It'd be easier to enforce than the current marijuana ban, at least from the supply side. Tobacco requires some pretty large fields to grow, unlike marijauna, which can be grown in a pot on your windowsill, and alcohol, which you can ferment in your basement. It's hard to hide a tobacco field. So we could probably take out the domestic tobacco supply if we were willing to put in the money, although we'd still have to face imports. From what I understand, though, the US itself is the major tobacco supplier (and we're already embargoing Cuba, another major supplier), so this would cut off the supply a great deal, probably enough to dissuade potential new addicts - if this was effective enough, we could outlaw domestic production but leave the consumers alone. If we accomplish this, it's just a matter of waiting for our current crop of smokers to die (which won't take long, since they're smokers).
Really, a tobacco ban is both more morally justifiable and easier to enforce than a marijuana ban. I don't understand why they would ban marijuana but not tobacco.
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Jan 16, 2013Typical_Name posted a message on What do you think it will happen if tobacco was ilegalized?Posted in: Politics, Philosophy, News and Science
Nov 28, 2012Something's been bothering me for the past few days.Posted in: Politics, Philosophy, News and Science
I was really looking forward to the Christmas party my friends and I are having, but I'm beginning to wonder if it's the right thing to do. I really enjoy having an excuse to buy gifts for people I care about and spend time with them, but the more I think about what Christmas is all about, the more I feel like I'm about to be doing something wrong.
Christmas, like all holidays, is irrational. Moreover, it is specifically a Christian holiday. As someone who has read the Bible, I know that Christianity is evil. Of course, Christmas isn't entirely (or even mostly) Christian; most of its traditions derive from paganism (which is little better than Christianity, being a religion), and from consumerism.
I suppose these sites can explain it better than I can:
Does this mean that by celebrating Christmas with my friends, I'm endorsing the proliferation of anti-scientific worldviews and embracing the unsustainable American economic culture that breeds inequality and debt? Or can I as an individual go to the Christmas party without actually endorsing what the holiday represents for other people?
I suppose it really boils down to me taking a deontological assumption that anything irrational is wrong, but also the utilitarian argument that what benefits people is good. Which is more important? Or am I leaving an option out?
Mar 16, 2012Typical_Name posted a message on AFTERMATH - Politics, Economics, Minecraft! [Extra Hard Mode!] [3.1.2] [Spoutcraft] [Nations] [iConomy]Posted in: PC ServersAftermath220.127.116.11:25571
*Griskard is no longer dead; he was pronounced Missing in Action, but was found several months later. He lives again.
The Nations System(Note: Nations system is currently being revamped for the new world, expect changes.)
The gameplay of Aftermath revolves around the ability of players to set up their own political entities. To make the system fair to both new players and veterans, there are various levels of settlements that players can create:
Hamlets are small plots with an area of 32x32 blocks. They require at least two people to create, and cannot attack nor be attacked in an act of warfare. Additionally, hamlets cannot maintain fiefs.
Towns are larger than hamlets, encompassing an area of 64x64 blocks and requiring at least three people to create. Like hamlets, towns are immune to warfare. Notably, unlike hamlets, towns are able to divide their land into fiefs.
Manors are the same size as towns, but only require one person to create. Manors are notable because they are the only settlement in which the citizenship is allowed to overlap with the citizenship of other settlements. This allows them to act as outposts for cities and nations. Additionally, they are able to maintain fiefs. They are able to participate in warfare (voluntarily or not), but are not able to go on the offensive unless aligned with an entity that is (a city or a nation). Additionally, a confederation of at least three manors is treated as a nation for game mechanics.
Cities maintain a sizable area of 96x96 blocks, and require three people to create. Like towns, cities can divide land into fiefs, but unlike towns and hamlets, cities are able to participate in wars (voluntarily or not).
Nations are large areas of the countryside (256x256) that overlap with smaller settlements, uniting them under one political banner. A nation requires four people to start. Newly purchased nations come with a city inside them and have all of the abilities a city does.
Fiefs are small (16x16) plots of land that only exist within larger settlements. Their purpose is to allocate private plots to players instead of trusting everyone within the larger area to honor each other's property.
These are the prices of each settlement tier; upkeep occurs every two weeks:
Fief - 500 * x^2, with x being the current amount of fiefs within the larger area (if more than one larger area is involved, such as a city within a nation, use the larger number). Upkeep of 350 per two weeks.
Hamlets - 3000, upkeep of 500
Towns - 10,000, upkeep of 1,250
Manors - 20,000, upkeep of 3,000
Cities - 50,000, upkeep of 5,00
0Nations - 100,000, upkeep of 10,000
Everything within the nations system is done with the simple, reliable Worldguard plugin. To purchase territory, simply let an admin know (such as by a message on the forums or ingame) and he will create the area for you manually. You can either mark out the exact area that you want or simply indicate to the admin which block you want to be the center of the area, and he will create the area around that.
Rules0.) Attempt to maintain an acceptable level of decency and common sense at all times.
a.) This is interpreted broadly at the admin's discretion. It encompasses spam, racism, anti-gay bigotry, stupidity in general, and more.
1.) I really shouldn't need to say this, but exploiting glitches and hacking are also against the rules (obsidian generators are ok).
2.) You may not make shop chests for the sole purpose of protecting your items. Shop chests must only be used for shopping, and should only be made within towns.
3.) Pvp (and griefing) is allowed, but it is subject to Rule Zero and Rule One. This means that you shall not attempt to circumvent pvp restrictions such as pvplogger, worldguard, etc.
4.) If I give you powers to help you with a special task (ie, if I give you creative mode to build something for me), these powers are NOT to be used to give you an advantage in your regular gameplay. Again, this should be pretty obvious, but it needed stating anyway.
For your greylist applications, enter in the following information:
Your In-game Name (When you register on our forums, please make your username there the same as this.)
What you like to do on Minecraft
Which number has a larger positive value, -1500 or 1000?
[Optional] An essay of any length on your favorite historical figure
Also, for those of you concerned, this server now uses Extra Hard Mode: http://dev.bukkit.org/server-mods/fun-hard-mode/pages/main/
You have been warned.
This thread will be updated as more features are added and clarified.
Aug 9, 2012[sarcasm]HAH! Evolution is a THEORY! If the THEORY of Evolution was a fact, they would call the FACT of Evolution, just like the Germ FACT of Disease, the FACT of Relativity*, and the Heliocentric FACT![/sarcasm]Posted in: Politics, Philosophy, News and Science
*Avoid this one in an actual conversation with Christians, some fundamentalists actually deny the theory of relativity because they think it's related to moral relativity.
Jun 22, 2012Posted in: Server Support and AdministrationOh yeah, and don't you have to have Bukkit for SpoutPlugin?
Yes, but he's been talking about Spout for pretty much the entire thread, not spoutplugin.
Of course, despite the fact that spoutplugin uses bukkit, some people will still think that it's anti-bukkit. You just can't win with some people.
Quote from ThePilotGuy
Please stop with the personal insults, like calling someone retarded. Argue about the post, not the user.
As someone who completely agrees with most of what he's saying, I have to agree.
