- Rikaelus
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Member for 13 years, 7 months, and 10 days
Last active Thu, Feb, 4 2016 18:59:50
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May 24, 2011Rikaelus posted a message on Minecraft Patch Notes - Version 1.6I still want to know what the water/glass bug was. If that "fix" breaks all my drowning traps, I will be most disappointed. Nothing I ever read suggested that particular behavior was a bug.Posted in: News
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May 23, 2011Rikaelus posted a message on Minecraft Patch Notes - Version 1.6Posted in: NewsAdded Nether support to multiplayer
Yeah. Bukkit has provided that for a while now, along with as many separate worlds as you want, with a plethora of plugins to handle moving between them. So no big thing there. My biggest concern is that this will break the hell out of Bukkit and those plugins, making SMP unplayable until Bukkit can compensate.
Added craftable maps
Will be cool if/when we don't have F3, I guess.
Added hatches
Sweet.
Added server property view-distance. Sets the radius of terrain updates (in chunks) to send to the players. Range 3-15, default 10.
Sweet. Does it mean these chunks, once loaded, will continue to function, too? (ie, furnaces burning, mobs spawning, etc.)
Made booster tracks speedier
Can't argue with that. Will make it easier to handle inclines.
Severely nerfed fire so it spread slower, and doesn’t spread infinitely
After accidentally starting a fsking huge forest fire across the map once, yay!
Fixed not being able to target blocks when at x or z pos 1000
THANK GOD. I built right along that line and this bug has been driving me NUTS.
Fixed a system clock change messing up the game speed
Will this get rid of all the server messages? If so: THANK YOU.
Fixed fire hurting through wall corners
Yay!
Fixed water interacting strangely with glass
Uhm. Does this imply that water dropping faster along glass was a bug? Is this going to break all my mob drowming traps?
Fixed minecarts next to each other causing extreme velocities (sorry!)
Kinda feel bad for people who got all into these boosters but... come on... they're an eyesore. I love me some powered rails.
Fixed animals only spawning near light during the night
That was unintentional? =/
That made for good night time mob farming. - To post a comment, please login.
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Same here.
Very disappointing. Had the urge to start fresh.
However... if I go to my son's Windows login and try it from there, it works fine...
Edit:
Compared my .minecraft directory to my son's and found I had a lot of excess stuff. Can't recall when I put them there, but had all manner of resource files, etc. Clearing them out got me going again.
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My suggestion would be to create a "router" block.
You would attach this (like a hopper) to any kind of container. This will be its input.
It will automatically attach to any other surrounding containers, which would serve as outputs.
You'd then open it up and, in the GUI, place whatever items you want it to route.
Then, whenever a defined item is found in the input container, it's taken and sent, round-robin, into the outputs.
If it has a redstone charge it works opposite; it'll grab any items from the input container that AREN'T among those defined in the GUI.
Unlike hoppers, filters would NOT be considered a container. This would prevent filters from connecting to other filters directly, thereby avoiding any logic mess.
That being said, this would be an expensive item to create. My suggestion would be:
Stone - Hopper - Stone
Dropper - Comparator - Dropper
Stone - Dropper - Stone
Alternatively it could require Dispensers instead of Droppers, to increase its cost even more. (+3 bows)
I think that would adequately represent the 1-input, multi-output nature of it, as well as the logical complexity involved.
Let me know what you think. I have yet to find any quality filtering technique that works...
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My suggestion would be to create a "router" block.
You would attach this (like a hopper) to any kind of container. This will be its input.
It will automatically attach to any other surrounding containers, which would serve as outputs.
You'd then open it up and, in the GUI, place whatever items you want it to route.
Then, whenever a defined item is found in the input container, it's taken and sent, round-robin, through the outputs.
If it has a redstone charge it works opposite; it'll grab any items from the input container that AREN'T among those defined in the GUI.
Unlike hoppers, filters would NOT be considered a container. This would prevent filters from connecting to other filters directly, thereby avoiding any logic mess.
That being said, this would be an expensive item to create. My suggestion would be:
Stone - Hopper - Stone
Dropper - Comparator - Dropper
Stone - Dropper - Stone
Alternatively it could require Dispensers instead of Droppers, to increase its cost even more. (+3 bows)
I think that would adequately represent the 1-input, multi-output nature of it, as well as the logical complexity involved.
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You should add this to the wiki. From what the other guy said above it sounds like it could even grow through bedrock. But that aside, this would be good to have in the wiki for those who ran into this problem like me.
