- 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
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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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When I imagine airships, the scenario which sounds most fun to me is going on missions to rescue stranded players--those who have strayed too far from their spawn, or wrecked their boat aground in some uncharted stretch of ocean. Search lights and signal flares would be fun! And the ship might be stocked with blankets and hot drink for players plucked out of the more frigid waters. Rescue fee = 3 diamonds (or whatever)
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If it is like real life quicksand, it can't kill you, though it would greatly impede your movement. It would be useful as a passive defensive measure in PvP SMP, especially since quicksand resembles normal sand.
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How about an entire squad of skeletons riding on an elephant (they shoot flaming arrows and set all your town on fire), a spider strapped under each foot of the elephant, and the elephant shoots lava out of its trunk.
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Question though. I had thought of certain ways a player might curtail a night of ghostly activities (btw, what do you think of those suggestions?), but I couldn't really think of a good method by which the player might permanently dispel a haunting. Have any ideas about that?
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viewtopic.php?f=1&t=51194&p=830464&hilit=haunting#p830464
I think it would be easier to code than a mob, since it wouldn't have AI.... it's basically just a record and playback. You wouldn't need to figure out what it does and how, because it would just do whatever the player or mob did earlier. And I don't think it would need to be able to directly harm the player, because it could cause other kinds of disruptions. For example, it may open a door, letting hostile mobs in during the night.
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Where the bedrock would similarly slope. I guess this would cause problems though for people building at maximum altitude.
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Why not combine the rocket weapon idea with the flare, if it hits something before deploying as a flare, it explodes instead, a weaker tnt blast.
Flares need to be placeable as blocks so that they can be connected to and activated by redstone circuitry. You should be able to change its facing, and also be able to orient it so that it points up.
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In my version, the sword and spear do equal damage.
The spear has greater range.
The other difference is that the sword slashes while the spear stabs. You must have your crosshair directly over the target while stabbing with the spear, whereas the sword may hit even if your aim is off a little.