Jun 8, 2012Some of the players on my server have told me that Minecraft is "too hard" and we should make it easier so that people will want to stay on our server. For example, a couple days or so ago some guy was wandering around and got blown up by a creeper. He was upset and basically said "OMG creepers blow up on this server?!? WAAAA I LOST ALL MY STUFF I QUIT" (he had apparently believed that since towns were safe from creepers, the entire world would be safe).Posted in: Survival Mode
Now, I think this is ludicrous. I'm of the opinion that if you're the kind of person who cries and leaves a server just because he got blown up, you don't deserve to play on a minecraft server. I only want dedicated, DECENT players on my server, not a bunch of whiny kids who can't play the game.
Now, don't bother me with "not all kids are immature!!11!one" crap. The "I'm mature for my age" line has become common enough that I won't believe it readily, so don't bother bringing it up. If you're mature for your age, I'll be able to see it in your actions (the server doesn't actually have an age limit anymore, I've found that the kids will often screen themselves out for me, like the above example).
I think Minecraft is WAY too easy. Honestly, once you get diamond armour (about four hours gameplay, tops), you're pretty much nigh-invulnerable to the environment. So, I was thinking of installing this plugin: http://forums.bukkit...2-5-r1-0.52728/
I would turn off the block-destroying effects and the constant nighttime, and maybe the long-range snipers, but overall, I think the plugin offers some pretty useful features. However, one of my players (the same one complaining that the game is too hard for new players) thinks that this will drive people away. I think that's absurd, but to be certain about it, I wanted to make a poll.
Jun 8, 2012The primary purpose of spawn is to be a safe place to live for players who haven't decided what town they want to live in (or don't want to live in a town), and a centralized place to easily do business. And sure, there's nothing stopping players from making their own farms if they feel that the public farm isn't big enough (or if people keep not replanting it or something). Although food shouldn't be much of an issue for new players, given the Baconizer...Posted in: Server Support and Administration
It's really not very hard to get out of, either, you just walk out the front door of the hospital (iron building with the big blue glowstone ball) and go in pretty much any direction you feel like (I would suggest forward into the mountains, or following the coastline to the left of spawn.)
May 30, 2012Posted in: Server Support and AdministrationQuote from AmberK
I'm sorry? How exactly are you getting these results? With one gigabyte of ram...
((1024 * 1) - 80) / 40 = 23.6
((1024 * 1) - 240) / 40 = 19.6
I cannot fathom where you got 8 people from.
Er... That's odd. I could have sworn it said /90 in the OP, not /40. Not sure how I misread it... sorry about that.
EDIT: Er, I reread it. It does say /90. Must be a typo?
May 30, 2012I'm not the greatest at ideas. It's obvious that my server is missing something, and whatever it is, it's enough to cause player retention problems, despite efforts from the co-admin and I to renovate the spawn area.Posted in: Server Support and Administration
One person who logged on today and probably won't come back asked me what our "goal" was. I told him that Minecraft had no goal. He then replied that he meant the goal of the server, apparently not understanding that a minecraft server is still minecraft. My bad internet connection gave out before I could respond to that, and by the time I logged back in 10 seconds later, he had left.
On the other hand, another player who logged on today and definitely won't be coming back was frustrated that he was unable to use cheat commands, such as /spawn and /set home. The conversation ended in him swearing at me juvenilely shortly before being banned.
Moreover, almost every new player that logs on seems to have no idea where they can build, despite it being obvious that they can build anywhere outside of a town (especially given that I explain it to them personally, assuming they stay long enough for me to type).
Similarly, a very common remark is "what do I do???" and "I'm board" (oddly, almost everyone seems to spell "bored" wrong nowadays). This concerns me deeply, because even though I originally joined Aftermath roughly two or three days after I bought the game itself, I still had a decent grasp on what I was supposed to be spending my time with (namely, mining).
So, what can we do to combat these issues? Obviously, the second one isn't something we can budge on (I don't care if "most" servers allow people to cheat, most servers are ran by children), but what kind of "goal" could the server possibly have, and how can I make it more obvious to people where they can and can't build? How can I make it even more obvious to people that they're supposed to play the freakin' game and not expect the admin to do everything for them?
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Mar 31, 2011It appears that we lack a big guide/help/advice thread on making cities, and quite often does this section get a thread relating to "What do I build in my city?" Here is my fix:Posted in: Creative Mode
- This will not tell you how to build your city block-by-block, but aid you in constructing one of your own
- Feel free to use this thread as discussion for city building. Please make any posted images relevant to your point
- This thread may not cover all known ways, but it will be a good start. If you have something to add/discuss, feel free to post it here
- When the thread refers to anything related to textures, it assumes you are using the original texture pack unless it is said otherwise
- This has plenty of room to change, especially in the image department. Please feel free to comment or criticize in a constructive manner
- Looking for a list of things to build and could care less about everything else in the thread? See The List
Currently at [v3.0b] with updates coming in early 2015. Not forgotten
Table of Contents
[Click the section to skip to it]
Your world is huge and contains plenty of plains to create upon. It also features vast forests, deep ravines, towering mountains, twisting rivers and endless oceans. It has pigs, sheep, cows, chickens, zombies, skeletons, spiders and creepers. You have grown an attachment to this world, and TNT or restarting is just not an option; there must be another way. You have built multiple houses in your ventures, started a castle that quickly felt the wrath of the creepers, and you even have a laboratory for your short encounter with redstone. However, there is one last thing you should try before you let the world drop to the bottom of your worlds list: cities.
Cities can be anything from simple to complex, from copy&paste NPC villages to highly unique. You don’t need to have anything specific before you build a city, town or village, you CAN simply think one day, “I want to build a city here!”
Before you start planning/building a city, you should know what you are getting yourself into. This thread will make building cities an art, having sections dedicated to parts that you could care less about. These are all guidelines and can be overlooked, just don’t expect the awesome metropolis that UserX built if you skip over everything. To start building cities, all you need to start off is time... lots of it. Building just about anything in Minecraft is a lengthy task, and when you are building many individual structures, it will take a while. So why spend the time creating them? They will do wonders for your world, especially if you put the time into making your save “Digital Diamond” worthy. You could give your world a background story, cultures and civilizations. If you are willing to go the distance, they can even show relationships between locations/countries, economies and politics. The best part? You don’t need to write that all out, simply plan/build it.
There are many people who struggle with constructing cities, however. These reasons extend past time constraints and limited creativity. I’ll highlight some:
-Creepers love cities. It is a fact. They will hunt you down and blow a hole in your work. No exceptions
-Cities will take large chunks of time to complete, and not everyone is willing to put that much effort into them
-Is the glass half full or half empty? You will likely come face to face with reality: is that city dead, lacking all life, or are you building new civilizations with your bare hands?
-BUILDER'S-BLOCK! See below. It’s a horrible Minecraft sickness that mentally prevents you from building anything
Cities do take a lot of time to build, and they can take a lot of work done right. This guide will attempt to help you build a city right the first time so you don’t need to redo them. It will also assist in making cities more intriguing to other forum users. I will attempt to keep up to date so long as there is the need to keep it so.
Cities, Towns and Villages
There are numerous definitions for cities, towns and alike, and there really isn’t a fine line to tell them apart in the real world. However, we can define them to our liking. For a general outline, I’ll recommend this:
- Metropolis: Bigger than a city, a metropolis is a hub of economy, politics and culture. These would only exist in modern and maybe industrial styles/time periods.
- Cities: Large population centers, and (depending on the time period/style you are using) will have the toughest defences (a Roman city would have had massive walls, but does any modern city?) having walls, turrets and active guards at all times.
