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    posted a message on Improving the Villager Trading System
    Quote from Pxex

    Ya, I agree. I have in my town on a server a market place, and in a special room in the market place there are testificate beens of each villiger proffession. It is annoying whenever people take all the good deals and then they just stand there, being useless with there bad deals.


    Yeah this should have a huge impact on multiplayer. In singleplayer, you can just bite the bullet and waste a half dozen diamonds on bread, but who would do that in multi if the next guy will just take whatever good deal replaces the trash deal?

    Also, since there's more people in multiplayer, the village should be loaded more often, and therefore the trades would update more frequently.
    Posted in: Suggestions
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    posted a message on Improving the Villager Trading System
    First of all, the villager trading system is awesome in concept, and is fairly well implemented. However, it has one major problem: Trade update system is poor overall.

    Trades updating after a certain number of uses is fine, but this means that undesirable trades (such as 2 emeralds for 1 leather cap) will remain forever. Additionally, if the player wants to remove a bad trade, they have to buy it multiple times. Who wants to spend 20 emeralds on leather caps until the trade updates?


    Solution: Add random trade updates.

    Whenever a villager is in a loaded chunk, they have the ability to randomly update one of their trades. Any trade at all is open to a random update, even if the trade has not been taken yet by the player. Additionally, when a random trade update occurs on a given villager, that villager is immune to random trade updates for some set period of time, to prevent repeat random updates on a single villager in a short period of time. Only one trade updates per villager, per random update (ex: only 1 of a villagers 3 trades updates, not all 3).

    This would have several effects:
    1. It would reward players for spending time in a village, by giving them more chances at new trades.
    2. Players would not have to do "bad" trades in order to refresh the trade slot.
    3. Certain trades that only need to be used once (buying watermelon slices because you haven't found any seeds in a mineshaft) don't need to be purchased multiple times to reset.
    Posted in: Suggestions
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    posted a message on Long Distance Block Updates?
    Hey, I'm wondering if there's any way to update blocks that I can't reach in survival. More specifically, my nether in my main singleplayer survival world is filled with lighting bugs all over the lava. It looks horrible, but I don't have the ability to directly update the blocks with a torch because that would take ages.

    If there's any way to remotely update blocks, that would be massively helpful. Thanks for any help.
    Posted in: Survival Mode
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    posted a message on Portal Troubles
    Hey, I just went to the nether on my new world today, and the portals are acting weird.

    I started by making portal A, which sent me to portal B in the nether. All's normal here. However, when I left the nether through portal B, it created a new portal C in the regular world rather than taking me back to portal A. I tried breaking portal C and then going back into portal A, then portal B. The result is a new portal D, a few meters away from portal C. I repeated this a few times and each time a new portal was created within a few meters of portal C.

    Is there any way I can reestablish the link between portals A and B? To be more specific, I need to keep portal A as my portal from the world to the nether. I can deal with making a new portal in the nether, but I'd like to keep my regular world portal if at all possible. Thanks for any help.
    Posted in: Survival Mode
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    posted a message on What Would Improve Redstone In Vanilla Minecraft?
    It's been said before, but I'll say it again: Disguised wires. To me this means we'd get a new series of crafting recipies, all of the same format of:

    [_] [_] [_]

    [_] [_] [_]

    [_] [X] [_]

    Where [_] is the material block, and [X] is redstone dust. The block would require a block to be placed on (like redstone dust, no floating wires), and it would have the appearance of whatever the material that it was made of. There'd need to be a lot of materials (definitely wood planks, stone, cobble, wool, and sandstone) to build the block out of.

    The block itself would look exactly like the regular material block, except it has a small hole through the bottom of it with redstone dust running through. I'm not sure if corner blocks could work, but straight ones alone would still be a pretty nice addition.



    Edit: Just saw a link to exactly what I'm talking about here: http://www.minecraft...e-tunnel-block/

    Tunnel blocks... That's actually a way better name than disguised wires. Check that thread out for some interesting applications of this concept.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Slider Puzzle Trouble!
    I've got a concept that would work if you fleshed it out fully. It will however require a ton of wiring, some timing, and a very good knowledge of redstone to complete.

    Here's the area that the user would actually see. The white wool is the spot that they need to cover with glass, and the black wool is the area they need to cover with a solid block. Blue is the room's walls, and I'll get to the cobble in a second.


    This is an overhead view of the device. It consists of a piston ring surrounding the input room and a second room, which I'll call the output room. The cobblestone from the previous picture is the material for the piston ring, but you can use whatever. I also did not fill in the entire ring in my picture because it would have obscured the picture, but there should be a full ring of cobble there.



    Here's the output room. It consists of a wall with some repeaters in it, a space where the piston ring slides through, and redstone dust on the other side of where the ring goes. If there is any solid block in the spaces that have repeaters, a signal will flow through. You'll hook this signal up to your final output (door or whatever) to keep it closed, whereas if there are only transparent blocks (glass), the signal will not flow. This will go to your output to open it.



    And here's a view from the back of the device.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Slider Puzzle Trouble!
    You could try having them put glass blocks in the 'empty' spaces, and then pushing the whole 4x4 area up or down to where you've got more space for circuitry. The real problem here is that you simply do not have space for the necessary circuitry. You might need to try a different approach.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on New Small Survival Server! (Whitelist)(NoLag)(Protection)
    Username: Vicktor0
    Age: 18
    Gender: Male
    Do you agree to the rules? Yes
    How active are you? (hours per day) Just a few.
    Location? (where are you from?) Ohio
    What is your personal reason for wishing to join this server? I want to play on a Minecraft server that isn't 50 kids running around with diamond enchanted swords killing everything in sight because its 'funny'.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Looking for help with a shift register.
    Hey, I'm looking for a 10 output shift register that is bi-directional. Basically I want two inputs: the advance and a lever that dictates which direction that the shift is in.

