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    posted a message on Redstone Circuits
    Oh God yes! Redstone should be stackable in the Y dimension, it is as simple as that. Imagine the space that would be saved otherwise providing the bulky support structures for your redstone circuits. Redstone should just be a normal block that stacks like cobblestone, for example. Or you could have the shape of a redstone 'pipe' control which blocks it is connected to. i.e. a redstone pipe shaped like this === would only connect to the blocks immediately west or east to it. Right click it to change its orientation. Different junction shapes could have their own crafting recipe.
    Each redstone section would need 6 bits to remember which blocks it was connected to.


    The current redstone system is so cumbersome.
    Posted in: Suggestions
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    posted a message on Has anyone else noticed this?
    I was just thinking the same thing today. The old caves were better. The new ones are just too much of a mess. And there don't seem to be very many diamonds in caves anymore.
    Posted in: Survival Mode
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    posted a message on Why can't notch work to save his life?
    Notch ought to hire a few computer scientists or else sell minecraft to a development company with greater resources at its disposal. Just imagine how awesome minecraft could be if it were made by people who really knew what they were doing (technically at least, if not artistically)?
    Posted in: 1.8 Update Discussion
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    posted a message on Ambiance. (immerssive sounds)
    The game is in need of more abundant ambiance, atmosphere. The Minecraft world seems sterile. Some ambient sounds should add a huge amount of atmosphere to the game, it would really improve immersion.

    What I am suggesting is randomly played sounds triggered by certain in-game conditions.
    For example, at night, you would hear crickets, and frogs.
    During the day, you would hear birds chirping, or the random mosquito whir by.
    Next to a lake, you may hear frogs or you may hear a fish occasionally splashing at the water's surface.

    Ambient sounds can have such a strong psychological impact on a player. I still have the strong recollection of the strong ambiance of such games as Mario 64 for example.
    Posted in: Suggestions
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    posted a message on The terrain is so boring....
    The terrain is boring. Every world feels pretty much the same. Your immediate surroundings when you spawn may be a little different, but if you travel a distance you get pretty much the same impression of every world.

    I'd like to see larger deserts, forests, and grasslands--Much larger. Huge Seas, and fewer smaller bodies of water. There's no point in exploring much becuase once you've gone about 1000m or so, you've pretty much seen everything the world has to offer. And how about some flatter land somewhere? There's no reason there cant be a large stretch of flat land somewhere on the minecraft planet.
    Posted in: Survival Mode
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    posted a message on New West Coast Survival Minecraft Server
    Shad0spwn, You should make your application on the server forum
    http://www.suburbiatech.com/Forum/
    Posted in: PC Servers
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    posted a message on New West Coast Survival Minecraft Server
    donny, still having that problem?
    Posted in: PC Servers
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    posted a message on sapling spacing.
    This is the best pattern I've found so far... saplings go on each square where there is a log.
    Every sapling will always have a torch next to it, and so they will never fail to grow due to a lack of sufficient light. You can get pretty much solid walls of trees this way. Sometimes a tree will grow a branch that prevents nearby saplings from growing. You should go through your tree-farm and remove any branches you find.

    :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log:
    :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log:
    :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+:
    :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log:
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    :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log:
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    :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+:
    :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log:
    :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log: :log: :log: :log: :--+: :log:

    0.8 floor efficiency.
    Posted in: Survival Mode
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    posted a message on Good and Efficient Way of Mining!
    Quote from Kastrel »

    ...
    I agree that in absolute efficiency, only considering block exposure, a single 1x2 hallway of extreme length is best. But its where realistic travel and distance concerns come into play. My branches are 100 blocks long, in both directions from my main hall, and my branch mine is now so long it takes MINUTES to walk back from the end of it.


    Except that when you sum the distance traveled while digging each individual branch, it would be the same distance traveled as having dug a straight hallway of an equal number of broken blocks. I suppose if you had to return to the same spot for some reason, then under special circumstances branch mining may confer a (small) benefit in terms of travel time.

    -----------------------
    Consider these two diagrams...
    the red square is your departure and return point.
    Each mine pattern consists of 8 broken blocks (gray spaces [I know it's usually white for empty, but whatever]).
    Count the distance traveled in mining using each pattern.

    For the branch mine, start at the red departure point and count right to the first junction, now count down to the end of that branch, and up for the return journey back to the junction, from there count right to the next junction, as with the previous branch, count down its length and back, and then count left for the return back to the departure point. The total distance traveled is 16 blocks.
    :Red: :White: :White: :White: :White:
    [] [] :White: [] :White:
    [] [] :White: [] :White:

    For the below pattern, start at the red departure point and count out to the opposite end and back. The total distance traveled is also 16 blocks. Travel time is the same.
    :Red: :White: :White: :White: :White: :White: :White: :White: :White:
    Posted in: Survival Mode
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    posted a message on Good and Efficient Way of Mining!
    I seem to be the only one singing the praises of the "long, strait 2x1 tunnel". It is more effective than branch mining. A 2-spaced branch mine is only ~70% as effective as a straight 2x1 tunnel of the same number of broken blocks. The reason for this is 3 fold: 1) It doesn't matter if you miss blocks in one area as long as you have an equal chance of finding diamonds in another area. So the entire premise of a branch mine is flawed. 2) With branch mines, you have closely spaced parallel tunnels and there is a risk of re-encountering an area you have previously excavated, this will therefore reduce the overall average number of exposed surfaces per broken block. 3) With branch mines, at the junction between each branch and the main tunnel, you need to break blocks on a wall where the surfaces of as many as 4 blocks have already been exposed. This will slightly contribute further to an even lower ratio of exposed surfaces per broken block.

    A 3-spaced branch mine is slightly more effective than a 2-space due to reason #2, above. A 4-space is even more effective. But an infinite space (straight line) mine is the best overall.
    Posted in: Survival Mode
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    posted a message on Strip Mining
    The most effective way to mine for diamonds is to dig a long, straight 2x1 tunnel. Sorry, branch mining doesn't work because it doesn't matter if you miss a diamond in one area, as long as you have an equal chance of finding one in another area. Also, the risk of running into areas previously excavated from when you were in an adjacent, parallel branch, make branch mining less effective overall than just digging in a straight lines. Strip mining is the least effective way to mine for any ore.

    Technically, it would be most effective to dig a bunch of widely-spaced 1x1 holes straight down from the diamond ceiling. There is too much of a danger of falling into lava this way, though.
    Posted in: Survival Mode
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    posted a message on Tamed wolf changes
    The following isn't a complaint, but a suggestion for additional functionality. What if the wolf, with their superior sense of smell or direction, could lead you out of mines when you get lost?
    Posted in: Suggestions
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    posted a message on Territory Markers for SMP
    The problem with this suggestion is that if any individual player can impose building-restrictions on a SMP server, then things are going to get really messy really fast. There are going to be a lot of conflicts between neighboring players. In order to maintain order, only admins should have the power to protect areas.
    Posted in: Suggestions
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    posted a message on Solar Panels for Complex Redstone Circuits
    This is a great idea, fully support. To get past the no modern tech jerks, just change the name. Call it a sun sensor or something. However, like some others, I don't see what the point would be of making it non-recoverable.
    Posted in: Suggestions
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    posted a message on Nether is not Hellish
    I like the reverse dungeon idea, though I think there should also be normal (challenging) dungeons in the nether as well. And I agree with you totally, the Nether does currently lack variety.
    Posted in: Suggestions
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