- Towns: Towns are lesser cities; being less grand and having not as much defence when applicable (think walls and a watch tower). Generally, a town would hold a population about five-eighths to two-thirds of the population of an average city.
- Villages: Think of Mob Villages already in Minecraft; tiny gatherings of houses with a minimal population. They would have poor to no defence, and would have a maximum of half an average cities population.
You may not be aware of this disease, but I guarantee you have encountered it. The Builder’s Block mental sickness has affected almost every Minecraft player at least once, and it is quite common. The disease is contagious, but in an odd manner; it will force someone to present the sickness publicly through a very uninformative and rushed forum thread. Humans are not susceptible to this form of transmission, however, and often find themselves trying to assist the victim by replying to the poorly created thread, often failing to do so. Fortunately, the sickness has not been proven to be fatal, but it has been known to mentally strain players who are affected.
There is a vague list of symptoms one might expect to feel. You may have Builder’s Block if you have something along the lines of the following:
- Lack of ideas to keep you busy in Minecraft
- The sudden disinterest of continuing a project in Minecraft
- Feeling bored
- The urge to hit one’s head against a nearby wall for ideas
- Uncontrollable urges to press [ESC] and [ALT]+[F4]
Treating Builder’s Block is usually harmless. First, attempt to ‘mine it off’. That is, mine for resources you may/may not need. If you are not willing to spend up to 3 hours trying to heal your sickness, try one of the following to get inspiration:
- Google: Look into random things like your favorite video game level or let’s play person.
- Minecraft Forums: Search the forum for other people’s projects and opt to help them out. DO NOT POST A THREAD; it will probably be overlooked or turn for the worst.
- Minecraft: Explore. See if something demands a structure or statue. That overhang is screaming at you to become an awesome hanging city.
- “THE LIST”: Directly below this section is “The List”. It is a massive compilation of things you can build
Looking for a list of things you can add to/build in your world? Below is a massive collection of structures, landmarks and other man-made ideas that are not limited by themes/styles/time periods. Feel free to use Google to learn about the things you do not know of.
Aether Portal LaboratoryFeel free to post your additions to this list.
Airport Control Tower
Asylum (Comes in a variety of purposes)
Bomb Shelter/Safe House
College (Academics, Magic, Mining…etc.)
Explosives Testing Flat
Flag Pole (With flag)
Government Building (Ex. Parliament Buildings, White House)
Meteor Impact Site
Mill (Lumber, Reed, Wheat...etc.)
Mine (Open Pit, Shaft, Strip)
Mob Examination/Testing Facility
Mob Spawn Building
Nether Portal Laboratory
Nuclear Missile Drop Tower
Nuclear Missile Testing Town
Oil Rig (on sea)
Orchard (Apple, Cherry, Orange...etc.)
Power Plant (Coal-Powered, Nuclear, Wind Turbines...etc.)
Redstone Facility (Place for redstone mechanics)
Space Ship Launch Pad
Store (Food, Supplies/Blocks, Tools, Weapons)
Subway/Mine Cart System
Tool Manufacturing Factory
Train Repair Facility
Walking Path (Through a forest/park)
Water Treatment Plant
Water Wheel Building
Basis of Building
There are a few things that form the very base of building a good looking and functioning city. The Elements and Principles of Building are what make up a city in theoretical manners. You should never just toss an element in because you like it, but work it into your plans. Otherwise your city will look bad and will not attract much positive attention.
The Basics of Building are basic elements that make a city look more like a city. They are small details that are not noticed until they are not there. Add them in where possible, but remember not to overuse things.
Elements and Principles of Block Building
Something to keep in mind if you are looking for a very awesome city is the Elements and Principles of Art/Design. Of course, these are mostly for cities that are being laid out before they are even built, but they can also be used unintentionally. To make the elements and principles more relevant to 3D pixel/block construction, I have altered the names and details of “The Elements and Principles of Design.”
- Layout: How easy it is to get around the city If your city has an unorganized layout, it may be difficult to get to a certain point. A good layout will allow players to get around easily, not deterring them from exploring. This is derived from “Line”, the connection from point A to point B.
- Shape/Form: The shape of buildings The shape of buildings will define a city. Square structures are very common, but triangular roofs are god houses, and long, flat roof houses are nice desert structures.
- Colour: The colours that define the city; could be used as a flag This will assist in unifying the city. It does not need to be complex, a simple 3-colour pattern can do (the French and Italian flags are just that). The colours could also determine relationships between cities (where colour selections from the colour wheel dictate friends/foes/neutrality).
- State: The state of the city: ruined, thriving, forgotten, ‘gold rush’…etc. The state of the city is very important when planning out a city. A thriving city will be much different than a deserted town, and it will also look different. This is derived from “Value”, using the lightness or darkness of colours to create contrast.
- Texture: The type of blocks used in buildings, streets, city clocks...etc. Making buildings look like they belong is a very important thing. Correctly using blocks to unify everything will make a good city great. This is a redefinition of “Texture”, which is implying texture on an artwork.
- Space/Perspective: How the city is built (Location, size/style) Using plains, cliff overhangs, floating islands and everything will affect the perspective on the city. A town built on a plain will be thought of as a ‘cookie-cutter city’ that lacks anything unique (which could be what you are looking for). The city built on the tip of a cliff overhang will seem superior and powerful. My personal favourite (which I still have yet to build) is the hanging city. It appears as a stealthy city holding something that doesn’t want to be found, like amazing architecture or treasures. This a redefinition of “Space/Perspective”, in which one manipulates positive and negative space, and uses perspective to give a 2D or 3D look.
- Pattern: The style of buildings and how they relate to the rest of the city Going hand in hand with “Unity” and “Texture”, pattern is used to make the city not look boring and uninteresting, but unique. Yet, not so unique as to make everything seem different in a bad way. Add unique patterns to a base building blueprint to refresh interest in your city.
- Rhythm/Movement: How easily the city can be navigated without a map Generally, if you need to hand out a map to every visitor, your city is way too confusing. Label structures, have some form of Main Street, and make popular things easy to access. Also, you should keep a realistic approach to building locations. Factories are not built beside a suburban location, nor are mine shafts right outside the town hall (well, this might be an exception; the game is MINEcraft).
- Proportion/Scale: Fitting the city to a proper size Don’t unendingly expand your city. Fit the city to the landscape and its purpose. A logging town isn’t going to be more than a gathering of a few houses and required mills, nor will that easily fit inside a dense forest. And that huge flat plain can be a creative location for a city, assuming it is built correctly.
- Balance: How effective the city building layout is Balancing the building layout is integral to planning a city. You don’t want to get people only to visit one half of your city, nor do you want to have to hand out maps so people can find buildings, so balance things out. Spread out important structures and draw attention to otherwise unnoticed ones.
- Unity: How well the city seems to relate to itself Unifying your buildings is important so that people know where they are. An un-unified city will have people getting lost, or, even worse, not know which city is which. Unifying your world of cities could create distinct countries or cultures.
- Emphasis: Emphasize buildings to have them stand out Emphasize the importance of buildings. Banks, stores and government buildings are very important, and you want them to stand out. Office buildings, houses and warehouses are expendable, so don’t needlessly make them over-detailed. On the other hand, if a big corporation owns the town, do you think they would have a copy&pasted design, or a towering 50 floor skyscraper with oversize windows.
