
- Regular_Hexahedron
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Member for 13 years
Last active Tue, Oct, 14 2014 22:27:14
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8
MR_TBAG posted a message on Invisible Invulnerable Blocks! - The Forcefield Blockhey im a modder and this sounds like a good idea i guss i could make it, 1 up this post of u want me to make itPosted in: Suggestions -
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Kazini posted a message on Obsidian generator removed :/The nice bugs, are posted on youtube and the creators of minecraft see the bug and delete him. The bad bugs are no published and no removed.Posted in: Recent Updates and Snapshots
Sorry for the bad english i talk spanish -
1
DragonWarrior5164 posted a message on Superflat Scouting - Where To Find Items In Seed "thevillage"yo,imma be constantly posting coordinates,here is one i foundPosted in: Survival Mode
x:-1826
z:-769
in the chests are 3 bread,5 iron,1 iron chestplate,1 iron helm,1 iron pick axe
3 obsidian.
hope i get lots of +!
>:3 -
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Hans_Lemurson posted a message on Hans Lemurson gives a Preview: Minecraft in MinecraftYou all know that joke when somebody is showing off their brand new Redstone Computer and somebody asks: "Can it run Minecraft?" You have a chuckle at how clever you are while people variously chime in "LOL" or "It's impossible numbskull!!!".Posted in: Redstone Discussion and Mechanisms
I was one of the people in the latter group, continuously annoyed by people who don't understand the orders of magnitude of difference in computing power between a Redstone Computer (they are on par with 1930's technology) and a modern computer. After a fresh session of apoplectic rage however, I began to ponder: "What sort of program could you feasibly run on a Redstone Computer that would still retain the essence of Minecraft?" And thus a dream was born.
That was 3 months ago. After months of planning and sporadic construction work, I have finally completed this great and grand project which I intend to be my "Magnum Opus". I have made "Minecraft in Minecraft", or "Mini-Minecraft".
Features:
-2D Graphics!
-8x8 Pixel Screen
-64 bits of Landscape Data
-Blinking Lights!
-Directional Control Interface
-Solid Terrain
-Gravity
-Moderate Signal Latency (4,000ms)
-Color-Coded Circuitry!
And now to show that I'm not just full of ****, I give you screenshots:
Display viewed from control-box
Here you're staring at the crazed mish-mash of all the terrain created/destroyed in my debugging attempts. Player position is not visible, since that square is currently OFF in its blink-cycle.
Display Side-View
The orange and pink lines are carrying the Vertical Position data from its register to the display. The sharp-eyed will notice that there is a torch lit on right side of the middle pink line. That's the current height of the player. I placed those torches there for debugging purposes when I was having problems with data corruption.
High view of back of Display
Light and Dark Green helixes carry new data to the Display, one Bit per column. Purple lines in the background carry the "Write" command to an individual Row to update its D Flip-Flops when a block there is placed or removed.
Guts of the machine
Here you see all the parts of the machine that do the actual calculations. Underneath the green lines is the 64 bits of RAM (the green lines are its input) that store the terrain information for calculations. In Blue at the far end are the Horizontal positional controls which both keep track of the player's horizontal position and govern interaction with blocks. The Gray stuff to the left is the circuitry needed for the "Jump" command, and underneath it is the rest of the Vertical positional controls.
Control-Bits
Here you can see 4 of the 9 Control-Bits that govern the machine. Combining "Shift Up" with "Place/Remove Block" results in the block above your current position toggling between ON and OFF. Note the long chains of Repeaters on some lines: It was necessary to introduce carefully tuned signal-delays to ensure that the Positional/Terrain actions don't happen until they have already been pointed to the right location. Getting the signal-delays synchronized like this took many hours of frustrating debugging even after I thought I was "95% done!". Well, I'm done NOW.
Wires Leading to Command Decoder
Here you see the wires from the Control-Box going down to be converted into signals sent to the Control-Bits that actually govern the machine. Pink/Orange are Down/Up and Light Blue/Teal are Left/Right. They split into 2 lines in the decoder: one for Movement, the other for Block manipulation. The Red line is in charge of triggering an extra "Move Downward" command after every action you perform in order to simulate gravity. A solid block underneath you will prevent this downward motion.
