Quote from ToMuchMayo
THEY STILL NEED TO FIX THE COMPASS... so it follows the spawn points for the bed....
That's not a bug, I'm reasonably certain that's intentional. It would get a lot harder to navigate by compass if the center point moved; though an ingame way of migrating your compass origin might be nice. I don't even know how you'd do it elegantly with external tools, as it is now... just use maps to navigate. They're fantastic (except in the nether... but the nether's not hard to navigate, anything not red sticks out rather well).
Quote from 3dstructures
hello,ive heart that the height limit is in a java codez called,level.class file,can someone give a code to get that level increased 200 bloks or more,thanks,
Notch had a big post on his tumblr awhile back where he went over all of the implications of changing the height limit; it's not a "change one line of code" thing. Try searching the released mod subforum for "height limit".
If you can't count your chests because of Cantor diagonalization arguments, you have bigger problems than lighting. (Props to anyone math nerdy enough to understand that.)
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To get some real data, we need to test at least a dozen or so different maps on each side of the updates in question. The seeds don't have to match up, but why the hell not. Any volunteers to do this? Preferably someone who already possesses the requisite tools (i.e. not me)?
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Here's what I suggest: watch your clock run for a while. If it runs fine for ~10 seconds, the clock itself is completely fine. If you can't figure out where the problem is, build the clock and the logic connected to it over in creative mode and run it where you can see everything, and watch for where exactly the clock messes up. That should give you enough insight into what's going wrong to fix it; although I really do expect it's a problem with not isolating the output. Try throwing a repeater on the output wire somewhere.
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For survival, I don't think it should work. Sheep rarity can be a problem, yes, but were you aware it only takes 4 string to make a wool block these days? Go spider hunting in the deeps, or find an abandoned mineshaft, and you'll have enough to make a bed in no time. Alternatively, if you just need one, an expedition into the vast unknown once you've got a compass and some shears isn't a bad idea.
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- Endermen pickup and dropoff speed dramatically increased in the End.
- Enderdragons as shown.
- Special weather effect in the End; blocks fall like rain.
Now that's what I call a unique challenge.
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The problem with such an inversion is that it's hard to have three wholly different antithetical things, be they realms or races (think Starcraft for a second). Not impossible, but hard. The End might distinguish itself in that the natives don't oppose you, they oppose what you stand for; order. Think about it; on a simple level, a Minecraft player enters an area and brings order from chaos, and the vast majority of inventions are designed to control your environment. The Endermen already oppose this; unless you pick a fight all they do is cause chaos. Remove order.
Imagine a land of floating mini-continents with no water or sunlight, populated only by endermen endlessly changing the landscape. Netherdragons roam through the air, with some sort of chaos breath weapon that, I dunno, changes blocks from one type to another? Perhaps one that generates new blocks to combat the so called "endermen erosion"? It would be just as much of an "ultimate challenge" as the Nether, but very different; in the Nether, you face powerful enemies and your instincts are all wrong, but you approach this challenge the same way you did before. In the End, you would be fighting not monsters, but an inversion of the very order you have used to conquer all previous challenges. If Endermen worked more swiftly in the End, perhaps after some exploring you would try to return home across a mountain pass, only to find the mountains had shifted, there was a wall on the other side, and beyond that an expanse of void separated you from your portal. Your same tools can help you conquer these challenges as they have the others, but it would be a wholly different experience.
In short, I vote (hah) for the End to be a realm of chaos, which I think goes quite well alongside existing challenges and what we already have in the Endermen.
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Mushrooms is an interesting case... due to the weird way their textures work, it could be difficult to figure out a mechanism to place them in a way that looks good. You can get bonemeal and you can get mushrooms, it's not too hard to get the mushroom stuff where you want it. If necessary, piston it into place; I'm struggling to think of a better ideal behavior, much less a better way to do it now.
Tall grass you can accomplish with bonemeal on grass. Snow tiles, however... that'd be a nice addition. You can make stuff look very nice with snow.
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Green = down-facing piston
Purple = side-facing piston
Rig up as many feeding into each other as you need. Depending on your needs, you should be able to figure something out that has halfway decent accessibility for replacing the blocks. Hell, just enable the whole thing to chug away and place blocks at the top and let the machine carry them through.
If you need anything besides cobblestone/solid stone, you're going to have to input -something- manually or use mods/plugins. Simple as that.
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Beautiful summation right there. I can understand the desire for simplicity, to not bother with all this complicated piston nonsense; how many people are happy to play hours on end without so much as testing redstone outside of the occasional door + pressure plate? Its existence does not hinder your ability to sandbox in one direction or another. Similarly, the existence of the nether, or strongholds, or what have you, hardly hinders the crazy guy building a redstone processor or elaborate piston-based Golden Sun-esque puzzle temple.
There are only a handful of changes which might interfere; hunger, which is really not a problem (I actually prefer it this way for combat, passive heal + sprint attack is rather nice), and the changes to passive mobs (no longer a huge deal since breeding works now). These require very little alteration in the old-school minecraft path, though; get seeds, plant wheat, harvest wheat, make bread, etc etc. That's been around forever. It used to be more of a novelty thing, but bonemeal makes it less annoying to get started.
The largest difference is honestly the ability to do endless spelunking. In peaceful, that's going to suck due to the hunger bar. On any other difficulty, I've actually had more fun doing huge spelunking runs because A) the terrain is more interesting and :cool.gif: diving into zombie infested terrain to eat their flesh grows on you. (Interesting turn of phrase, that...)
The minecraft feel hasn't changed; skeleton archers and medieval materials actually go pretty much hand in hand with alchemy or whatever, especially since the process for such is truly arcane (as it is in most low-fantasy worlds). With few exceptions, new content has been an expansion of the game rather than a revision of it.
Btw, SSSSSSSSS- In the time you've been reading this while tabbed out of Minecraft, a creeper snuck up behind you and exploded.
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I agree completely.
In other news, milking mooshrooms for soup solves
worldhunger! Even for lazy people. (Still a concern for us nutjobs that live in the nether, but we're used to weird shenanigans.)0
I'd just like to say that this is, hands down, the best post in the thread.
That will be all.