The basics of building cities are really what make it look real. This isn’t about the actual basics, but what is missed when it’s not there. These are, rather, small details that will help you differentiate one city from another, and will help your city not look like you used MCEdit to copy&paste a building over and over.
- Names: Simple and straight forward. Adding a name will not only help you know which city you are in, but it can also develop background, allude to the towns purpose and give a sense on how big the cityis. Really large modern cities may have districts which differentiate the purpose of sections (seeing as modern cities are more self-sufficient).
- Unique Architecture: Cities shouldn’t be cookie-cutter buildings. Square/rectangular structures are fine, but they can get really repetitive fast. Having a variety of architectural designs (like rounded buildings) can only go so far to avoid this. Have cities with their very own architecture not seen elsewhere. This will help create an interesting atmosphere and gain the interest of more users. Some searches on Google for abstract architecture can really pay off.
- Organization: Keep things well organized. The last thing you want is to get lost in your own city because, chances are, any other person will only get more lost. Lay out plans that are logical and easy to understand (ever wonder why roads are really straight with buildings on the side nicely labeled?). Keeping things well labeled and sensible will aid in making a user-friendly environment which will get you more popularity.
- Standards: Should be used sparingly. Standards are how you build/construct/place one thing over and over. Having to many standards will give you a very bland and repetitive city, while not having enough will leave one wondering if one city is five. Leave the bigger things standard-free, like buildings and statues, but put standards on the small things like roads, lampposts and signs. You could even make rooftops the same colour to denote a certain kingdom.
- Locations: To prevent a city from being a building after building scenario, try adding unique locations like parks, statues and monuments. This will spike interest and likely grab the attention of more users. The amount of unique locations you need varies on the size of your city (tiny cities need next to none, while huge metropolises will need tons).
"Don't build a building for a purpose, put purpose into a building."
Styles and Themes
First off, this is my opinion and should not be considered official.
Styles and Themes are important for constructing many cities in one world. Though they sound very similar they are actually very different. Essentially, STYLES are how you build something and THEMES are what you build.
Use of styles and themes can really help make your world look good as a whole.
Styles in Minecraft are important because they denote a medieval town from a modern city. A style is how you build something. Below I will describe a few styles – not all of them, just some unique ones that I can come up with. It should be noted that these styles will be based off North American/European history (as I know them the best, and it seems most people already favour it).
- -Minecraft Old is slightly different from Minecraft New. Minecraft Old is the Medieval version of Minecraft. Cities hardly exist, instead Castles are built with towns inside their outer walls. When building walls, they should be tall and thick while the corners of a wall (the inner wall at the bare minimum) should contain a turret. A nice wall for a Minecraft castle is about 2x12 with turrets that go about 15 blocks high, of course you can set your own standards too. Just to point out, a castle doesn't always have a moat, it was used for defence for castles that rested close to the sea level/where built on fields. Common building materials include wood/log and cobblestone.
- -Minecraft New is the time of the New Land (North America) settlement. Contrary to Minecraft Old, castles are extremely rare. Forts are constructed as a replacement and differ because a fort is more of a military force than a place under someone's rule. Forts usually do not have towns next to them like castles did. Settlements in Minecraft New vary in their size, but are usually surrounded by some form of light defense (such as a fence or short cobblestone wall). Light defensive towers do exist in larger towns, but nothing of the massive stone turrets a fortress may have. The most common building materials include wood, cobblestone and brick (on occasion). Smooth stone should not be used for a building material (people carried rocks to build a wall, not rock walls).
- -Redstone Punk is a hate-able name for Minecraft’s style of steam punk. Steam punk is a cross of fantasy and science fiction where steam-power is prominent. Redstone punk is Minecraft where redstone use is huge and fantasy exists. The world thrives off the existence of one or two massive metropolises, and cities look like towns with industry thrown on it. The fantasy bits come in because it would be perfect to have a huge metropolis on that floating island.
- -Industrial is a more modern feel, think around the era of WWII. Factories, warehouses, companies and all are very big, while castles and forts are historical sights. Buildings in these cities should be huge in comparison to those in the other styles, and these cities should not be surrounded by a wall or such. Often a city will have districts that keep things organized. The main building materials include smooth stone, ore blocks (iron, gold, diamond and lapiz lazuli so long as these ore blocks are not abused), brick and glass. You may also consider making districts (sections of the city for specific purposes, eg. industrial, housing..etc.) as it is very rare that there are houses next to factories or ports.
- -Modern is a recreation of right now back to the post-cold war era. The world isn’t all about new, it’s about better. The economy is rather stable, and rebuilding/refurbishing old castles and forts is affordable. Architecture is being revisited with new ideas, and big industry has turned into environmental concerns. The materials are parallel to the Industrial style, but skyscrapers and office buildings feature huge amounts of glass. When you build a large skyscraper, it should avoid the classic box design (think round, triangular, angled…etc.). Building a few castles that are being rebuilt can also be a good investment.
Themes are not necessary in every city you have, but they do help make a difference between cities. Themes are ideas your city is built around. A good example of a theme for Minecraft is a mining town theme. This would mean that most of the buildings are wooden shacks with a mineshaft/pit nearby or inside the town among other utilities for miners (tool shed, warehouse...etc.). I'm not going to list a bunch of themes (I don't feel the need to), just remember not every city needs a theme, otherwise everything is so different that nothing seems to connect.
Anyone who has ever played Minecraft knows how important materials. For instance, cobblestone is the best building material because you are always trying to get rid of it (or at least when playing survival). Materials are a critical part of a city, and not just because they determine how good your city looks. To make the best city possible, it is important to determine the materials to use and how to use them. Do note: This section is not written in stone, and can easily be debated, please feel free to share your opinion.
There are 3 basic categories of materials: Base Materials, Secondary Materials and Detail Materials. Whether or not you use them is your call, but they all do something to a building. The last thing I want to say before I begin is that rules can be broken when done right. If you know what you are doing, feel free to ignore every single thing I say not to do.
We all know what a Base Material is: whatever you want to build the building out of. Usually, the base material is some form of raw block like cobblestone. As you need stacks upon stacks of this material, it is highly advised not to go with something less common than brick, and even then it may be difficult to amass enough of it.
I recommend avoiding expensive blocks, even if you aren’t in survival. The block value greatly decreases in large amounts and has a much higher probability of being an eyesore. Diamond, gold and obsidian blocks are these kinds of materials.
As you probably know, different base materials define the style of building. You remember styles, right? Wooden planks, cobblestone and wool all give a more medieval look to a building while smooth stone, stone brick, glass and clay brick can look quite modern. From what I have seen, iron bocks, white wool and obsidian seem to be big for science fictional creations (well, a wooden spaceship would just look stupid).
Generally, a builder will construct the creation with the base material and then add the secondary and detailing materials afterwards. However, if you’re working with difficult blocks (smooth stone or obsidian (I warned you)) then it may be much faster to incorporate them as you build
For example, here is your wall. The base material is smooth stone.
You have you cube household of wood, but it looks boring and uninteresting. Secondary materials will add the interest that the base material cannot achieve alone. We all know 1 material on a wall is boring, but checkering between 2 materials grabs people eyes. Welcome to Secondary Materials.
