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    posted a message on Themes
    Remember that there are "Types" and then there are "Themes."

    Themes are more suited for a dressing on a landscape. Urban, Desert, and Snow are good examples of this. So is Volcano. I suppose Techno Rave as well. And Babies.

    Type is more about the shape of the terrain. How steep it is, how submerged it is, etc. This would be Mountain, Ocean, Swampy, Valley, Cliffs, etc.

    I'm all for as many as can be done properly.
    Posted in: Suggestions
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    posted a message on Crafting Tech Tree
    Good point. It's all flexible. My big concern with many ingredients with a 3x3 grid is that while you do have a LOT of potential, you only have so many combinations that actually make sense.

    For instance, how would you differentiate between a steel chain mail shirt and steel full-plate armor?
    Iron = Steel
    Obsidian = Nothing

    Per what I said in the idea, a Forge would have a 5x5 grid. You may not need it for a chain mail shirt:
    :obsidian: :obsidian: :obsidian: :obsidian: :obsidian:
    :obsidian: :obsidian: :obsidian: :obsidian: :obsidian:
    [iron] :obsidian: [iron] :obsidian: :obsidian:
    [iron] [iron] [iron] :obsidian: :obsidian:
    [iron] [iron] [iron] :obsidian: :obsidian:

    But what then would you do for the full-plate? If you only had a 3x3 grid, you wouldn't have enough room to differentiate for the more complex forging. That's where the 5x5 grid gives you the space:

    :obsidian: :obsidian: :obsidian: :obsidian: :obsidian:
    [iron] [iron] :obsidian: [iron] [iron]
    :obsidian: [iron] [iron] [iron] :obsidian:
    [iron] [iron] [iron] [iron] [iron]
    [iron] [iron] [iron] [iron] [iron]

    And you could even replace one of those middle iron with a gem for a decorative rondell. But this allows for greater flexibility, and also requires the additional 9 Iron (bars, I would think) to forge, making it more expensive and thus stronger.

    Anyways that's just my thinking on the matter. :smile.gif:
    Posted in: Suggestions
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    posted a message on Crafting Tech Tree
    Thanks. :smile.gif: Yeah, I included the obvious so that it made a good seguay to the less-obvious. It's hard to explain what an "Advanced Forge" would do without explaining what the lesser stations did first. Especially when I'm talking about different qualities of metals

    As for the grids, my thought was that there's only so many combinations you can have a with a 9-tile grid. Having 5x5 grids for the more advanced stations seemed logical, especially for dealing with armors and decorative items. That doesn't mean that the recipies can't be advanced or require more difficult items, but just that the larger stations can allow for much more complex recipies and blueprints.

    But it's all suggestion, and really the meat of it is that more advanced stations should be required for the more advanced items. If that can be done with a 3x3 grid then great. I just think a 5x5 gives them a little more room to breathe.
    Posted in: Suggestions
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    posted a message on Half-Hearts and Healing.
    I, too, like the small hearts.
    Posted in: Suggestions
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    posted a message on Floating deep map bug?
    ^ Ahh. Those are all on Small levels. It happens to me too. It's not an issue on Normal or Huge.

    I guess the problem is with Small Deep maps, no matter the type?
    Posted in: Alpha - Survival Single Player
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    posted a message on Crafting Tech Tree
    Thanks Foe!

    Quote from Foe »
    Demands ::

    Only if the potions uses Droqen's " Half Heart Health Regeneration Stagnation " suggestion. ( which slows down large scale healing, and for any type of poison damage )
    If we get bandages ( like pain killers in L4D )
    Bottle contain less liquids than buckets.
    You decrease the ore:ingot:block ratios from 16:4:1 too 9:3:1.
    You can encrust/gilde with any block/metal. ( I'd like a bronze/steel sword )


    Agreed on all of those.

    Except, I still say a 1:1 for ore:ingot is fine, like it is now in /indev/. My suggestion is that ingots are insufficient for weapon making (except for knives and arrows and such), and we should have to use bars. So it'd be more ore/ingot:bar:block. But 9:3:1 is fine. That'd be determined during game balancing anyways, but I have not problem with it.

    Quote from Foe »
    Concerns ::
    I would like to see the creation process of diamonds take place in different work places, so that it'll be semi-realistic, and take more than one sitting to craft.

