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Sep 9, 2014KingzofDawn posted a message on Biggest thing that would've happened in minecraft, would make everyone happyThis is flawed on so many levels.Posted in: Discussion
Sep 8, 2014If you haven't noticed, the gamemodes are used for utility rather than difficulty. This is the purpose of mods and could even be custom maps. I see no reason for Mojang to implement this. Let the modders handle this since it is something they made (and since Mojang can't implement it without asking).Posted in: Suggestions
Aug 24, 2014Posted in: SuggestionsQuote from Edward_WessonWell, yeah, it's a bad idea to call it challenging, it's not a boss mob. But if furnaces have smelting time, there should be a crafting time. As well as a enchanting, repairing, and beacon time.
By that logic, everything should cost xp, everything should be mined at the same rate as obsidian, and everything should cost hunger. I don't know what's going on inside your head, but everyone would hate this.
Aug 24, 2014KingzofDawn posted a message on For Veterans: Is Beta 1.3 (in ways) Superior To The Current Version?Posted in: Discussion
I don't think that Beta was necessarily better than 1.7.10, not at all. Rather, I believe that the updates are less focused and that is bringing the game's enjoyment and quality down.
Focus? What focus did beta have? It was even more random than the official release.
Aug 24, 2014KingzofDawn posted a message on For Veterans: Is Beta 1.3 (in ways) Superior To The Current Version?Posted in: Discussion
Given the response to some of the content in these updates, I would be inclined to disagree. Back in the Beta days, there were never threads like these, or those complaining about the new update. Curiously, those started around release 1.2.
That's because back then, there was nothing to be nostalgic about. Now people think beta as some sort of this amazing time when everything was amazing even if it was a buggy mess with no features.
Aug 24, 2014KingzofDawn posted a message on For Veterans: Is Beta 1.3 (in ways) Superior To The Current Version?Posted in: Discussion
People want more content, that's a fact. Most of the things added are what people have asked for. How would listening to the community reflect badly on developers? It is the opposite. The community asks and Mojang adds features. They have been very focused on the API and optimizing the game in 1.8. As developers, they enjoy adding features and cannot simply work on the game engine forever. Look on the wiki and see all those optimizations, code cleanup, and bug fixes. (390 bugs fixed so far). Games are supposed to keep going. Many of us want the game to continue and it is a good thing.
Aug 24, 2014KingzofDawn posted a message on For Veterans: Is Beta 1.3 (in ways) Superior To The Current Version?Posted in: DiscussionQuote from Captain_Buzzkill
You don't seem to understand one of the main points of this discussion, which is whether Minecraft should STOP development. All things must end, and I wonder if the only reason Mojang is continually packing the Minecraft world full of mostly useless material is because their other games have been complete financial fails and they worry if they stop Minecraft updates they'll loose their fans and therefore their income.
The whole thing did not seem like a discussion you claim it to be. If you really want to know, development would slow down drastically when they finish the Plugin API. Lots of things have been changed these past updates were a step further to the final product. What makes you to decide what useless material is? Updates don't Mojang money. They are free in case you haven't noticed. If they really wanted more money, they could sell DLCs, tax servers, and advertise the game like crazy. Scrolls and Cobalt are amazing games if you haven't tried them. Minecraft will still add a lot more things before they actually stop development. The community wants more and that's what we're getting. Take a look at reddit and the suggestions forum and see all those people wanting more in the game.
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Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Dec 11, 2013Barbershop666 posted a message on City-Sized-Mansion Estate Project. All natural blocks eliminated, Bedrock to SkyPosted in: Survival Mode
So ever since I started playing I had began to conceive of a city-sized palace erected mainly for functionality, filling it at minimum with every conceivable automated process of acquiring items that I could, and the rest for artistry, fun, etc. It began with the idea I had for the core of the establishment that would involve having options to go either to the nether or the end quite simply, that the portals are right next to eachother. This journal will illustrate my progress with the project and where I am with it.
It began with a concept of three things: beacon beams, nether portal, and an end portal. This was soon after I had just read about beacons and began to learn about them. One thing I want about this place is that its actually multi-dimensional, and that beacon beams establish the center of the structure within each dimension, so I decided that covering 3 different mineral blocks for each pyramid that supports the beacons to represent each dimension would be cool. Diamond Blocks (And Iron Blocks in the surrounding beacon beam pyramid structures) for the Overworld, Gold Blocks for the Nether dimension, and Emerald blocks for The End.