The use of secondary materials is to change up the solid block wall you have, whether it is by crossing 2 materials or outlining a buildings edge. Once you have you base material, replace appropriate blocks with a secondary material. As you will not need stacks upon stacks of secondary material, you can get more expensive. Gold trimming might just be what you’re office building lacks. Some ideas are smooth stone, wood logs, ore blocks, cloth, obsidian and so on. DO not forget to stand back and see how your creation looks. The worst thing to do is outline everything in obsidian and realize the building looks horrible and you need to tear it down.
So now you have an interesting wall. The next step is detail materials. You want windows, you want furniture, you want an entrance. Fill that empty shell of a building you have: use glass or glass panes for windows, wood stairs for chairs, a fence with pressure plate on top to make a table and even more. I told you this wasn’t an interior decorators guide so find out what looks good for yourself.
The idea for detailing materials is to add the function or extra bit of interest in your creation. Whether it be window sills, shutters, tables, chairs, fire places or whatever, put function into that building
Typical techniques in building require patterns, as I said above. What a pattern does is make something stick out (such as obsidian against stone), and so a smooth stone/cobblestone checkered wall will get the first look over a plain cobblestone wall. You don’t need much imagination, an easy checkerboard pattern will work, or maybe you want to seem imaginative and go for some patchwork of cobblestone on the smooth stone wall to make it look aged and ruined.
You would be surprised at the amount of people that hate the use of certain blocks for their looks. If you decide to use these as building materials, expect a lot of mad posters.
-Cobblestone: Apparently a small portion the community thinks it looks ugly, period. If you use it at all, they will either post their hate or ignore it completely. However, it is generally accepted that it looks bad when used excessively (like as a base material). Cobblestone is best used in patterns (whether as the base or secondary material).
-Gravel: Well, since this thread began, gravel received a nice texture-fix. Although still not pleasing to build with, it can be used well for flooring or regenerating walls.
-Diamond/Gold Block: When overused, it tends to scream hacking and looks terrible. It’s good to build with, don't get me wrong; just don't make a building of mostly diamond/gold. Iron tends to be more acceptable, but still add some limits.
-Using anything in large quantities will gather a load of complaints. Space things out well, and add patterns and people might accept your iron/gold/diamond wall.
Texture packs: the bane of the Minecraft Builder. If you ever plan on releasing a world file to the public, you must be very careful in what texture pack you are using. Why is this? Because texture packs have the tendency to make blocks look very different.
The above image is split between a custom texture pack and the default (left being the custom one and the right being default). The place looks a bit different with the texture packs, especially the brick. In the custom texture pack, clay bricks are grey and change the atmosphere of the place. In the default, the brick stands out against the grey everything-else, while the custom texture pack sees it being more fitting.
This is the kind of thing you want to be weary of when building a “public world”. There is a basic rule for this situation: have the default texture pack in mind when building. Most texture packs follow the default textures, so it is the safest bet. If you have a very specific texture pack that steers away from the default texture pack, include it and tell people to use it. The worst thing is to have people looking at your creation the wrong way.
One of the first things to consider when building a city is how you design it. There are 3 used plans, and a 4th that is just not bothering to plan it out. You can follow a certain design, make a hybrid or make your own design with some of the guidelines here. I'll outline the patterns, not tell you how to build them.
Designing a city does have some standards that you may wish to follow: Town halls are always in a city, while churches should be used for the Minecraft New & Old styles. A main road should connect these buildings to the main exit of the town, and it is very plausible to have smaller roads branching off for larger cities.
Suggested Style: Industrial
-Easy to expand
-Looks neat and organized
-Easy to traverse
-Only effective when there are a dozen or more buildings
-It gets repetitive fast if you don't have new building plans
The grid-line pattern is a pretty basic pattern for anybody to use. Many cities today use it which is why I recommend using the Industrial Style, not to say that it wouldn't work with others. The entire city follows similar guidelines to keep things looking organized (all main roads are 3 blocks wide, while side roads are only 2), but this also means things get boring fast unless you have interesting building designs. Once you have 5 buildings in a row of very similar materials, shapes and sizes your city becomes repetitive and thus an eyesore.
Suggested Style: Minecraft New & Old
-Easy to expand
-Little planning required
-Doesn't need lots of buildings
This pattern is really just a collection of buildings with roads winding through it. It is highly effective in giving a village the "this is a remote" atmosphere to it. This design has no cons, but peoples preferences may lead to them avoiding this. There isn't any specific guidelines that must be followed, just put buildings here and there and have roads between them.
[No image available]
Suggested Style: Any
-Looks really good
-Easy to defend
-Easy to traverse
-Tedious work to setup
-Can't really expand
The tiered pattern is a really interesting pattern. It uses different heights to show what life-style the people live in. Imagine a castle on a hill. At the bottom you have houses, above that are markets and smiths, and at the top is the keep. Take this, but down-scale it and it might not have the keep. The idea is to have houses on the lowest level, markets and higher labor workers (smiths, tailors and craftsmen) on the second, and the king/government/church at the top. However, setting this up requires large amount of landscaping, so don't expect an easy job.
Note: you can get away with having 1 road from the entrance to the top tier, just ensure to leave walking room between buildings.
Suggested Style: Non-Industrial/Modern
-Looks really good and unique
-Easy to traverse
-Simple building style
-Size is limited by time
The radial pattern works in a similar way to districts, but everything is branching out from a central point. You can arrange this pattern to function like the tiered pattern, both function like an onion: layers. The tiered pattern focuses on authority/riches/royalty while the radial pattern focuses on importance/defence. The focus of the radial pattern is the center point. Usually, the center would be something akin to a political structure, but if your city has a theme it could change (to a massive mine for a mining town, or a military headquarters for a military city). Expanding is easy, the only thing to be cautious about is centralizing the important structures.
It doesn't matter what design you pick, but I'm going to reference the standards I went over before as they come in handy when designing a city. Pick how you want your city to look. Do you want to give houses yards in front/back or have them right up against the "curb". Do you want all buildings in an area to be two or more stories to make it look like downtown, or keep them to one story suburbs? These things will denote exactly what you can do to your city later.
Districts have been mentioned more than once during this guide, and yet I think I can still make a section out of it. The point of having districts is to concentrate buildings of a certain type to keep your city organized. Usually, labeling districts isn’t required; the change of materials/structures should be a give-away. However, one may still wish to add in signs for aesthetics.
Determining if you need districts
Only really large cities are required to have districts, especially in Minecraft. Small cities would not be ideal for districts, but a huge metropolis would be confusing without them. A city that one builds casually will not run into the need for districts, but a city coming from an expert builder (in scale) is highly likely to include such a feature.
A couple projects I have found can give you an idea on how large a project must be to create districts:
The Horizon City zombie apocalypse map: When completed, the city is supposed to be 1000x1000 blocks. The only way to keep players sane (and not lost) is to separate the city into districts.
The Mineton city: It’s massive, it’s based off real architecture, and it’s quite cool to look at. Although it lacks specified districts it does separate out into downtown, suburban and farmland locations.
Building a city with districts
Casual players be warned: planning is a keystone with districts. And not the 2-seconds-in-MSPaint kind, the hour-long-brainstorming variety.
To build districts, you need to plan, heavily plan. What do I mean? You need to know what you are building, where you are building it, and how big it is. In other words:
- You need to know what buildings are going into your city. The whole point of districts is to separate different types of buildings (mining, processing, storage, housing…etc.)
