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Aug 7, 2013Posted in: Screenshots
This is a Creole-style plantation house loosely based on the famous plantation house Laura in Lousiana, about halfway between New Orleans and Baton Rouge on the Mississippi river. Creole style building is rather different from the stereotypical "Gone With the Wind"-style plantation. Some of the creole features you can see here include an elevated first floor, a wide covered porch (or gallery) extending the length of the building, an open interior plan with many double doors for ventilation, and vivid colors even on the outside. Some elements I've changed include raising the first floor and making the first floor stone for creeper resistance; converting the upstairs windows to balconies so I could enjoy the view more; wrapping the gallery around the entire house because I wanted to, and a number of changes due to the constraints of minecraft. It ended up with something of a Caribbean feel but I'm still pretty happy with it.
The idea for this build started from a need to collect some slime balls. I also wanted a mob grinder away from my main base as with the new zombie spawning I was concerned that zombies might spawn in my village during my overnight hunting and slaughter the villagers. Since slimes show up in swamps, I immediately thought of a Louisiana plantation. I decided to look at Creole style because I wanted to do something different but as soon as I looked at a few I realized it was a really good fit for a Minecraft plantation. The sloped wood roofs are easy to do with stairs, the open understory is perfect for a monster trap, and open floor plans are good when any wall has to be 3 feet thick (six if you want different wall colors).
I had recently found an excellent location while digging clay for some thorn-themed towers in my main base. It was a largish land area in a swamp (sometimes hard to find with all the ponds and bayous). There are large swamps in two directions, so I'll be able to dig a lot of clay. There's an adjacent extreme hills with basically a ridge next to the site which provides views and settings for pictures. Finally, it's adjacent to water on two sides, one of which is a deep inlet from an ocean, so it's a good base for exploration.
The first thing I built was an overseer's shack to sleep in during construction. This was based on the slave's quarters from Laura but I added a back porch and exit to the water for direct boat access.
Next I started the plantation building itself on a small hill. I thought the hill would make for better views from the building and a more imposing appearance on approach. The views did come out great, but it turns out this building style is best viewed from the first floor level. From ground level off the hill you mostly see the underside and porch fence and miss most of the details. My west side views ended up being taken from a tree. Here's a picture of the east side under construction showing the dirt scaffolding.
As expected the views are great. Here's a sunrise off an attic balcony over the ridge:
Initially the attic balconies were open to the attic but that looked a little odd from the outside. Later I put in walls for the balconies. The attic looks like it could be made into a really cool room although I haven't had any ideas yet so it's unfinished. In practice it's a hangout to use up the last minute or so of the day once I'm done with what I want to do and am waiting to sleep. (I walk out to the balconies and enjoy the views.)
The galleries have a nice shaded look with plenty of plants. My understanding is that the gallery shouldn't be spider proof but in practice spiders never try to come in.
The first floor has the functional items. There's a furnace room disguised as a kitchen with eating area.
A sleeping area. The blue area rug helps with color balance for all the brown and yellow.
The crafting table is in a work desk with work chair and panels for a journal, maps, and a clock.
This is a working plantation as well. This tree hides the trapdoor down to the monster grinder.
The grinder itself is built as a fence spiral.
I can snipe monsters to make them notice me and come into the spiral. Monsters navigating the spiral fall into a cactus trap. I initially chose a cactus trap because I figured I could live with the inefficiency and it won't kill me if I accidentally fall in (unlikely, but possible, and catastrophic in hardcore!) However, the disadvantage to a swamp with water access is that there are a lot of waterfalls in the caves underneath, plus it seems like there's even more than the usual number of caves down there. I'm not even close to lighting everything up down there and I'm not seeing many monsters, not even zombies. I may convert it to a drop trap with some shifting ledges for safety. OTOH, the only drop I really want now is string and this trap doesn't catch spiders so maybe I'll just leave it.
And, finally, the money shot. Sunset from an attic balcony:
Aug 7, 2013I like swamps best. They're very atmospheric, I love weeping habit trees, they're flat for building, and the gloomy atmosphere makes coming home even more satisfying. But I also like desert for minimal nasty surprises, ocean for getting around, and jungles for the views (when you're high enough to get them.)Posted in: Survival Mode
Aug 4, 2013Zeno410 posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)Posted in: DiscussionQuote from oCrapaCreeper
I'm noticing those rocklands are next to the desert and fit decently well (Minus some sudden color changes) and the sand transitions with it. Maybe we won't be seeing them right next to a jungle or taiga biome. At the very least, I hope temperature system comes back. Sadly, it may just end up being a sub-biome for deserts, which is not what we want at all.