But it's a non-issue for me now. I've gone back to Beta 1.7.
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So there's no way to force-limit the height of trees like in the old farms? Used to be you'd just give them 6 blocks worth of growth room and you could more easily farm.
Ah, sweet. Didn't realize that ability was added.
I'll probably go all the way back to Beta 1.6, before they screwed passive mob farming. The best part was building traps for them!
Just too bad I'll lose all the more recent blocks and building mechanics. Would be nice if they separated such things into addons so you could pick and choose. I always enjoyed combining form and function; huge mansions built around even larger mob traps. Just can't get the best of all worlds, I guess.
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So a bug, then? I can't imagine they intentionally wanted to destroy bedrock...
I really wish they'd freeze development of this game someplace and give people a cleaner choice to stick with old versions. Ever since pre-release 1.6 it feels like updates just keep moving farther and farther away from the game I liked and bought. I've lost count of the number of worlds that have broken, huge mob traps that have been made obsolete, and now even my tree farm is breaking...
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Only I've got an anomaly I haven't seen before:
I have layered rows, one directly atop the others, with a 6-block vertical gap to limit growth to small trees.
If not obvious from the picture, the tree below is growing through the dirt block 7 blocks above it. I read in the wiki that branches and leaves sometimes grow through non-solids, but this is the trunk growing through as a solid. Is this normal? A bug? The wiki doesn't seem to point out this behavior at all.
P.S. Oh, and the funny part is that the torches that were on the side of the dirt block are now on the side of the wood. The dirt block is literally just replaced by wood.
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Your actions could lead to some, all, or none of the Normandy's crew dying.
Your actions could lead to the ship being improved, or main characters dying as the battle goes.
Your actions could lead to main characters dying on the last mission depending on if you completed their personal missions.
Your actions determined if the Migrant Fleet was united or not at the end.
Your actions determined the fate of the Collector's base
The primary objective of the story was completed per the writer's wishes, but there were extensive details around that ending that you could control.
But based on what I've read there are few details surrounding the end of ME3 that you can control. Sure, you determine the "big outcome" between three choice, but none of those are satisfying if you can't define the details. It's like being able to pick a venue for a celebration, but not being able to decorate it.
Shepard should be able to survive.
You should be able to save the Mass Effect Relays or at least find information about how to build new ones.
And I imagine a great many other things--good or bad--should be based on your decisions.
Mind you, this is just based on what I've read. Honestly I have very little interest playing ME3, myself, after everything I've read about the ending. Which is sad. I had 8 characters I played through ME1 and 2 and made sure to play out a large variety of different options, hoping they'd have a big impact on ME3. Seems like they're pretty irrelevant now.
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Even diamond, the rarest of resources, isn't actually required for anything important, except perhaps mining obsidian--but then it's not hard to find only 3. Everything else can be done with lesser, more common metals.
The reasons are simple:
1. Some people have **** poor luck and just don't find these things
2. In SMP, a single person dedicated to adventuring could find a great many of them, leaving none within a reasonable distance from spawn for new players or those who don't explore often.
3. Anything that isn't renewable has a risk of becoming increasingly rare on SMP servers.
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The irony is... many actually do feel the way you "jokingly" made him sound. Minecraft's original appeal was its simplicity--simplicity that won it many awards and millions of buyers. Overwhelming the game with more mechanics--even optional ones--makes it lose that simplistic, appealing feeling.
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Potions I could deal with, though I would have preferred alchemy as a means to make a new generation of items.
But magic... even enchanting?
I started saying a week ago that Notch is taking the game more and more in the direction of an RPG, but even I didn't think he'd go this far. Especially this quickly. And enchanting makes me think of World of Warcraft way too much...
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Well, in defense of those not computer savvy, even I've never had any real cause to venture into the Users directory of my C: drive before. I still use the shortcut button in Minecraft options to get there quickly. It's an unusual place for a game to install itself.
And a bit annoying since I prefer all my games to reside on my E: drive...
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Never mind that passive mob killing is a whole new way to grief a server.
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The issue is more the fact that, for many people, Minecraft was the game they wanted, and now Notch is changing it away from that. That's even worse than a game not being what you hoped when you first get it. These people got it long ago and have been happy with it until now.
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What are you getting money per view or something?
Stop lying to people.
I'm not sure what's worse. That you did it or that you explained why you did it without seeming to realize how wrong it is...