- You need a location, and design around that. If your city is by the coast, you’ll probably want some form of docks incorporated. If you’ve got a narrow space, you shouldn’t design a large city to find out it won’t fit.
- You need to scale your districts appropriately. Cities will often focus around a few key districts, and so they will be larger than others. Also, you need to make sure there are enough buildings in each district and make sure the player can always know which district they are in and when they enter a new one (you can do walls, signs, different building materials, different building architecture…etc.)
This is mainly for those interested in making kingdoms and alike, but it can apply to cities/town. Giving your city history can make the world more interesting. If you are making a city, then you can add monuments/memorials/statues for certain wars/battles/events. Maybe there was a huge Creeper War where half the city was destroyed (in which case you would build a statue of a Creeper or have a blasted building/wall), or was there an earthquake that split 1 island into 2? Adding these can take up empty spaces and make potential players more interested in exploring the city. The theme of the city could also be related to any events that happened (a miner town with lots of gold left over from a gold rush). The city could even be named after events (using the previous gold rush example, the town could be named Yellow Cliff).
If you are making a kingdom, you can go a bit farther with this because you are not limited to the city limits (not that you were before). You could make the events rather than represent them only in cities. Maybe there was a meteor shower that demolished a town, leaving behind lit netherrack and lava, or perhaps it was there a gold rush near a mountain, in which there are many abandoned mining towns lying around with mines speckled with gold. You could even make cities enemies of each other by creating battlefields between them (whether crater filled plains or empty, collapsed trenches).
Ancient Golem, created by FirstBreed
Going past the basics of building would mean you wish to do architecture. Of course this is optional, as you only really need the basics to make amazing things, but architecture tends to make them different. Making nice building designs is what this section talks about.
When talking architecture in Minecraft, you talk about many things. Basic architecture is the shape of your building. Average player architecture brings around things like roofing (using steps), shutters for windows, fenced yard...etc. Advanced architecture is above all of these. Adding things like second story balconies, interesting columns, statues and grand staircases are example of advanced architecture. A good thing to note is that architecture really makes something stand out and adds a level of detail into the structure, making it much more eye pleasing (meaning people will look at it longer).
Advanced architecture is a great way to create an economically diverse city. Higher class buildings would have a lot more architecture than a lower class home (assuming the lower class has any). These upper class buildings may also include higher ceilings, art galleries, new ways for lighting (glowstone hanging from a pillar of fence posts)...etc.
Detailing a City
Bringing architecture into the entire city is not only easy, but it is very effective. There are plenty of small things people don’t always notice directly, but it adds to the entirety of the area. Lamp posts, a common example, aren’t individually noticed, but without them the city looks barren and deserted. In combination with seemingly small details, you can add history to an area.
To expand, one can add architecture and structures that aren’t so common. Roman aqueducts and underground sewers heavily inspire players to explore the corners of your city to see if you added secrets. Combine that with secret rooms, some “easter eggs” and your city will reward players if they look around your creation.
Building with Pistons and Redstone
Redstone can do some interesting things to a city, although more limited to non-historical styles. With the addition of redstone lamps and pistons, there are many more things you could do past the few I mention below.
Have you ever built a large warehouse? You may not know how to make a 3x3 opening door, but try a 2x2 piston door attached to a lever. Or perhaps have hanging lamps you can turn on/off. Of maybe you don’t have a warehouse, but that mansion is missing something. Try having pistons pushing and retracting lamps along the yard; a sort of night light system.
Having a redstone punk world changes lots of things. Automated doors and lights are likely what you’d start with, but dispenser storage, redstone detection systems and traps shouldn’t go unnoticed. And what happens when the main power is cut off inside the massive airship you built? Think you are clever enough to make an emergency lighting system (redstone torches activated when the main lights are not)?
Not to forget the classic hidden doorways stashed around servers. And with the upcoming tripwires, more things become possible.
Building to a Scale
There are a couple ways to build to a scale in Minecraft. The first way is to rebuild something, usually an image or graphic, using blocks (represented in an image by single pixels). This is commonly done through, but not limited to, pixel art. This is easy to accomplish and requires minimal amounts of skill in the game. The second way, however, is much different: it is rebuilding an object in Minecraft using recorded dimensions, images and alike. This requires extensive knowledge on the topic and a large amount of resources to complete. There are many projects where people try and recreate buildings or vehicles in Minecraft (such as the U.S.S. Enterprise or the Titanic). Advanced players will use a hybrid system in which they use given details of an object combined with fitted images to complete their project accurately.
System 1 – The Grid Line Technique
When planning a large project, many people use simple image editing programs (such as MSPaint or Gimp) to make blueprints. This technique is very effective as each pixel in the image becomes a block in Minecraft. However, people often want to recreate stuff from real life, and so it becomes a lot more complicated than building it pixel by pixel. The fix for that is a technique widely used that is based off the Grid Method created by Leonardo Da Vinci (where you would draw grid lines on an artwork and copy the image over square by square). The Grid Line Technique (as I shall call it) is a method of blocking out an image by using squares (so that you can build it in Minecraft square by square).
First you find a reference image to use (make a back-up in case you need to refer to the original). For this example I shall use the older Mojang Logo. Do note I am using Gimp.
Next you create a grid. Gimp carries a useful tool that allows you to configure a grid on the image. This is useful because MSPaint may have the grid option, but it shrinks as you zoom, and I don't have Photoshop to comment on it. To access Gimps grid (for the image) go to "Image>Configure Grid..." and "View>Show Grid" to see it. I have set my grid to 12px X 12px as the image is 200 pixels large.
The last step is to decide what a block is and what isn't, because I guarantee that the image doesn't perfectly fit the grid. The general rule is that if the square has most of the object inside it, you make it a block. If the object is barely/somewhat in the square, blank it out. If it’s 50/50, then make it a block (or half block if it works). Tip: if you use this technique for graphics (as these images were originally intended, not to say this won't work as a statue) then you use the colour at 50% alpha/transparency.
I removed the grid to see the final plan, and this is how it turned out. Now you have a Minecraft friendly image of the Mojang Logo (or whatever you used as an image).
But wait! This isn't building to scale, just remaking buildings in Minecraft. Why did I go over the above despite the section being titled Building to a Scale? Because you need to get your building plan before you can scale it. The task is much easier now that you have the Minecraft friendly plan.
Right now your image is blocks, and if the image is 6 squares wide but the image is supposed to be a house that's 18 blocks wide. Because you just spent awhile making the plans from above, you just want to build it and avoid redoing what you already did. Since the image is in equal blocks, it’s safe to assume you see it with a 1:1 ratio for scale, meaning every block in Minecraft is a grid square on your image. Basic math tells us that 6x3=18, so a 3:1 ratio fixes your problem because 3 blocks in Minecraft equals 1 square in the image.
Let’s change the example so that the image is 18 grid squares in width, and your statue is supposed to be 6 blocks wide. You can reverse the 3:1 ratio so that you get a 1:3 (where every block in Minecraft represents 3 grid squares). Now down-scaling is not optimal as the above Grid Line Technique does just this, and you lose a lot more detail when 1 block means 3 squares.
System 2 – Realistic Scale
Welcome to engineering class, where your simple Minecraft creation becomes a massive project despite being the size of a fishing boat. Using realistic scale is very, very helpful when building massive structures or vehicles (like the Titanic, the U.S.S. Enterprise, or New York). In a nutshell, you gather as much information on the creation in question: dimensions, materials/colours, builders… mostly dimensions.
