- Kyfwana
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Member for 13 years, 11 months, and 14 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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The way I see it, the interface would have three fields.
a) The first field contains the product to be sold, the owner puts whatever they want to sell into it.
:cool.gif: The second field is for making a transaction. This is where the customer inserts the payment.
c) The third field is for setting the price in payment/product.
When the customer initiates a transaction, by putting x number of payment materials into the vending machine, the game checks whether the vending machine contains enough of the product to sell at the set price, if it does it takes the payment and puts it into the collection field, and also ejects the correct amount of product. If something goes wrong, it rejects the transaction and returns the payment to the customer.
Theft would be a serious problem with vending machines. I think the best way to fight theft would be to have the vending machine tied to a spatially separate chest, which contains the product to be sold and is at a secret location. Breaking the vending machine would not cause the owner to loose their goods.
I think it would make the most sense if a vending machine could at any one time contain only one kind of product to be sold.
The customer-side interface could look something like this. In this example, the customer is about to make a purchase at a price of 1 diamond per 3 stacks of wool. The customer is about to spend 2 diamonds, which would deplete the vending machine of product. The customer doesn't have enough room in their inventory, so I dunno, maybe the wool will be ejected onto the ground?
I'm not sure of all the details. What are your thoughts?
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Best two lines so far. Too many lulz.
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OS: 32 vista SP2
Processors: 2x 1700 Mhz AMD Athlon
Display: GeForce Go6150 (Basically none because it has 0 video memory)
My computer lags badly specifically while mobs are trying to spawn, which i discovered while building a huge mob trap out of MCEDIT.
I also have pretty bad mouse input delay at random times, more often with far fog.
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0.000000000000000000000000000158% = 0% unless you want to wait lifetimes of the universe to see 100 zombies spawn.
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My gut tells me that players should not be capable of controlling their ghosts by dying on purpose. So the times of recordings would have to be somewhat random to prevent this from happening.
Dying wouldn't necessarily trigger a new ghost to be formed.
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