Control Panel
Here are the 5 controls that will let you move through the world. 4 directional controls and a switch to toggle between Movement and Block Placement/Removal. It's humbling to realize just how much work is required to convert a simple button-press into an executable command. It takes about 4 seconds for the effects of a button-press to be visible on the screen.
So, that's the sneak-preview of my machine.
I'm calling this a "Sneak Preview" because the real presentation is going to be the Youtube Video I'm planning on making which will show this thing in action, accompanied by mad laughter and melodrama and will get its own dedicated thread. My intention is for that video to go viral and explode the internets.
Oh, and also I'd like to give thanks to Conundromer for deciding not to beat me to completion of this project while I was on vacation, even though he probably could have if he'd set his mind to it(he's good).
If you think that "Minecraft in Minecraft" is totally awesome then feel free to +1 my Reputation. The higher it gets, the sooner my video comes out!
Edit: The video is out as of Aug 31st.
See this thread:http://www.minecraftforum.net/topic/590096-hans-lemurson-makes-minecraft-in-minecraft/ - To post a comment, please login.
4
This would make normal skulls available in survival mode, and fit with the cauldron's current function of washing colors off leather armor.
P.S. I know people want zombie and creeper heads in survival too, but I'll leave those for someone else's suggestion.
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I'd actually prefer it go straight, rather than lock on, since it's more fun to engineer a system to aim your shot (perhaps using multiple dispensers) than have it auto-aim for you. Plus, dispensers can't auto aim with arrows or fire charges, so it just makes sense to keep that limitation of the device.
1
It would not lock on. That would be a little too powerful I think, especially if you have a whole bunch of them fire off at once.
It could still be pretty useful for traps and defense systems though. You could have a hallway that fills up with lasers if someone touches a tripwire. Or have a battle arena where lasers flickers on and off, forcing combatants to dodge them as an environmental hazard. Or have a bunch of lasers fire off the second a wither loses its shield. There are a lot of uses, even if it only fires in a straight line.
And there are a lot of uses, like making a dodgeable obstacle course, that are impossible if it locks on.
4
Dispensers can use fire charges to shoot out ghast fireball attacks. What if they could also use the guardian laser attack?
I suggest that if you craft together a fire charge and a prismarine crystal it produces a "prismarine charge". This would be a consumable item dispensers can use to shoot out the guardian laser. The beam would travel out in a straight line for up to 14 blocks, damaging the first player or mob it hits. It would take several seconds to charge up before dealing damage, and could be obstructed by blocks, the same as when used by a guardian.
I think this could lead to some cool traps and defense systems. And I don't think it's overpowered, considering that you can already launch fire charges out over a potentially unlimited distance while this is limited to short range.
4
That would make them useful for harvesting wheat, and other crops, allowing you to click without worrying about accidentally breaking immature plants that aren't ready yet.
It would also provide a reason to make hoes out of iron and diamond, so you don't have to replace them often.
1
I might have agreed with you a few months ago, but now we have giant slime blocks that behave in weird ways. I think it matches the game as it is now. And it's much more fitting to have a logical explanation why water doesn't flow than a ladder projecting an invisible forcefield.
1
I don't see why not.
10
Very rarely when a villager spawns it should have a random Minecon cape on its back.
This would have no mechanical difference, but would just be an interesting rare find, like discovering a naturally spawning pink sheep. You could try to collect a full set of cape wearing villagers if you wanted.
Killing the villager would not drop the cape. There's no way for a player to take it for themselves.
Minecon capes are only meant for Minecon attendees. But if you think about it...wasn't Minecraft at Minecon? It'd be kind of cool for the game to get a slight memento of each year's event.
1
It would be nice if we could add extra dimensions, with custom generation and/or seed selection for each one.
You could for instance create a save file with 4 overworlds, each completely separate from each other and generated with different seeds. Or have a map with 3 overworlds, 2 nethers, and 10 ends.
Each world would count one overworld, nether, and end as the default ones for purposes of where portals send you. The additional dimensions could only be accessed using the /tp command, which would be improved to allow you to target any dimension you want.
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This would be handy to deliver information to spectators, without letting everyone see it. For example, you could make players emit team colored particles. Or you could have players emit a beam of particles into the sky, so they're easy to follow.