Minecraft is great for rebuilding things as everything in the game is the same size: 1 meter x 1 meter cubes. Like the gridline technique, you’re converting real dimensions into MC Cubes. I don’t need diagrams or pictures, just know that having a 1.5 kilometer spaceship does not mean a 1.5 kilometer Minecraft creation (unless you want that).
Oh, one last technique: eyeball it. Double check your vision and rebuild the creation just as you see. It might not be scaled or too detailed, but it’s quick and easy to do (although, not easy to do well ).
Versions are changed on the amount changed (so if a new section is added, expect the version to go up, while a few additions to some of the existing sections will just be an update)
V3.0b<br>-This is now in a spoiler and a code tag<br>-Complete revision following the ‘Materials’ section<br>-New ‘Texture Pack’ section<br>-New ‘Building with pistons and redstone’ sub-section<br>-New text<br>-New images<br>-Spelling/Grammar fixes<br><br>V3.0a<br>-Complete revision up to ‘Materials’ section<br>-New ‘Elements and Principles of Block-Building’ section<br>-New ‘Cities, Towns and Villages’ subsection<br>-New images (need more)<br>-Converted final blurb into ‘Final Notes’<br><br>V2.2<br>-A couple spelling fixes<br>-Minor grammar fix<br>-Added more to the building list<br><br>V2.1<br>-Fixed post up for new formatting<br>-Added more to the building list<br>-Minor spelling/grammar edits<br><br>V2.0<br>-Added ‘City Designs’ section<br>-Added ‘Detailing a City’ sub-section under Advanced Architecture<br>-Added more to the buildings list<br>-Image layout changes (added/moved...etc)<br><br>v1.1<br>-Added Change Log<br>-Added more images<br>-Minor text modifications<br><br>v1.0<br>-Public release
Have something to dispute? What about comments or thanks?
I’m happy to receive comments or criticism of all forms. The only way for this to get batter is with feedback from those who see this and spread it around.
What if you have something to add to this Hints&Tips guide? I’d be glad to receive some more material for this post. Whether it is a new section, a note or two to expand on an existing one, or useful/related screenshots of your own work, I’ll see how I can add it in. Do note that images must be either 800x600px (long) or 600x800px (tall).
Apparently my updates on this thread are quite spread out (think months), but I do try and make any update a big update. I’ll keep this up and going as long as there is a need be for it, so don’t be afraid to bump this thread to post something useful (make sure the mods would approve of it; I am not responsible if you get warned (or worse)).
Apr 1, 2012Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)NEWS:------------------------------------------------------------------------------Posted in: Suggestions
HUGE NEWS!it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
Guys, WE DID IT!
Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3Topic:---------------------------------------------------------------------------
However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!
Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
"So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"
"...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"
Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
(images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)
[NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^
Here is how it could work:
Color Glass Blocks & Changing The Color of Light
Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
Here is a little diagram that briefly explains my proposition:
Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:
Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use.
Tell me what you guys think
Support colored glass by wearing this banner:
(Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)
Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!!
Cool Ideas by you guys -_^:
Quote from ChadGarion25
Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form
- Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
- 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
Here are some images that better explain the proccess:
Quote from neraphim
If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.
I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic.
"Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.
Is it possible to change the color of the light?
Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
(question aswered by Nocte)
Will it cause lag?
Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
(question aswered by Nocte)
"Are there any Mods with Colored glass or colored light?":
Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:
• Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^
Discussion found here:
• Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^
• CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
• Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
Colored sands into colored glass
• Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
"I don't like colored sand because it would add too many new blocks to MC":
I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.
Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.
If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.
"Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions!
"Has Mojang seen this?"
Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.
The whole conversation can be found here:
ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft!
Check it out!
So basically what we can assume from all this is:
1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^
2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!
3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.
Aug 28, 2013Xaanos posted a message on Syria Chemical Attack: UN Envoy Says Evidence Suggests Some Chemical 'Substance' Was UsedThe war is winding down the government had been on the offensive for a while they have no reason to use gas.Posted in: Politics, Philosophy, News and Science
"The Syrian government is demanding that the United Nations immediately investigate three alleged chemical attacks carried out by rebel groups on the outskirts of Damascus last week, Syria’s envoy to the UN said."
The USA has been fabricating claims of gas attacks for a while now as an excuse to take out one of the few countries in the region that threatens the states interest. This was happening in May however evidence came out that the Rebels used it.
So if the rebels use gas attacks its fine with the USA. What the United Nations decides will not change anything the USA will go in anyway and turn the region into a giant mess.
The USA will make false claims and the American news sources will echo it. This is how we justified Iraq and it seems to be the same way we are getting into Syria.
Jul 17, 2013Posted in: Politics, Philosophy, News and Science
It doesn't need proof. You can't prove it. That's why Science doesn't like it/doesn't wanna talk about it. If it's something that can't be physically proven, then apparently it's not worth talking over.
Why should we believe in something which cannot be proven?
How is light travelling 10,000 times the speed of light explained then?..(That's a recent estimate anyway)
It's not light that was travelling.
This is true, And there's plenty of unresolved things about the Human Body. However, completely shutting out the idea of spirituality in the Scientific Community, isn't helping it to grow. If they began to have these experiences themselves, they would see.
Trying to explain the unknown away by appealing to spirituality does not exactly explain anything. It was believed that the orbits of planets was due to their desire to move or to gods. Centuries later, Newton was accurately able to explain their movement with his law of gravity. It was believed that the substance of the body was not composed of chemicals, but rather a form of vital matter with the inherent property of life. Friedrich Wöhler then synthesized urea, and several other molecules present in humans were studied and synthesized after that. It was believed that we would never know what material stars were made of, until helium was discovered.
Simply saying "we don't know, therefore we will never know" seems, to me, very close-minded. Instead of simply throwing scientific questions away by saying some supernatural entity/plane did it, try to consider how they can be coherently solved based on what we already know of the world.
Resorting to supernatural phenomena itself is a scientifically unsatisfactory answer. There are several other questions that will be raised by the concept of supernatural/spiritual explanations. How does it interact with the physical world? By what mechanism can it affect ordinary matter? Can it be quantized and studied in a controlled setting? Why does it exist outside of our physical reality? It seems to me that using these things to explain away scientific questions only raises more questions than it should.
Is the concept of a separate supernatural plane redundant? I don't know. It seems that we are coming closer towards being able to explain everything in natural terms. We used to believe that things such as lightning and earthquakes were a consequence of the will of the supernatural. Look where we are now. When will we stop discovering? Will we stop discovering? It may come to a point where every line of inquiry has been exhausted, with questions still left unanswered. Only then will supernatural belief be justified. Until I know for sure, I will suspend judgement.
Jul 17, 2013Posted in: Politics, Philosophy, News and Science
That's a terrible example of something that can't be explained by science because so far science is what discovered quantum entanglement and then subsequently explained it. The whole article you linked to is the scientific explanation for it.
It seems to me that quantum entanglement is actually an example of something that can't be explained by anything but science.
Jul 17, 2013Posted in: Politics, Philosophy, News and Science
Then go look for them. Start by googling "astral projection natural explanation". There are whole communities dedicated to investigating and explaining these things because, face it, it's exciting and just big fun .
Possibly, possibly not.In the Origions of Consciousness thread we proved we hardly know anything about consciousness.