So this project began with establishing that core, of which I first legitimately mined the diamonds required to build the pyramid to support the 6 beacon effects/beams that would establish the center of the Overworld segment. That's right, I spent weeks mining over 2000 diamonds merely for an aesthetic concept. Am I crazy? Maybe. We'll see.
This was the next part of the concept of the core of the structure I'm building. The beacon beams shine through the end portal, because I thought that would be really cool. I think the concept turned out neatly, in addition to this 3x3 area that represents the center of the square.
The next part of the process involved digging out all the stone and stronghold that occupied the area around this 3x3 square from which the beacon beams and end portal resides. They look really pretty at night. One vexation was that in my world, my portal had missed taiga generation by only 20 blocks or so, which sucks because it would've looked so beautiful during snowfall. That entire concept was eradicated by a further frustration, however, when in the update to 1.7, minecraft changed all taiga biomes into non-snowing biomes, and added snowy taiga, effectively making all previous 1.6 taiga biomes depressing places when it rains over all the snow that exists from the snowfall they experienced in 1.6. Bad move, Mojang.
As you can see here, much terraforming work has already been completed. I was not thorough in taking screenshots for all my progress, but all that gravel and sand that you can see obviously used to be ocean, filled in by gravity-blocks. The hoppers were my failed attempt at a vanilla chunk loader for an infinite obsidian machine to update the end portal continuously.
Now, this swirly structure in the center happened quite by accident. I got the idea for it in a dream, woke up all groggy, and decided to start building it. Took me about 45 minutes, and was surprised by what I had at the end. The packed ice really came in handy because it looked awesome, glad I had gone hunting for rare 1.7 biomes the day before.
A view of the core from the inside, looking up.
A look inside the core, looking down into the end portal. Ignore the chest, it contains snowballs for my infinite obsidian generator, once I've gotten a ton of double chests of it, I'm just going to clear all that redstone around there out. I chose the stained glass because it looks very futuristic, just behind me is the nether portal.
You can either choose to enter the nether dimension of the city-mansion through that portal, or walk through it, fall through this hole, with which vines stop your fall, and puts you into The End dimension of the multidimensional structure I'm building.
A final version of the bedrock level of the core. Redstone lamps are hidden under those sections of black wool carpet, rest are coal blocks. Added the additional light because there's a slime chunk in here, I keep finding slimes bouncing around down here when I come down. Apparently its still not enough lighting. Will consider a solution later.
I've taken many breaks during different phases of this project to build other things, and when my friend started taming horses en-masse from a plains biome we discovered that had well over 50 horses, I decided to create this general horse field, and through taming/breeding create all 35 permutations of horse variants. Next to it you can see an oak tree farm with a field of hoppers under it designed to capture all apples. Both of these things right next to the land marked for digging to bedrock to free up all space to begin building.
I wasn't sure how far out I was going to mark and dig completely to bedrock, the land centered around the core. I decided to make it slightly ambitious in my own view and do a 200x200 area marked out in the pictures of below. I had marked this out a long time ago, cleared out all trees a long time ago, and eliminated the ocean/river sections within this marked out space quite a while ago. No pictures of that progress, but you can see me eliminating the natural dirt, and the sand I used to eliminate the water in the progress below.
After the dirt was cleared, I realized that the beacon effects emanating from the core weren't enough to cover the entire area with Haste 2, the power I need in combination with Efficiency V that allows Stone to be mined spontaneously, like you can do with dirt and efficiency IV diamond shovels. I needed 4 more beacon pyramids, and wanted them to give you all powers just like the center one does.
Unfortunately, since the showmonsters mod hasn't been updated to 1.7 yet, and I really wanted to get this project on the road, I decided to run around a nether fortress and only acquire 12 wither skulls without creating a wither skeleton farm (yet) so I can have 4 beacons that covers the rest of the area with haste 2 so that we can mine with the benefits of that power in the entire area.
