3 years ago, when I still played minecraft, I had a dream. I envisioned a skybound fortress of doom, laying waste to all my enemies. Hoping it to be true, I made this thread and began my fruitless labor.
Many came, and many had great ideas. Others repeated ideas. And a few argued about what counted as ideas. Though I stopped playing, I often caught wind of this thread's apparent immortality. The dream of flight lived on, and spawned a variety of incredible contraptions.
Mojang, at last, has provided the missing link. Pack your bags, move on...
...and create a free floating, self powered lake.
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Apr 30, 2014 Posted in: Redstone Discussion and Mechanisms
0Posted in: Redstone Discussion and MechanismsQuote from PokerFaceDavid
Image, Y U NO LOAD?! I want to see the design! D:
Don't fret, I have re-uploaded it for you:
0I actually love that vertical flying machine; I use it to airlift grass to my floating islands when I don't have silk touch.Posted in: Redstone Discussion and Mechanisms
^It is indeed very cool; I wish we'd get more stuff like that.
0TheMightyAnonym posted a message on Inventory Tweaks 1.61 (Jul 11)The problem is nodus added a hack to quickly empty chests to cheat in pvp. For example, a legit player would have to stand around and carefully clear out the chest of an enemy, but a hacker can take everything instantly and run away before someone retaliates. Since NC+ is currently built around Nodus' hacks, Inventory tweaks suffered the fallout. Since everyone blocks it now, I've more or less "moved" to creative mode.Posted in: Minecraft Mods
There are some new features that could sidestep this though, for example all items of one type can be stacked together with double click, which would reduce the number of clicks needed. Perhaps a mode could be added that uses these features? Further, I'd be willing to wait 2 minutes to sort each chest; it's too big a project for my brain to handle. (:
And yes, I ONLY play multiplayer. I used to do single player, but it just doesn't hold my interest anymore. If I were denied multiplayer, I'd probably leave minecraft. I don't hate it; I just like the unpredictability of other people.
0TheMightyAnonym posted a message on Inventory Tweaks 1.61 (Jul 11)Posted in: Minecraft ModsQuote from Kobata
Inventory Tweaks works with almost any mod, and even allows to sort the most popular mod containers. The main conflicting mod is Convenient Inventory, though there might be others. Note that servers can block InvTweaks from working correctly by using anti-cheat plugins.
Is there any possibility that you could add an option for delay to InvTweaks? A *very* large number of servers kill inventory sorting, and I don't want to script a sorter for Macro keys if I can help it. I'm willing to wait 30 seconds a pop if it means I can sort my 20 double chests.
Anyone else agree?
The reason it's disabled isn't because it's an unfair advantage, it's because hackers empty the chests of other players in pvp settings. I might as well not even use the mod anymore with all the servers that block it... :/
0Ah yes, forgot that rails break off now. It used to work, but no longer, which does indeed limit us to redstone blocks, unless:Posted in: Redstone Discussion and Mechanisms
The breaking mechanic can be exploited. This would greatly simplify piloting a flying machine, as the left click portion would happen on its own. Hence, the current holy grail I am after is indeed "point and spam".
Also, I fail to see how command blocks would help (and they wouldn't be viable in survival, so even less acceptable).
0I actually think leashes could have potential with their ability to be attached to entities (they could manipulate a minecart over a detector rail), although this requires McEdit at present.Posted in: Redstone Discussion and Mechanisms
Also, I don't understand what all this is about fuel and computers which keeps cropping up. If it's mods, allow me to explain why using a mod would defeat the purpose entirely:
A flying machine in minecraft is impressive because it would use simple components to create a complex machine. Modding introduces artificial complexity, cannot be enjoyed by players on *any* server, and is about as impressive as flight in a game like pilot wings.
Also also, I recall Jeb noting that glue would never be implemented.
Please refrain from discussing mods here, as such posts continue to water down this thread and reduce it into a swarm of poorly disguised bumps. The good stuff is dozens of pages back, buried and unlikely to be found by anyone without patience for such digging.
To recap all we know at present:
- A piston engine MUST have the rear block powered. In order to power it, you must create another rear block. This is why it appears impossible.
- Mobile power sources include detector rails and redstone blocks. Little else exists or counts.
- Flying machines CAN be made, but they require a pilot. Mechanisms include placing a torch, breaking a block, refilling sand, placing a lever, and more.
