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    posted a message on New mob trap
    It occurs to me that since the mobs aren't completely dead by the time they reach the bottom, would it be possible to also use this to farm xp? A compact, cheap xp farm is a rather attractive notion given the direction Enchanting took...
    Posted in: Screenshots
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    posted a message on upgraded shotgun cannon 22 rounds per shot(+ download)
    Okay, that's pretty cool. Mind going into how it works?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on CreepSweep
    A monostable circuit might be what you're looking for when you say "lever -> button". Activating the lever would set the output high for a brief while, and then low again, until the lever was turned off and reactivated. The wiki should be of some assistance if that's what you need.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on 1.9 Pre-release 4 has less Diamonds ? !
    The same seed is going to do dramatically different things across each side of the adventure update, and this is isolated from the actual diamond occurrence rate. You may notice that those same seeds generated extremely different maps in different updates; while most of it is biome-related, I'm sure that the caves are in different places too. Not necessarily bigger, but in different places; which is all it takes when your sample size is ONE. I'm quite confidant it would be possible (however unlikely) to find a seed which got more diamonds over the update as well.

    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)?
    Posted in: 1.0 Update Discussion
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    posted a message on Need help making a slow clock that does not burn out in SMP
    I expect your problem is more likely with un-isolated outputs rather than your actual clock. If any of your logic can "bleed" back into your clock, it could mess up the timing or otherwise break the clock. I figure that since you're working vertically, the chunk is still loaded, so that dodges that problem.

    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.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Undetectable Hidden Base
    ...very interesting. I have not seen such transmission quirks used for base entry before... I shall have to experiment.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Time control
    Time control in creative would be really nice. I do actually take into account the differences in day/night appearance when designing things.

    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.
    Posted in: 1.0 Update Discussion
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    posted a message on Video of the Enderdragon
    That's pretty epic. I would love to see the following;
    - 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.
    Posted in: 1.0 Update Discussion
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    posted a message on Ender Realm vs The Nether
    Having just seen the new video of enderdragons... holy crap. Yeah, the End is going to need some major mechanism for block replacement (I vote a weather effect where blocks fall from the sky like rain), but that's all it will need to be terrifying in a new, unique way... give it five minutes and entire continents will have been restructured. That's hard to deal with, but it's an interesting kind of hard. I'm starting to really like this.
    Posted in: 1.0 Update Discussion
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    posted a message on Ender Realm vs The Nether
    Part of the appeal with the Nether was that it was so very different. A whole world that actively rejects your intrusion, whose very makeup is antithesis to your existence. The rules were different; on the surface world, light and open spaces were your friend. In the Nether, light usually indicated danger, and caves were the safest place you could be. It succeeded as an inversion of the norm.

    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.
    Posted in: 1.0 Update Discussion
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    posted a message on blocs missing from the creative mode menue
    I'd be surprised if the goop ever made it in; it's essentially a modification of the Nether Portal blocks, and you can't place those either. I expect crystal will wind up on the menu once mousing over it no longer crashes the game.

    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.
    Posted in: 1.0 Update Discussion
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    posted a message on Floor "generator"
    If you're okay with manual reset/input, this isn't that hard.


    Green = down-facing piston
    Purple = side-facing piston

    :: :: :: :: :Lime:
    :Pink: :soil: :soil: :soil: :soil: :obsidian:
    :: :: :: :: :soil:
    :: :: :: :: :soil:
    :: :: :: :Pink: :soil: :soil: :soil: :soil:
    :: :: :: :: :obsidian:

    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.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Minecraft... What Happened To You?
    Quote from Doraku Guras

    Well.. I'll respect your opinion.
    But, honestly, it seems like you're drowning in a glass of water.
    Yes, there are some things that may be forced (like the food/potion example, but my answer to that is that it is just more difficult - ie you need more stuff - to instant heal, rather than slowly heal with a full stomach, which seems logical to me) but the definition you made, spawning, gathering resources, building shelter, exploring, dying of creeperstemia; it's still aplicable to the game.
    I see it as an evolution in complexity, which for a survival sandbox, I believe is a must.


    Regards,

    Drakus


    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.
    Posted in: 1.0 Update Discussion
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    posted a message on Thoughts on the new Mooshroom Biome!
    Quote from FireroseNekowolf

    It needs more pink-dressed princesses.


    I agree completely.

    In other news, milking mooshrooms for soup solves world hunger! Even for lazy people. (Still a concern for us nutjobs that live in the nether, but we're used to weird shenanigans.)
    Posted in: 1.0 Update Discussion
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    posted a message on Animal Breeding
    Quote from PsiWarp

    Notch should add a Stork mob that spawns when 2 animals are in love, and drops a new animal from the sky.


    I'd just like to say that this is, hands down, the best post in the thread.

    That will be all.
    Posted in: 1.0 Update Discussion
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