Please don't be prejudiced. Read your own posts. Every single "believer" post in this thread seems a hundred percent convinced astral projection is real, and neither of you tell each other to stop being so certain. Then someone comes along with a differing view than your own, and we're slammed for not being "open-minded".How can you be so sure this is all natural, and in no way related to something greater, hm?
Anything could theoretically be true, from shapeshifting reptile aliens to astral projection. However, there's a fine line between acknowledging that something could in theory be real, and believing it actually is true. Theoretically, someone could have snuck into my house and put a chocolate cake in my refridgerator since the last time I checked it, but I'm certain that if I go running to the fridge for chocolate cake, I'll be disappointed when I open the fridge door.
Sorry, but you're wrong here. Everything that exists can be measured, studied and explained, and the best tool we have for this is the scientific method. Simple as that. There was a time when we couldn't explain thunder and lighting -- us Norsemen just heard something rumbling across the sky above the clouds, and saw bolts of light shoot down and hit things. Based on these observations, we concluded that there must be a god in the sky, and those who didn't believe that were probably branded as "narrow-minded", too. Turned out it wasn't quite that simple, but to the people back then who didn't know about electricity and charged particles , it was a perfectly rational explanation.Besides, somethings can't be explained via Science. Sometimes it just proves too much for Science. Does this mean we shouldn't explore it? Of course not.
There's that prejudice again. I disagree with you, so I must have just "thrown off the idea as unimportant". Are open minds only required for us "non-believers"?But you need to approach it with an open mind, instead of throwing off ideas as "Natural Phenomena" and therefore unimportant.
Why don't you start? You claim astral projection exists. The burden of proof is on you.Quote from GawillamonLike.....? You can't just leave it at that...
To be honest, though, I don't see what part of these stories is so mysterious to you. Human bodies do weird things. We dream, we sleepwalk, we "hallucinate" (all of us, all the time), we have night terrors, we experience pareidolia, we reason in all kinds of weird, illogical ways, we go through all kinds of weird traumatic effects when we experience things we can't handle -- and when we're close to death, surprise, surprise, we have weird reactions for that, too. "Out of body experiences" are interesting, but not more supernatural than sleepwalking, night terrors, PTSD, or any other kind of weird things human brains do, particularly in extreme situations.
Jul 9, 2013FireroseNekowolf posted a message on George Zimmerman, alleged murderer of Trayvon Martin, was found innocent today.I've been watching the case, and ZImmerman's story is full of holes. He claims he came out of bushes that aren't there; his injuries were not severe at all - the worst being a possible injury to the nose; he claimed to have had no idea of the law, yet got an A in a class precisely about said laws; apparently, his holster was design to be hidden, and it was around the back of him; he got out of the car when the police specifically said do not follow the suspect which is he did anyway; also, Zimmerman had training in martial arts (I forgot specifically what); etc.Posted in: Politics, Philosophy, News and Science
Nothing about his story makes any damn sense. He had a gun. He had training. He knew the law. And he claims he was scared enough that his life was on the line by a 15-year-old kid? He was the aggressor - if anyone it was Trayvon who probably feared for his life. He had some strange dude following him in the middle of the night. If Zimmerman would do exactly what the police told him to do, which was do nothing, then no crime would have been committed. Instead, he broke police orders, stalked Trayvon, who had a reasonable reaction because he was being stalked at night, and got shot and killed by this tard.
I hope he's found to be guilty. His story is bull , it's full of holes, and he's lied about it before. If he stayed in his car, absolutely nothing would have happened. He is responsible for the death of Trayvon, he is guilty.
And I'm damn sure I heard the exact opposite in the case - another witness said the gun was likely pressed right up against the chest, that there wasn't an distance.
Jun 30, 2013Posted in: Politics, Philosophy, News and ScienceQuote from Gamerteamguy
Democrats said DOMA is unconstitutional which is false because It never says "gay marriage is right" nor does it say its wrong.
You're correct in that the constitution never officially endorses or condemns gay marriage, which is (among other reasons) why the Supreme Court did not make a broad ruling and declare gay marriage to be universally legal across the US. What it did was say that the federal government cannot discriminate against different types of marriage.
No State shall make or enforce any law which shall abridge the privileges or immunities of citizens of the United States; nor shall any State deprive any person of life, liberty, or property, without due process of law; nor deny to any person within its jurisdiction the equal protection of the laws.
The states are not constitutionally obligated to do anything about gay marriage. They can legalize it, ban it, or defenestrate it. However, if a state does decide to allow same sex marriage, then the federal government has no right to intervene and say that those marriages are not federally recognized. The power of handing out marriage licenses lies with the states, not the federal government, as per the tenth amendment that conservatives love to purport against anything they hate and conveniently ignore against anything they like.
What limited power the federal government does have over marriage is mostly financial, and what the Supreme Court said with this decision is that, per the equal protection amendment and the designated powers amendment, the federal government has no right to overrule the state's decision of what constitutes a marriage, and they must equally apply any benefits to marriages to all marriage licenses that the states give out.
This ruling had nothing to do with the constitutionality of gay marriage itself. It had everything to do with the power of the federal government to decide what constitutes a marriage. I personally believe that they should have gone farther and said that the equal protection clause should apply to all marriages, but they didn't say that, and if you still believe they did then I would either read or reread the majority ruling.
Jun 1, 2013Obesity is not a natural phenomena, it is an induced one, and should be recognized as such. No amount of "I'm big and beautiful" changes the underlying facts.Posted in: Politics, Philosophy, News and Science
It's fine if someone makes the choice themseActually, I don't think it is fine. Personal opinion on aesthetics or lifestyle choices is one thing, but I don't think this is often the case. It's more often due to a lack of care to investigate causes, and a lack of proper information. The very fear that makes someone demonize thinner people as "faulty", is intimately interwoven with walling off the mind and refusing to look at why reality is as it is. It's their choice, but it's no longer acceptable when your selfishness and fear harms others.
So they continue living in self imposed ignorance to what is around them, keep buying the very overpriced poison food that's causing their health to fail. Send the signal to corporate entities that people will keep buying whatever garbage they're fed. Prices raise, food quality perpetually lowers. Issues get worse. Chronic daily stresses get worse as the body is bombarded, people become slow and lackadaisical. But the worst part, and the reason I've taken such a harsh and blunt stance, is children. For starters you've got the psyche bombarding, hyped, pounding on the mind constant advertising, at every moment, likely spaced between gibberish and mindless modern day television. But all of those brightly colored cereals, and products, are some of the worst out there, but they're borderline forcefully sold for children. Most people at that age in life aren't yet at a place to make real decisions or eat decent food, and I don't think most anyone else does either. If anything, children get worse food. Worse health. Not only thrown into a mess of a planet, with bleak futures in a competition driven world, well no wonder clinical depression rates are so high. It never ceases to amaze me how 150 pound ten year olds is still considered everyday and normal. Hint, it isn't.
It's ridiculous. There is a certain point when shirking any real resolve becomes not acceptable. People need to hold themselves to a standard that will change things for the better in their own frame of life at the least, not perpetuate everything that makes it worse. There is no excuse when ignorance affects more than yourself. As in this case, it very clearly often does. And a cycle keeps getting worse.
Our pitiful American wages are half to blame, but honestly, most of this food isn't any cheaper than more healthy food. It's just easier.
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