cheats and/or using Creative gamemode that I wasn't even thinking someone would regenerate to just get more diamonds. But, fair point. That could be a reason it's the way it is.
    Posted in: Discussion
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    posted a message on How Difficult/Time-consuming Might It Be for Ms/Mj to Code In-game Way to Re-generate Chunks w/ New Content?

    This comes up every time there's an update, right?


    How do players use third-party utilities and/or file editing to "repopulate" chunks or "prune" chunks or to save specific chunks or structures in order to be able to play in an existing world but have latest features throughout without destroying their player-built areas more than necessary or having weird "borders"?


    It comes up a lot. And the ways to make it happen are for some likely considered challenging or tedious or time-consuming.


    How difficult would it be, really to make an official way to perform these tasks in-game (either from a menu screen or inside the world or in some combination)?


    It must be possible, if we can do it the long, tedious, risky, unofficial way, right?


    And, presumably, however much effort it takes to code it for all, that's fewer people working for less total hours than if every player has to do it themselves, right?


    Is it just not a priority? I mean, is there a presumption, still, that we all will start a new world if we want new things ( a stone or an animal or a plant or a structure, etc.)? If I see these conversations have happened cyclically over the years why is it still so complicated?


    Has anyone ever heard that this was ever or might ever be worked on?

    Posted in: Discussion
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    posted a message on Experiences with "Buffet" World Customization?

    1.13 snapshot 18w16a introduces the "Buffet" mode of customizing world generation, in which the player selects a terrain generator type (over world or the end, currently) and then chooses a biome (currently one at a time from a list including various overworld, end, and nether biomes). The generated world then will used the terrain gen for the selected type (example floating islands with void beneath for the End type) and the world will be single biome as selected. The sky and day/night will be as in normal overworld play.


    It's still a bit buggy. For example, in a Mutated Roofed Forest biome world with End generation I spawned in a location where I fell and took void damage before I could see my surroundings and use the controls to fly up.


    It seems fun to play with, but I don't know how survivable certain biomes or terrain types would be.


    Nether as selected biome seems to generate with terrain composed of stone. IDK. Maybe the netherrack and related blocks are dimension specific and not part of biome? Or, it's just WIP feature.

    Posted in: Customised Worlds
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    posted a message on What Would You Transform an Abandoned Mineshaft Into?

    I have previously renovated abandoned mine shafts into fully functional underground subway stations



    I hadn't thought of that, but it does sound like a great idea for worlds with more modern themes.

    Quote from Chricker05»

    A bit original-A bit difficult to find why this would be cool, I know it could be in some ways. Transform it into a flooded mineshaft. With the new update, the tracks, fence-posts, etc will look much better.


    This would be good for those mineshaft which run near or beneath ocean.
    Posted in: Creative Mode
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    posted a message on Areas of Improvement in Minecraft
    Quote from Wolftopia»

    ...

    I think maybe a gamerule for the "normal" hostile mobs to spawn would be more fitting than a new gamemode. Maybe there could be a new gamerule called commonMonsterFrequency and the higher the number, the more common the "normal" / "common" hostile mobs (creepers, zombies, etc.) would spawn. Of course, if this were set to zero, the common hostile mobs wouldn't spawn, but there would still be Elder Guardians and Vindicators and such.


    Yeah, it seems plausible a gamerule might acheive the same effect. There are probably ways now to set up command blocks with a saved string of commands to use gamerule to make a specific list of mobs not spawn and leave others. I don't know if there's a way to make them spawn at different rates. But, so far as I know, there's not an easy way to make the mobs spawn without being hostile. Like, to be able to see them (like in Creative) but they don't attack. To make them still appear and have AI and pathfind, but not act hostile.

    I think, from discussing with others, there could be ways to mod it (maybe there's even one avialable??) but the fact that something may be available as a mod is not necessarily a reason not to add it to the game if players would appreciate it.
    Posted in: Discussion
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    posted a message on Areas of Improvement in Minecraft

    I voted for Skin customization and for something else.


    Skins, because (being we're in Java section of forums) there isn't really (please correct me if I'm wrong) an in-game way to customize or select skins. I mean, I think if the skin is set-up out-of-game in one's account, then in-game there's that option to control cape, jacket etc. But, the set-up process for Java edition is all very: Go to a third party site or utility, figure out how to save to account, etc.


    Something else, because, as some others said, the stairs and slabs thing (although I do see some improvement recently)


    But, mainly something else because I do feel we need another gamemode/difficulty. I've chatted with others in the forum in other threads and it's not unheard of to want to want the resource gathering and hunger aspects of Survival without the mob-fighting aspects. Something that's between Peaceful Survival diffuculty/mode, Creative mode, and Easy Survival difficulty/mode. And...I know it wouldn't be for everyone (just like not all existing modes and difficulties are for everyone or for every circumstance) but people playing on a server with their kids or who just don't want mobs to fight them might want to use another mode. Creative doesn't have the accountability or sense of attainment of resources or ability to try foods. Peaceful can wipe out mobs you might want in the future (like Illagers that do not respawn). And Easy still involves mobs attacking you.