    For example:
    if shift=right and current outputs are 0001000000, and the advance input receives a pulse, the new outputs should be 0000100000.

    if shift=left and current outputs are 0000100000, and the advance input receives a pulse, the new outputs should be 0001000000.

    The outputs would need to have exactly one block of space between them, so the full device would measure at around 19 meters long. height is unlimited, and depth is limited to 6 meters due to design constraints. Delay isn't a big problem as long as the delay is uniform (delay on output 1 = delay on output 2 = delay on output 3 etc.).

    If this isn't possible with the 6 meter depth requirement, let me know. I'm fine with using glowstone though if that opens up any possibilities.

    Thanks for any help, also let me know if you guys need more detail. I can provide pictures of where I'll be using this if needed.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on New Glowstone-Redstone Interactions - Glitch or Feature?
    So you all know about the odd interactions between glowstone and redstone in 1.2.3. Is this a glitch, or is this a feature? They're certainly useful, but if they're going to be removed somewhere down the line I'd rather not start building stuff with them.

    Any quotes or mentions by a dev would be nice, and thanks in advance for any help.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Are Redstone Lamps Instant?
    Just a quick question. I just made a 7-seg with them, and It's got 2 ticks of delay on all of the inputs before the lamps themselves. Would I classify this entire display as being 2 tick delay, or 3 tick delay?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Transparency in a Texture Pack?
    So I guess I'm out of luck then. Thanks anyways to both of you.
    Posted in: Resource Pack Discussion
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    posted a message on Transparency in a Texture Pack?
    Hey, I've always loved the default texture pack, but I've got one major problem with it. I hate how glass blocks look. More specifically, I hate that the colored pixels in them are completely solid.

    I want to try to make these colored pixels in the glass texture from the default pack partially transparent, is this possible?

    Just to be clear, I'm not looking to download anyone's pack, and I don't want to remove the colored pixels completely, I only want to make them partially transparent.


    Thanks in advance for any help.
    Posted in: Resource Pack Discussion
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    posted a message on An unorthodox approach to the 7-seg counter problem.
    Bump :sad.gif:

    World is uploaded at the end of the OP if you want to check it out.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on An unorthodox approach to the 7-seg counter problem.
    So I decided that I wanted to try my hand at some serious redstone engineering a few days ago. I figure'd I would start with a basic 7-segment display, but after spending a few minutes looking up how to make one, I got bored. So I decided to make one from scratch, on my own. I was successful, and my design worked.

    The next step in making a functioning display is coding the actual numbers that appear on the display. From what I understand, theres some device called a decoder that does this, but I didn't really know what that was. So I decided to figure out how to make the numbers appear on my own.

    I decided to use a piston tape system, and after a lot of work I got it to work. This was my proof of concept. Here's some pictures of it:







    As you can see in the pictures, I hooked a clock up to the tape, and it cycled such that the number displayed changed at a rate of one per second. Awesome, it really did work!

    But its terribly messy and bulky. Also, I messed up when I made the piston tape, so instead of counting up from 0 to 9, it counts down from 9 to 0 (oops). But still, it would suffice for a proof of concept.

    My next step was to try to hook this display up to a second display with its own tape, so that the combined machine would count from 99 to 00. I failed miserably. All of my inputs were interfering, and everything was getting screwed up.


    Then, I went back and took a second look at my display, I made it more compact and reduced its maximum delay for any segment to 5 ticks.


    So here's where the actual thread starts. I took my newly redesigned 7seg and built three of them next to each other, with three blocks space between the outer segments. This was as narrow as possible given my design, and the fact that my custom 7seg is not tileable.

    After around 4 hours of work, I'd finished what you see below. It's a piston tape powered counter that counts up from 000 to 999, at a rate of once per second. It resets to 000 when it reaches 999, and continues to count up from there. The entire device fits within a 24x23 footprint, and is 13 blocks tall at its highest point.













    The finished device is infinitely expandable. For each additional digit added past the third, an extra 8 meters of space in the X (24 for 3 digit) dimension are required. Therefore, a 5 digit counter of this design would consume a space of 40x23 meters, with a height of 13 meters.

    The second to last picture is my solution for the carry-over digit. This single loop is what causes the pulse to continue over to the next digit when the digit equals 0 (the digit is 0 in the picture, which is why power is being sent through).

    I feel like it's a pretty compact design for what it accomplishes, but I'd like to know how it sizes up to a 'standard' device with the same purpose. That is, how large would a non-piston-tape device (I guess with encoders/decoders?) that achieves the same result be?

    Feel free to discuss the device, and ask any questions and I'll gladly answer them.

    I'll edit this thread tomorrow hopefully with the world download, and with answers to any questions I see as important enough to include in the OP. Sorry for not explaining how a ton of the wiring works, but its really confusing to describe. It's pretty clear though one you see the device in action, which is why I'd love to get the world uploaded.

    Here's the world download - http://www.mediafire.com/?f9t44at9z5s3c36
    I've never used an uploading service before, so tell me if this doesn't work.
    Posted in: Redstone Discussion and Mechanisms
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