- Because of the implausibility of a truly automatic machine, the ideal flying machine would require a single cheap and easy motion by the pilot. If the pilot could simply face one direction and hold right mouse down, that would be EXTREMELY impressive. It's not impossible, give it a go guys!
0TheMightyAnonym posted a message on A good idea suggested in jestHehe, I'd love to see this implemented, but Jeb has a stated desire to prevent the game from "playing itself". Still, this could be balanced. For example, preventing its use on any block that has a blast resistance greater than or equal to stone would prevent cheap cobble farms and encourage clever traps and such.Posted in: Suggestions
Personally I think farming manually is playing Minecraft the "wrong" way, as Minecraft is about creativity. Manual labor should be discouraged, not the other way around.
0TheMightyAnonym posted a message on "Seecret 1.5.2" update added Steel wool and Redstone Wool blocksJust launch using the normal .exe instead of magic launcher or any other third party launcher. You'll get the update.Posted in: Redstone Discussion and Mechanisms
0TheMightyAnonym posted a message on "Seecret 1.5.2" update added Steel wool and Redstone Wool blocksWelp, I'm flabbergasted. Bamboozled even. Got home and launched Minecraft for some Redstone related amusement, and beheld this:Posted in: Redstone Discussion and Mechanisms
Since the update showed up only a very short while ago, I'll try to cover as much as I can about these new blocks; I recommend posting additional discoveries and machines built.
A shapeless recipe crafted from an iron ingot and white wool, this block didn't seem to have an properties at first. After some experimentation, however, this happened:
It breaks blocks! Automated cobble farms, free-moving, self-powered drilling machines, and many more creations are now possible! Not much more to be said other than that it cannot break anything which cannot be pushed (so your chests are safe).
The Redstone wool is even more ground breaking. It is, in fact, the long-awaited BUD block. Behaving like a cross between a 1-tick repeater and a redstone block, it responds to any block update, including things which *used* to give updates, like fence gates. Combined with steel wool and hopper carts, we may very well have a drilling machine!
The new block in action:
Try it yourself! Chances are that this will be nerfed/patched/whatever, so have fun and post your designs! (:
1TheMightyAnonym posted a message on Compact 3x3 elevator system using the redstone blockFigure 1:Posted in: Redstone Discussion and Mechanisms
Place a redstone block anywhere along the line like so:
Back pistons are sticky, vertical pistons are not. Uses buggy new piston behavior, so don't rely on it for any major projects! (:
Inspiration for the design can be found here:
Mine uses no repeaters, and is a bit faster. The downside is that over very long (150+) distances on servers, you're likely to sink a bit, take some rare suffocation damage, and possibly fall (obviously not a problem for transporting blocks). I recommend making a "launch" platform and riding it to the top. Also, don't forget to put a furnace or something on top so it doesn't break.
0TheMightyAnonym posted a message on Macro / Keybind ModIs there any way to store a line break in a variable? I'd like to have standalone readout for use with labels (I like that I can adjust the background's opacity), but obviously I would need it to place output on additional lines. I *could* use LOGTO or multiple labels, but then it wouldn't look as nice, nor would (in the case of multiple labels) it be standalone.Posted in: Minecraft Mods
As an example:
SET(@&readout, %HEALTH% %TIME% )
The above won't work, because new lines are read as new commands. Any bewitchery I can perform to make it work?
0TheMightyAnonym posted a message on Have you ever constructively used the IMPLIES gate?Posted in: Redstone Discussion and Mechanisms
It's basically a NAND gate with one of the inputs inverted. I think.
0TheMightyAnonym posted a message on Have you ever constructively used the IMPLIES gate?No, really. List its uses if it has any. Surely is must be good for *something*... but I can't seem to think of what. The IMPLIES gate seems to exist for technical reasons and nothing else.Posted in: Redstone Discussion and Mechanisms
0TheMightyAnonym posted a message on Macro / Keybind ModI'm more excited for this update than I am for minecraft updating.Posted in: Minecraft Mods
added SATURATION variable containing current food saturation variable (rounded to nearest integer)
YES! For all intents and purposes, this is more useful than HUNGER alone.
Added VEHICLE variable, which contains the currently ridden entity name
Once we can make custom GUIs, I'll be using this to make a custom "Pig mode" one.
Undefined variables cause entire string to be blanked out
Thank heavens! It was pretty annoying trying to narrow down the cause with 20 different variables being spit out at once.