    Fine by me. Maybe you get gem ore when you mine it like iron, and need to take it to a Jewler to get the gemstones out of the ore? Then you'd need a second sitting to craft gems, either AS gems into decorative enhancements at a normal workstation, or transmuting them into weapons and armor at an Alchemy station?
    Posted in: Suggestions
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    posted a message on Floating deep map bug?
    I haven't had this happen on Floating maps, so it'd be new to me. Only on Small Deep Island maps.

    My issue with Huge Deep Floating maps is that the lighting takes half the night/day to finish updating.
    Posted in: Alpha - Survival Single Player
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    posted a message on Crafting Tech Tree
    Thanks, everyone! :mrgreen:


    Quote from Alpha_Squad »
    Or will Notch do it the same way you have it posted?
    :biggrin.gif:

    I seriously doubt it, especially since he said in Forumspring that he doesn't want to separate Iron from Steel; that kind of deviates from the whole point. I'm just happy if I inspire. 8-)


    Quote from matthew102000 »
    sheesh. no potions. i strongly dislike any kind of "enchanted" items. when was the last time IRL that you went and put on a magic amulet that gave you super strength?

    Honestly I wasn't thinking magic. There's a big difference between Apothecary and Enchanting. I agree that magic should be kept out of Minecraft. The furthest I go is Alchemy, which to me is simply crafting items that can't be made by normal means (like diamond weapons or water/lava source blocks).

    When I say potions I'm thinking poison (like for poisoning weapons (especially arrows) so they cause residual damage over time), food substitutes, and antidotes in case some jerk poisons you in Survival Multiplayer. Natural stuff, you know.
    Posted in: Suggestions
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    posted a message on Moon reskin.
    The Majora's one is awesome. Fitting, too, with the horrors that night brings.
    Posted in: Alpha - Survival Single Player
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    posted a message on Do we know what the upper-left values mean?
    Ahh! Gotcha, thanks Meren. I guess that answers that.:smile.gif:
    Posted in: Alpha - Survival Single Player
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    posted a message on This is odd....
    It also happens during dawn and dusk. Minecraft cedes lighting priority to the transition, and all other lighting updates bug-out until the transition is complete.

    Like this:



    And I think something is even buggier here. Check out that freaky L value! :shock:
    Posted in: Alpha - Survival Single Player
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    posted a message on Do we know what the upper-left values mean?
    The statistical values in the upper-left of /indev/ seem to give a good measure of performance, and usually when something bogs down the map with lag it's due to one of those values skyrocketing. A search hasn't returned any results of anyone talking about it, but I think it'd be good to know what they stood for:

    C: ????? / ????? (Second value is 256 for small maps, 1024 for regular maps, and 4096 for huge maps)
    F: ????? (Difference between C values)
    O: ?????
    E: Visible Mobs? / Total Mobs? (second value is sum of B+I)
    B: Benign Mobs?
    I: Enemy Mobs? (why "I"?)
    P: Particles (sure about this)
    T: Fire Chunks (pretty sure about this, but why label it "T"?)
    L: Lighting Updates (pretty sure about this too)

    Let me know if you all happen to be able to fill in the blanks.
    Posted in: Alpha - Survival Single Player
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    posted a message on Saving Health
    I agree with saving health. It needs to happen.

    I completely disagree with any sort of health regeneration, no matter how slow.

    If we're talking realism, even a half heart lost is 5% towards death. We're talking a fairly serious gash or broken bone. That wouldn't heal in any regular amount of Minecraft time, not anything that would be useful. Realism would be half a heart restored every couple weeks.

    While I'm all for complexity in Minecraft, realism for realism's sake isn't good. Regeneration of health in any game is a cripple, one that I can understand in Peaceful, but cannot support otherwise. We have two foodstuffs already to heal us (although I wish they'd stack in the Inventory), and I'm sure once chickens and cows come along there will be more.
    Posted in: Suggestions
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    posted a message on This is it folks, a CLOCK in indev!
    My bad.:sad.gif: Sorry, mrfatcat. I was thinking that it was a template suggestion, somehow.
    Posted in: Suggestions
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    posted a message on This is it folks, a CLOCK in indev!
    I just look straight up. And if I'm in a mine it doesn't matter whether it's day or night.

    ....

    EDIT: Whoops. Posted without full comprehension.
    Posted in: Suggestions
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