I would love for fishing to require the fish mobs to be present. Players are very slow in the water. If fish were quick and darted away from the player, hunting them with a sword would be very difficult. Likewise with a bow. If your aim is good enough to shoot a fish in the water, then you probably deserve that one fish exchange for your arrow...
I think it would be awesome to have near invincible whales that only spawn in the deep ocean that have rare drops, or turtles swimming around. I would love to see an upgrade to ocean life, if just to make those massive ocean journeys a little less dull.
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Mods can override the right-click abilities. It sounds like you have something installed that allows you to right-click on a block. That's over-riding your ability to do any other right-clickable things while you're looking at a block.
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^^Speaking from experience, having done that one, too.... Don't.
Poker is way too big and way too complicated to do in Survival.
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That's a perfect example of one of the ones I hated. xD The pins that fall are completely random.
I actually saw a cool one somebody did with CMD blocks. They did a really nice job of making all the graphics, and you could actually put hook on your ball. However, even in that one, the pins that fell were 100% random.
Yes, I used a redstone computer to calculate which pins were hit and the position of the ball on the lane. I also used that redstone computer to calculate the angle the ball was thrown. A player would stand in a specified area, and throw the ball onto ice. That's where the similarities with other ones stopped though. The area that the player stood was on a bunch(5) of pressure plates, Then the ball fell in a hole which had 5 tripwires across it. The computer calculated the angle of the throw by computing the angle between your position on the pressure plates and the spot where the ball fell through. To make it more precise, you could be standing on 2 pressure plates at once and the ball could also hit 2 tripwires, if either is in between two of them. That means there were 9 standing positions and 9 finishing positions, making a total of 81 possible angles to throw the ball. The one 'setting' that was made by the player was how much of a hook they used. 0 (straight ball) - 3 (Very hard hook) after the ball was thrown, the path of the ball was mapped on a HUGE to-scale bowling lane (1inch:1block) which had bowling pins at the end which were knocked down, and then shown again on the 'mini' lane which was where you stood and threw the ball onto the ice. I built a score calculator, too, but never hooked it up to the project.
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As a bowler, I always hate these. I've never seen a good bowling game done. They are always really cheap and generally where you throw the ball doesn't even affect the outcome of the pins.
I spent a few months making a bowling that I unfortunately didn't finish, but I wish I had. Haha. It used real physics that I pulled from actual bowling lanes, and I made a massive calculator that took into account the exact angle you threw the ball at, and how heavy of a spin you used. It had a couple RNG's that did a +/- a little bit so you can't just stand in the same place and do the same thing over and over again. Then it mapped how the ball would look on a massive to-scale bowling lane that used pistons to show the current location of the ball. Finally, it detected which pins the ball would have hit based on the path it took. The only hard part was calculating 'pin action' which is what it's called when pins hit other pins down. That's the part that I didn't finish... Haha.
Anyway. I guess if people like the small version, you can do that too. xD
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You didn't specify if the games were one or two player, so I was trying to shoot ideas for both.
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Rock, Paper, Scissors? (Add Vs. AI for single player)
A memory game? Where a series of lights turn on and they have to stand on the pressure plates in the same order.
^^ That one might be a little big, but still possible, for sure.
A remake of the game Light's Out? That's a little big as well, but mainly just bussing.
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Would be much better with a screen shot of the before and after. As it is I have no idea what you are asking...
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Hi guys! I did a minor look up through the wiki and didn't see any information on this, so I'm asking it here in case anybody has already done the tests that I am about to do...
I need to know the amount of time each power of light stays on for, if that makes sense.
For example, the daylight sensor is on with a power level of 16 for 172 seconds(the brightest time of day). Is the night (0) the same? I know each level has a different amount of time, so I'm curious if anybody has mapped it out or knows?
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The IGN is exactly the same. No spaces, all caps correct, etc.
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The server IS 1.7.2, and I am able to connect to every other 1.7.2 server (I tested about 5 random servers) except that one. The error message I am getting is:
Failed to connect to the server
java.net.ConnectException: Connection refused: no further information: [server address/server ip address(I did not supply the ip)]
I have tried every variation of the server info, so I know it is typed in correctly. (I get a different error message if I type in the wrong information, ie: server not found.
The server IS whitelisted- I am on that list, and my friend(non-server owner) was able to log on to the server with my account from his computer.
The server does have other people playing on it, and it is not full.
I have tried to log in from a different computer at my house- to the same problem. I am assuming that means my internet is blocking it somehow.
My firewall is OFF, Hamachi, Curse, and all of those other programs like that are closed as well, so there is nothing that could be stopping it.
I have tried restarting the computer, my router, and he tried restarting the server.
Phew. I think that is all of the information. Anybody run in to the same problem or know of a fix?
It would be greatly appreciated. Thanks!
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First off- Technically, if it were TRULY random, there is a very slight possibility(VERY slight) that every single output will be the same, regardless of how many different outputs there are or how many times it is run.
Second- A single test shows absolutely nothing in the case of random. As MusicMan said, you would have to do this test at LEAST a hundred times to get results that reflect how random it is. (Also like to state, along with MusicMan, that no computer can create random. Especially in Minecraft. We instead use pseudo-random generation and consider it random as long as the output cannot be easily computed/predicted by an outside source.)
Third- The amount of different items in the hopper (likely) does not have any affect on how random it is. Again, you did a single test. It would be BAD to expect all of the tests to come out the same, because that would mean it is NOT random. If every single test was 50% exact, that would mean the results are completely predictable. That also means that it is NOT random. In fact, out of your tests, I would say the 5 item one was the MOST random. The others are just following a linear formula that means the Droppers are spitting out items in an equal amount with /slight/ deviation.
As somebody that has studied random a lot more than trying to plug in some numbers after learning about chi-squared goodness of fit tests, (Which are used to determine if something acts as EXPECTED (Expected, by definition, is the opposite of random)) I'm going to have to reject your hypothesis on how random dropppers are.
I'm not saying Droppers are perfectly random, I'm just saying if you were trying to test such a thing, the way you did it was the complete wrong approach. It's good to see people doing tests like this, but don't do a single test and expect to have accurate results on anything. Ever. If you are testing something and/or trying to prove a hypothesis, you must have very extensive testing to prove your point without a doubt. If you did this test 1000 times for each number and came back with results that show they were similar (Straight line) each time, THAT would prove that Droppers are not random. If the results showed a high range of difference, that would be random.
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or
/summon SmallFireball ~ ~ ~ (This one was invisible last time I checked though)
You can add one or both of these too:
{
ExplosionPower:#
direction:[#.#,#.#,#.#]
}
ExplosionPower is how big the explosion is. (Careful)
Direction sets the motion of the fireball in x, y, z. They DO have to have decimals(Usually .0) separated by commas.