Um, Arizona-style rock formations, like what Mojang is obviously trying to do with the Canyon biome, occur everywhere on Earth. Here's an example from a canyon on the Lena River in the Siberian taiga (check picture #5):http://baikalnature.com/tours/65918
Aug 3, 2013Zeno410 posted a message on Official Minecraft 1.8+ Update Notes and DiscussionI like the idea of hardened clay being easier to get and I like the idea of non-sandy deserts but even the somewhat muted colors of the hardened clay palette are generally far too garish for a "painted desert" look. One of the good features of the current worldgen is that the terrain is passably realistic. Undyed, white, light grey, brown, and maybe pink and orange are the only colors I think you could use. Even that palette would be less realistic than a Road Runner cartoon.Posted in: Recent Updates and Snapshots
Aug 3, 2013Fantastic guide and some great looking builds. One practical question - how do you count block distances? I frequently miscount my lengths by 1, which is generally not a big issue with the largish rectangular plans I use but which would be a problem if an arch came up short.Posted in: Survival Mode
Aug 1, 2013That's a great house. The mossy cobblestone adds texture even if not noticed explicitly. Very good job of curves on a small scale - I struggle with that a lot.Posted in: Screenshots
Mayan temples were decoratively painted, had stone calligraphy, and often had additional wooden structures which haven't survived. So decoration, even extensive decoration, would be very appropriate, although making it reasonably authentic would probably be nearly impossible. Cobblestone walls would give you a third stone structure to work with, especially for pillars or stelae.
Aug 1, 2013I don't think the poll questions do a good job of covering options. My main house is a sultan's palace and is built mostly of sandstone. I enter and exit with trapdoors (drawbridges). Both safety and style are essential. I suppose I'd say I prioritized safety, because I won't put in anything unsafe, but I sure spend a lot of time figuring out how to make safety elements look good.Posted in: Survival Mode
The secondary house I'm building now is a plantation home loosely based on the famous Creole plantation Laura. It uses wood, stone, brick, and hardened clay, all extensively. I enter and exit via fence gates.
Jul 31, 2013I voted "no specific" because I don't really care, but I've been eating mostly apples for a while now. I'm getting them from villagers to unlock/reboot trades, and combined with all the drops from the many trees I've been chopping for a plantation build, it's going to be a while before I'm done with my current supply. I find once I'm established I have far more food than I can eat anyway.Posted in: Survival Mode
Jul 31, 2013Posted in: Survival ModeQuote from thatguywiththelongusername
Also, when is it safe to start exploring caves in Hardcore? Would I be okay if I went into cave systems now, or should I wait until I'm better-equipped?
Caves let you get stuff faster, but at a risk of dying. Since dying is game over in Hardcore, I don't think caves are worth it.
Jul 29, 2013Zeno410 posted a message on Steve, Probably the strongest human in the planet.Posted in: Survival ModeQuote from BAW194
He can carry 2304 cubic meters of stone in his pockets, that is pretty impressive.
Roughly the weight capacity of a 50-car freight train. And he can still jump!
Jul 29, 2013Zeno410 posted a message on Horse breeding currently pointless and in a bad statePosted in: Recent Updates and SnapshotsQuote from Ouatcheur
Actually, what the third random factor does is "drags" the new horse's stats toward the mean (on a sufficiently high umber of breeding trials). So yeah if you start off with 2 good horses all odds are the newborn will be worthless.
Weird design choice as it makes breeding worthless unless it is to get all horse types, not good horses.
For example, let's say you have 2 horses which are 90% of the maximum value in all 3 stats. (rare!), and let's say the random value is linearly distributed too.
The odds of getting an even better horse through breeding are:
Per stat: 1/10
All 3 stats: 1/1000!
Given that it requires nearly 2 gold per breeding (2 golden carrots), that is a LOT of time and gold.
True, but the OP is incorrect as you would have to check 1000 wild horses as well to get a better one in all three stats, given your assumptions, so actually it's not easy to just find a better one. Breeding good horses makes you almost guaranteed to get a decent horse but unlikely to get a better one. The system is actually a passable model for a foal's characteristics given its parents. What the system misses from the real world is that selective breeding (generally) gradually changes the average over time as well.
