- Kyfwana
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Member for 13 years, 11 months, and 8 days
Last active Sun, Oct, 4 2015 11:37:48
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- 159 Total Posts
- 21 Thanks
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Mar 10, 2015Kyfwana posted a message on Minecraft for the Hearing Impaired?No wonder they never get anything done. Always sidetracked with random features nobody asked for.Posted in: News
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Jul 2, 2014Kyfwana posted a message on Snapshot 14w27a is Now Ready for Hopping!Rabbits?? Why not add something that players have been wanting for years, instead of something that makes no difference.Posted in: News
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Jan 26, 2014Kyfwana posted a message on Snapshot 14w04a Ready for Testing!Posted in: News
Restone devices often have to be small enough to fit between existing structures or terrain features. I think owing to the fact that they are usually an afterthought or because aesthetics take a higher priority than making room for bulky redstone devices.Quote from JuniperMelody
I'm going to attempt to explain why redstone isn't smaller than it is. Simply, because this is a block game and the original premise was that a block could be any one thing; and how two adjacent blocks interact is purely a set of hard-coded rules.
Your suggestion to player-control how adjacent blocks interact would require imbuing blocks with a host of attributes or settings to define their behavior. Now the state of the world isn't just about the blocks, it's also very much about all the settings of the block that have been set just so.
I haven't shown that your idea is impossible or even impractical. But I think your idea would require a different vision of Minecraft.
In the end, making everything in the world smaller is just like making the player bigger; and there's really no point in that.
I have a pretty good system for controlling redstone junctions. Only 3 bits are needed to define all possible junctions. Anyway, it's pretty simple. First, redstone automatically forms a junction with the previous block you placed, assuming they are right next to each other. In order to create new junctions, or destroy them, equip some kind of a wand. With the wand, left click on one block, right click on an adjacent block, and bam, you've just created/removed a junction between them. That's it., now you can have redstone wires that are directly adjacent without necessarily connecting, and can create vertical circuits as well. -
Jan 26, 2014Kyfwana posted a message on Snapshot 14w04a Ready for Testing!So the new villager AI is nothing more than pointless wheat harvesting? Why not make them do something interesting or actually useful? They could at least defend themselves against mobs and hostile players. Why not make them recruitable? I could use some body guards and sentries, especially in multiplayer to help protect against griefers while I'm away from my base or offline. Or why not make a miner class that you can hire to work in your mine? I want to see things added to the game that actually have some kind of impact on the game. No more pointless almost totally cosmetic changes.Posted in: News
And someone please retool redstone so it is easier to work with. It could take up 1/4 the volume and be 2000x times easier to work with if you could build circuits vertically or control how junctions are formed between adjacent redstone lines. And craftbook's Integrated circuits have proven so incredibly useful for me that it boarders on insanity the idea that anyone would bother to make anything redstone related without them. What am I going to do with redstone emitting item frames? Nothing. And I can't believe they don't spend their effort addressing the more obvious problems with redstone. - To post a comment, please login.
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Each redstone section would need 6 bits to remember which blocks it was connected to.
The current redstone system is so cumbersome.
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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.
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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.
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http://www.suburbiatech.com/Forum/
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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.
0.8 floor efficiency.
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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.
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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.
[] [] []
[] [] []
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.
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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.
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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.
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