Thanks to some help from some guys here on the forum, I figured out something I should've known months ago, Anvil mechanics. I calculated how many more pickaxes with Unbreaking III it was going to take to get myself to bedrock, which was something around 320 diamond pickaxes that I would have to fully enchant. Fortunately, now that I know that the repair cost of a pickaxes freezes when you rename it, I found that you can repair Efficiency V Unbreaking III pickaxes while keeping the enchantment. So instead of making 320 individual enchanted pickaxes, I'll be restoring the same double chest of Efficiency V Unbreaking III diamond pickaxes you see here, around 6 times. Then I'll be at bedrock level, which is great. I restored the entire chest today, it only took 5 or 6 hours, and that's great.These next pictures depict my progress this week and last week of digging through the stone.
And for those of you who will say that you can see I'm cheating because you can see that I'm in creative mode for a lot of these screenshots, calm yourself, I don't. I'm a mod on the server I play on, I switch into creative mode when I want to fly up and get a good shot of what I'm building, and thats it. I'm going to cut that habit out and just pillar up from now on, though.This will be continually updated.
Its only subtly revealed, but I have been reaching many levels of the stronghold by now, and have eliminated the top of it. You can see by those moss stone bricks and random doors in the area. I added a massive item elevator nearly 100 blocks high that transports all my full loads into storage so that I'm not going up that ladder, across the bridge, and up the stairs every time. I'm at y:30 now, I had been hitting just iron and coal forever, I have just started to touch lapiz lazuli and gold ore, which is really exciting.
I'm at y:20 now. Just erased the last traces of the floors of the lowest levels of the stronghold. RIP
A picture of my pickaxes when they're spent, and require a trip to the exp farm to refresh. Costs me 162 diamonds every time to refresh, but I think this is the last tool restoring trip I need to take before I reach the bottom. I'm so close now! This is also the very first round where I didn't accidentally break any of them.
y:12. I've exposed the bottom overworld lava ponds, my outer-beacon pyramids, and the base of the core. There's a double slime chunk outlined, and dug to bedrock on the left, that I'm going to turn into a slime farm. Bedrock is just around the corner . . .
Bedrock looks interesting from this high up. Its like you were playing minesweeper and you just lost.
So yeah, I'm done. Now if you'll excuse me, I've got some hardcore sorting to do.
So I finished sorting. There are 512 double chests here.
64x54 = 3456 cobblestone per double chest.
3456x512 = 1,769,472 cobblestone
After that, I got started working on the floor. I used a slime chunk locator, and marked out the chunks. I then cleared all the stone/dirt/sand/lava within the tangled bedrock, and replaced it with green glass, (to match slimes so that the floor is now spawnproof from slimes during the day. The double chunk on the left I will make into a slime farm.
Next will be the rest of the floor, the same process. Making it completely spawn proof, but with a different colored glass. I think I've decided on red glass. I'll get started on that tomorrow, going to sleep for now.
I know its been a while since I've updated this, but trust me, I haven't stopped on the project. A LOT has happened.
First, I began ripping the stone, sand, gravel, dirt, and occasional lava out of the pockets that they resided in until there was nothing but bedrock. Then, when an entire horizontal section was completed, I'd fill the top layer with glass to make a bedrock/glass spawnproof basement floor.
I hated this work the most because it was monotonous and much more difficult than the previous removal of stone I was experiencing. But after a few days of hard work, and a revamping of the external beacon pyramids, the finished product was finally here.
I took a break for a few days after that, and came back with a much bigger goal than my 1.7 million cobblestone. I plan on farming over 3 million obsidian. It started with this chunk loader, which I JUST finished now. My first attempt at this a month ago failed, but I just went into the end, the platform does indeed refresh, which means the redstone in this area is operating even with me being out of the dimension. Next is to get a lot of snowballs. I'm not sure how many snowballs I'm going to need, but I want to get the amount of obsidian in one fell swoop, so I'm going to need to figure that out . . .