    ----


    Also, to be clear, I'm not against other things being improved, but my understanding is that some of those categories have had improvement (or at least change) already from past versions (like boats or combat). So, I'm not opposed to future changes, it's more I just didn't want to vote for things that had already showed improvement or seemed functional to me.

    Posted in: Discussion
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    posted a message on I'm sick of the 1.9 debate purely based off opinon, vote in this poll and let's see the real percentage of who like and dislike

    The poll really could have a "it doesn't really matter to me" option.


    For example, what I want to do with the game is be able to build, so it really doesn't matter a big deal to me how the combat works, so long as I can figure out (or access a wiki page on) how it does work so I know what to do if I happen to be in Survival gamemode.


    Though...maybe the poll should be clarified as "...of those players who have a preference X percent favor ____," so that it's clear there exist other players not represented by the poll, and its intent was/is only to measure percent within the group that has a preference.

    Posted in: Discussion
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    posted a message on The Drowned are coming, prepare for a waterfront property value crash...
    Quote from ScotsMiser»

    Update:

    ...

    The most serious remaining issue is the lack of any cost effective way to "fence" a water area (running walls/fences/etc from the seafloor to the surface being what i would like to avoid).


    ...

    Don't know that it is yet in Survival, but I've seen videos on Youtube (docm77 has some) testing the latest snapshot that indicate using the Nautilus and Heart of the Sea create a "conduit" which is somewhat similar to a beacon, and one of it's abilities is killing hostile mobs that are in continguous water from its frame within a certain radius. So, placed within an underwater base, the Conduit Power would kill Drowned in the area while also allowing better vision and breathing (which I understand are its other abilities, possibly it also gives haste.)

    Not sure how the Heart is going to be made available in Survival gamemode yet, but Drowned can now drop the nautilus shell it looks like. It might also be in other loot tables.
    Posted in: Discussion
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    posted a message on What Would You Transform an Abandoned Mineshaft Into?
    Quote from Melympe»

    Turn the mineshaft into a Dwarven Crown City with lots of underground structures. Housing, lots of inns, places to work the mine, maybe an underground palace or underground arena for whatever dwarves do in their downtime... Maybe some defensive buildings, just in case something nasty decides to attack.


    I had to think about this for a while before replying.

    I do think Dwarven city is a great option for an Abandoned Minshaft transformation, but I think it would be best suited to those mineshafts that generate across ravines or at least intersecting multiple large caves. That way, there's more open space existing to transform.

    In those mineshafts that generate with somewhat less intersecting spaces (dungeons, caves, ravines, etc.) the thing they transform into seems like it should also use a similar amount of space.

    Otherwise, the project becomes more about building from scratch than transforming what's there. Or...I guess we could say it possibly falls into the category of "epic" transformation where much less of the original is left.
    Posted in: Creative Mode
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    posted a message on Tips/suggestions for Woodland Mansion (was statue/pixel art)
    Quote from SucramGamer007»

    I think you could add some sort of design on the wall (like a circleish pattern) of the brewing room. As well, if you really want to make the basement spooky, I'd recommend a few redstone tricks.


    - add redstone lamps that turn on/off using a clock

    - add sticky pistons on random blocks to simulate a ghost moving the block

    - add a secret storage room


    BTW, I enjoy the look of the furniture, really matches the theme of the woodland mansion. I've never seen anyone able to furnish every room!



    Redtsone tricks is a good idea to make the house spookier. I think I saw a video (or a few) on Youtube about how to wire the Woodland Mansion with some redtsone, and also how to use it in 'haunted' houses

    I'm not the most skilled with it, but I like how the tricks help create the spooky feel when others make it work.
    Posted in: Creative Mode
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    posted a message on Any other adult minecrafters out there?
    Quote from EchoWeaver»

    So this was touched on, but I'm curious: What's the form of play preferred by all us geezers?




    Just from what I see around here, it seems like playstyles vary just as much with older players as younger players. I don't know if there's a generalization we can make that older players are more or less likely to have a certain attitude. Maybe there is something, but I'm just not sure about it.

    For me, I have thus far mostly played a 'cheaty' variety of singleplayer that switches gamemode in the same world. (Not that I think anything we do in sigleplayer is really a cheat, just that I can use commands and do tend to switch mode depending on what I want to do that day.)

    I like building and exploring. I'm not opposed to sniping at a hostile if necessary, but I don't really love combat aspects of the game.

    I haven't really tried mods, but I'm not opposed to them.

    Though, I should say, I play the game on a Surface, which is not some beefy gaming machine.

    I also haven't tried multiplayer outside of console or LAN. But, again, not opposed to it at all.
    Posted in: Discussion
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    posted a message on Tips/suggestions for Woodland Mansion (was statue/pixel art)

    I worked some more on basement rooms.The first row of rooms includes the stairwell to ground floor, then a 'wine' cellar, a brewery, a sort of poison or witch's pantry, and then a root cellar, and a gravel room at the back.


    I'm not sure about the brewing station. The one I included is simple, compact, and only semi-automatic, which is what I wanted, but I don't have much experience with brewing, so IDK.


    Also, I'm not sure if the basement should be dressed to be 'spookier'. Maybe a change in lighting, or color of wooden furnishings, or addition of more block variation to simulate wear. Could also add skulls and cobwebs and such.

    Posted in: Creative Mode
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