Added option to tell flood protection to ignore messages starting with /
Fabulous! I haven't been using the flood protection for that reason, but now I will. Experimenting on public servers just got a little bit safer. A little.
*falls off chair*
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Nov 25, 2012Posted in: NewsQuote from MasterFenrir
Why not? The client has to do less, the server does more. You won't notice this in singleplayer, since it's just a server with a client. In total, it will do the same as before, just in a different way.
When you run a server for multiple people, yes, that's a bit heavier. But I'm sure they will code it properly.
You're referring to FPS. I'm talking about lag as in breaking a block 5 times before the server decides that you *actually* broke it. Further, even if the streamlining of code makes it so that servers don't have any more trouble than they do no, there's still on major issue: Lag will be more visible. For example, instead of just block lag and derpy inventory behavior, we'll enjoy sound lag (oh wait, we had that one for a while), lighting lag, etc...
If the server decides when x happens, and said server is particularly laggy, then the client will have to wait before it can see x. While this might block speedhack and the like, it's going to be horrid on servers that have less than optimal capabilities. Of course, it could be much less significant things that the server has to handle, or perhaps it could be dynamic. Only time will tell.
Nov 25, 2012Posted in: NewsQuote from Jake Von
Simple. You don't. It's impossible. Cannot be done.
Incorrect. It's coming out in 1.5.
1.5 is January ish, not the api
Nov 25, 2012Posted in: NewsQuote from EnzerDeLeo
But again, people are missing the second part where they stated at the panel that they are redoing a lot of code so that it is simplified and streamlined, so it takes less processing power to play the game in the first place. So servers will be under about the same amount of strain as they are now even while doing extra work and clients will probably not see any dip in performance in SSP.
Server owners will probably not install something that is going to limit their playerbase, that would kill their server and who wants to pay for a low pop server? The mods used by a server are only what are REQUIRED to join the server, I think things like inventory tweaks and such are not going to be an issue and can be installed by the client themselves and used on a server that doesn't have said mod. It is things that add new blocks or gameplay mechanics that need to be installed onto the server like any RPG mod or something like IC2.
I really do hope so. That makes sense, but I dunno if that's how it'll play out. Only time will tell.
Nov 25, 2012I have something of an awkward question to ask, as I haven't seent the same concern risen by anyone.Posted in: News
I greatly prefer vanilla servers, but at the same time run a few simple mods like Inventory Tweaks and fun stuff that chages the player models. I really, really don't want to say good bye to that and have servers dictate which mods I can and can't have.
And what if a server wants to run shaders? Will I have to get the shader mod? There's no way I can run that.
It seems to me that I'm the only one who really dreads the api, and I don't understand why everyone else wants it. :I
Nov 25, 2012Dinnerbone tells us otherwise.Posted in: News
- Will mods like Optifine be added to vanilla?
Sorry, but that sounds awful. I'd take vanlla gameplay over lag any day. :/ I could be wrong, but moar load on a server can't possibly be positive...
Sep 14, 2012Update: I stand corrected. Not only are villages oddly rare, but they also seem to be generated randomly. Several times I have observed villages that spawn in a given seed, only to find them non-existent on my next try.Posted in: News
Anyone else having the same problem? It might be that villages aren't tied to seeds anymore. There could be a few reasons for this:
- An accident.
- VIllages were a popular when abusing mapping programs like AMIDST; perhaps this was done to make servers feel more comfortable about sharing seeds.
- Villages were pretty common in flatmaps before; it's understandable why they would be scaled back like the slimes.
- Villages could be implemented into the presets, meaning they will be controlled by the presets and not the seed.
Further, I'm curious to find out if villages are static in normal maps. Presets are only possible in superflat after all.
Sep 14, 2012Posted in: NewsQuote from LadyPashta
What is the seed to the world you found the villages in, and what settings did you choose please?
Disregard the spoiler'd stuff.
Edit: Villages aren't tied to seeds anymore. See my post below.
I was rapidly deleting and making worlds just to test stuff, so I'm just pulling this one out of my butt:
I'll mess with things and see if I can get a simple seed that places a village at spawn.
Sep 14, 2012Posted in: NewsQuote from LadyPashta
Try my seed that puts you in between two villages on superflat in every other version except this one, then tell me they didn't change something with village spawn. -3414081329078608189
It's changed alright, but the fact remains that under certain conditions, villages still spawn.
- The base can't be any higher than a certain amount (but villages can in all kinds of places on normal maps...)