Mar 30, 2014Relyh posted a message on Completely open or completely close, not in betweenAncient scholars tell a tale as old as time itself. A legend of plentiful modding and joyous praise from numerous mod-dependent Minecrafters. The story speaks of the great and powerful creator, jeb_, lord on high in the mystic realm of Mojang forging a mighty tool with many tedious strokes across his radiant keyboard. Yes, the legend tells of the rumored Plug-in API one day descending from speculation into reality and answering the long spoken prayers of many, many individuals.Posted in: Suggestions
Mar 2, 2014Posted in: Discussion
And can you please tell me where you get that information from? I see no reason for Mojang to hide the actual numbers. I believe you are making stuff up and lying.
Now about this whole "Minecraft is dying" thing;
I don't play much Minecraft anymore (an hour a month maybe?). Why? Because I got bored. That's what's happened to you; you've gotten bored. That reflects your opinions on the game; the game is fine it's just you don't like it.
I started playing Minecraft in early Alpha and I do get nostalgic. I have a way to deal with nostalgia. There is a new feature introduced by Jeb called the new Minecraft launcher. I use it and would highly recommend you do the same; it's great for nostalgia. As for bad updates and boring gameplay that is completely based on personal opinion and most people disagree with you on that. And if you just simply don't like the gameplay then that doesn't make Minecraft bad; it just makes it the wrong game for you.
And now about the other point: community.
In my opinion the community hasn't gotten worse since beta; just bigger. Bigger means more not-so-great members of the community. I don't particularly like the community but I have a solution to it; I play with friends and not on public servers.
If you no longer find a game fun there is a great thing you can do: Leave the game and don't play it.
Feb 28, 2014Posted in: DiscussionQuote from ThePiggedGamer
Now I officially dislike jebs ideas.
Jeb is the lead developer for the Minecraft game, which means little when it comes to the business and PR side of this outcome.
Pretty sure this falls under the business aspect, under Mojang's legal/business team, and the Chief Operating Officer (COO) Vu Bui and Chief Executive Officer (CEO) Carl Manneh are at the top of this debacle. Lydia Winters is under this team; her position is Community Relations, which means dealing with the public.
That Dinnerbone is confused is not surprising, he is also not part of that team as well.
That people instantly point fingers at Jeb is kind of sad, when he is simply the direction of the game, not the entirety of Mojang itself.
Nov 4, 2012I'm sure you've all had that moment where you just wanted to run freely accross the water. Well, here is my suggestion to all of you.Posted in: Suggestions
It would be with an awkward potion and a Lily Pad. It lasts for 1 minute, 3 minutes with the improved duration.
Quote from MLPuni
1. The duration of the starting potion is 1:00 long. With redstone, the duration becomes 3:00.
2. Implement a slow while walking on water similar to that of soul sand. Yes, this is for all of you "THIS IS OP" kind of people. This effect can be offset by Swiftness potions or sprinting, but that's up to the player.
3. Horses are not affected by this potion, since this would compete with the niche of the boat.
4. A player using this potion ignores all water currents' effects on movement.
5. The opposite of the Potion of Water Walking is the Potion of Submersion/Drowning. (Possibly vote for the name?) Its' effects have not been determined yet.
6. While affected by this potion, if a player wishes to submerge, all they have to do is crouch. They will break the plane of the surface of the water and be able to swim normally. Similarly, if a player wishes to walk on water again, they must simply jump out of the water and back on top of the surface of the water.
Jan 22, 2014Uranium_Golem posted a message on New uses for Soulsand: growing poison grass, dead trees and crafting zombie baitSoulsand: a dreadful substance indeed... I only wish it was slightly more versatile.Posted in: Suggestions
What if we could plant poisoned potatos in soulsand to grow "poison grass" (for lack of a better name... sucmac maybe?). Once it reach maturity, walking through it would inflict a mild poison. It could act as a for of permanent trap.
Harvesting it could drop it as an item usable as an alternative to create poison potions.
Or considering poisonous potato is a relatively rare drop and that wither is 50% soulsand, poison grass they could be used to create a potion of withering (not something you want to accidently be in the radius of effect).
It would give a use to poisonous potatoe other than framing them.
2-Dead tree/Spectral tree
Planting dead shrubs on Soulsand in the nether (or other equaly dark area, such crimes against natures shouldn't be too picky as to where it grows) and using bonemeal on it would result in a "dead tree" essentially a leafless tall crooked tree, possibly simply made of oak wood for simplicity.
Or, considering it grows on soulsand and must be fed with bonemeal to grow, it could have a spectral look, something like a cross between cyan stained glass (for transparence), with the texture of wood and the luminescence of glowstone. Planks crafted from this could be used to create your favorite haunted ˂whatever˃ (ship might nice).
It would give a use to dead shrubs other than potting them and could complement the hellish landscape of nether nicely or provide litteraly otherworldy light to your garden.
3- Zombie bait
Wrapping a block of soulsand in 8 rotten flesh. Yuck. Why the... Well Zombies are already attracted to doors and will take the long way around to bash them down (or at least they used to I'll be glad to be corrected if I am wrong). Using this crafting recipe would give you a "flesh" Block which would attract zombies in a manner similar to doors (maybe with higher priority alowing you to get zombie hordes out of town).
A downside of such a block could be improved zombie spawning in the area (in addtion to the normal mob spawning), up to generating hordes even if not in a village, which would quickly destroy the block.
To avoid some exploit of this, in farming mobs for example, the block might:
a] rot away after a random time has passed
b] only be effective when in line of sight of zombies (no hiding it in walls of your grinder)
c] need to be fed with fresh meat (pork or beef) in a manner similar to a furnace, consuming them at a somewhat prohibitive rate... so yeah, to have your "zombie grinder of doom" working at peek efficiency you would need an even more productive pig farm.
Made a Banner. Because, I've been told, it is the apex of disseminationnal vectors on this particular forum.
If you support this idea, please click on the reputation button at the bottom of this post. As so many have said before me: it is the simplest way to keep track of support.
Jul 3, 2013Hello everyone c:Posted in: Discussion
I'm glad you clicked on this topic! I was just reading through all the topics made in the Minecraft Discussion section (this section) and just seeing all the "1.6.1 SUCKS!" kind of topics is almost hilarious.
I read reasons like:
- 1.6 is too laggy
- Horses suck so bad
- The new launcher is bad
- You can't get to the minecraft bin folder
1.6 isn't wouldn't be laggy if you bothered to buy a computer/laptop that can actually play games. e.g. I use a Dell Latitude D630. Just put more RAM in and upgraded some drivers and it works perfect.
Horses don't suck. It's a way to get to places quicker. Here's some advice, that you would've heard maybe, 20 times or so, if you don't like something in the new update, DON'T USE IT!
The new launcher is bad, I agree but they're trying something new. I'm sure they'll pop a skin on it in the next update. I'm more than certain that they're trying out the new tabs, console etc. But yes, I agree it looks somewhat yuck without a skin of some sort.
You can get to the minecraft bin folder, too... if you bothered to look up how instead of instantly complaining "OH I CAN'T GET TO IT SO THEREFORE NO ONE ELSE CAN TOO!"
... just google it, or even better, you're on MCF, so look it up in the search bar.
Anyway, if you're going to put hate on Mojang for no reason, then I think you're better off getting off the game.
With the new function in the new launcher, you can easily downgrade your minecraft, so instead of "putting up with it" you can now downgrade and be happy with 1.5!
Jun 1, 2013Posted in: Future UpdatesQuote from flarn2006
Some planet in the Andromeda galaxy. I can never remember how to spell its name; it's Xoptkkoq or something when written in Earth's alphabet. Those aliens are weird.
I agree. I was having my battlecruiser's plasma cannon fixed when one of them decided to mess with my warp drive. Had to rely on light speed to get to a more reliable planet. At least the plasma cannon repair was free as an apology.
Jan 18, 2013I think it was 1.2r when they made it so you cannot type any colored/scrambled text anymore. The feature was fun and even useful, and my friends and I used it a lot, but suddenly, they made it so you can't even type the § to do it. This was a feature since the MC Classic years. Now, it only works in books and world names. Needless to say, this made me very sad relative to how sad I'd typically get from a video game.Posted in: Suggestions
For those wondering what I'm talking about, typing §, the section sign, then a hex digit (0-9 or A-F) would make the text you are typing colored depending on what digit you entered. For example, §6 was orange. Typing § then k would make it moving like the letters in the End credits.
If they're going to get rid of it to prevent over-use (wasn't a problem anyway but may be now that it has spread), they should have at least made it a server.properties option.
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