- The biome must be plains (isn't it always plains in superflat?)
- The surface must be a certain type of block (villages can spawn on sand and grass and a few others; perhaps all others are invalid)
I'm sure there are others, and even these requirements seem iffy. After all, the village in my superflat was floating 1 block above the sand.Quote from ZeroLinkYoshi
am I the only one that realises that adding and editing layers are actually there just not as buttons?
lets see... you built the building on the left in the first picture wrong.
Would I be correct to assume you are one of those kids who replies to youtube videos with "fake and gay"?
Sep 14, 2012Many of you seem convinced that villages can't spawn in modified worlds...Posted in: News
This world is just 1 layer of sand, and the village floats above it. The preset is "1;12;1".
Now for the amazing floating space village!
Aug 24, 2012TheMightyAnonym posted a message on 12w34a Snapshot Available for Testing!What the update says:Posted in: News
"Mobs can travel through portals"
What I hear:
"You can now terrorize spawn with ghasts! :D"
Jul 9, 2012TheMightyAnonym posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperNo hacked clients? Woo, no more diamond armor clad griefers floating outside of spawn on vanilla servers!Posted in: News
A few questions:
Quote from EvilSeph
- Will texture packs be server side? I'll miss being able to rotate between all my snazzy texture packs.
- Will *all* mods be server side? That's the impression I got. Fixes the infamous hacked clients, but also means no more optifine on every server.
- What if an *external* program were created to interact with the client? Wouldn't that mean hacks could still be possible?
- In the same vein as the first, what about, say, programs running to alter key presses outside minecraft? I helped with a "mod" known as AutoMine, which doesn't get installed it all - it simply tells the client what to do.
- There are servers that like to have a massive collection of plugins; if I want to play on 3 different servers, aren't I going to wind up with a massive mods folder?
Sorry for the lack of followup on the #Minecraft API meeting everyone, I'm busy moving!
Here are some unofficial summaries/logs from the first Minecraft API meeting:
Logs (meeting starts at 18:03):
Sandboxing of plugins on client/server (with possible user-accepted breakouts)
What does this mean, exactly? *is not technically inclined*
Native support for larger than 16x16 texture packs.
Variable texture sizes also available - any block texture can be any size.
EVEN MORE YES.
Jun 27, 2012TheMightyAnonym posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperThe good:Posted in: News
- More people will get into modding.
- More people will try mods, and be willing to use fancy stuff like mo' creatures.
- Servers will have more control over things.
- Mods will be more compatible and might not even need to be updated every time minecraft is updated.
- More servers will be willing to use cool stuff like the portal mod.
- Official support for modding.
The bad (take special note here; 100 good things isn't enough to offset the complaints generated by a single bad thing):
- Commonly created mods such as x-ray and "smelt dirt to make diamond" might flood the community.
- A significant number of servers might seek to add fancy mods, thereby reducing the options available for good, traditional SMP, as Xedearnal noted.
- If servers will be able to dictate if a client can have mods or not, they may deny ALL mods, even utilities like Optifine. Not to mention the breach of privacy if they get a list.
- If mods don't need to be updated alongside minecraft, such could mean less changes and snazzy updates to them; normally, a new version of minecraft marks a lot of new additions to a mod as well.
- What will happen to modloader? Forge? Magic Launcher? MCP? Will they be abandoned? What will happen to the mods that use them?
Jun 26, 2012TheMightyAnonym posted a message on Minecraft API Discussion - Sat, 20:00 CEST, #minecraftdev on EsperI'm worried about what will happen with mods like InvTweaks, macro keys and fun aesthetic mods that change player models.Posted in: News
If everything is run through the API and modloader (along with everything like it) goes bai bai, not only will a lot of small time mods prolly die, but server owners may be able to control whether or not a client can have mods at all... resulting in dozens of server owners being inclined to say "HAAHAHAHAHAHA NO MODS ON MY SERVER EVER", and disabling them entirely.
Either way, I foresee much turmoil.
Jun 21, 2012TheMightyAnonym posted a message on 12w25a Snapshot Ready for TestingIs there an application that can detect changes in the class files between updates?Posted in: News
Sure there is one, even if it isn't intended for minecraft.
Jun 14, 2012TheMightyAnonym posted a message on Snapshot 12w24a Available for Testing!Hmm, how would I go about converting a map to cheat mode?Posted in: News
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