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Feb 20, 2017Posted in: News
The main thing I have to say about concrete and these other decorational blocks is that, once again, they are very cheap variations of features that already existed in Minecraft.
Looking at the sprites, it probably took their "pixel artists" a few hours to draw those, but actually adding those blocks in code certainly wouldn't have taken me more than 4 hours and an actually experienced java programmer / mod developer could probably have done so within 30 minutes.
New structures and new entities are a bit harder to draw and code, but those are still only new varieties of features that already existed in Minecraft.
Granted, the magic spells and curses of 1.11 may be a nice touch, and the new feature that concrete dust can turn solid after touching water is pretty cool, however these don't warrant a new "major" update.
I'd rather have Minecraft releasing an actual major update every 2-5 years than having it release a "major" update every 6 months.
Even better, if they wrote a decent mod API, almost all the recent changes could have been released as mods. New structures (igloo and mansion), new mobs (polar bear and illager), and new blocks (terracotta) shouldn't call for any revisions to the actual code or a version change. There have been some under-the-hood changes but everything I've seen has been mild and not pressing and could have been delayed for some time.
At least Forge is doing a fairly decent job of protecting modders from the changes. Pretty much any 1.9.4 mod runs on 1.10 so there was nothing to do but update the mod info.
Feb 18, 2017Posted in: News
Yes and no. The 4096 limit is Forge's limit, not vanilla. There are sixteen bits in the file for each block. Vanilla uses 8 bits for the block ID = 256 blocks and 4 for the metadata = 16 metadata per block, and just doesn't use the last four. So they *are* almost out. However, with only a moderate amount of programming Forge uses those last 4 to get its 4,096. Vanilla could do the same. So while they are approaching a limit, it wouldn't be hard for them to pass it.
In addition, code changes inside the game indicate they're planning to abandon the block bits/metadata bits split for a mapping system where each one of the 65,536 bit sets maps to a arbitrary blockstate (=block+metadata). This means they can us the unused block/metadata combinations from block where not all the metadatas get used, and they'll have access to the unused (by them) 4 bits as well without any additional programming. Unlike the Forge change, this *is* a big programming change, but it seems to be coming.
Jun 2, 2016Posted in: News
Some of the horrors of commercialized art (Legos in this case)
That kid looks so miserable! Good thing he won't be able to interact with this kind of thing in MC, because there won't be professional builders working on movie promotions.
Jun 2, 2016Posted in: News
Curse is pocket change. You're not going to pay the rent off Curse map downloads.
And Curse is also wobbly under this rule - they make their money of Curse memberships, which aren't even necessarily tied to Minecraft. Mojang probably won't stop Curse payments, but under this rule they certainly could.
Jun 1, 2016Posted in: News
OK, how do you think a Minecraft artist could get paid?
Jun 1, 2016Posted in: News
No, it means level designers and builders who might have been able to make money designing for advertising won't be able to. And that in turns means less incentive to learn designing and building skills, and so less for the rest of us to enjoy. It seems to indicate an intent that Mojang/Microsoft is determined to make it impossible to be a professional artist using Minecraft as a tool.
Further, broadly interpreted, it bars servers with custom levels/builds - because those levels/builds are being made to promote the server, so *ZAP*.
Jun 17, 2015Posted in: News
"Both" is a no-brainer because it is currently already used as each by millions of people. Probably the vast majority use it as both all by themselves. If you've ever played survival, and played a complex map or a complex mod, you've done both.
Apr 25, 2014Posted in: NewsQuote from Keybounce
I don't know how the 1.8 worldgen works, but in 164, all that an ocean, swamp, river, etc determine is the height of the ground.
It is "air below height X" (62 by default, I think) that gets replaced by water.
There are mods for earlier versions that can change the water level, without changing the ground level. Heck, ATG can do that.
If you mean changing the ground level, so that everything has less ground but otherwise looks the same, the Twilight Forest does exactly that -- the normal Y=63 ground level is now at Y=31 -- so it is possible. I don't know how it does it, but it's an existence proof.
The problem is that if you drop the sea level without moving the land your swamps end up dry, the beaches are above the water line, you get all this exposed gravel, etc. It looks pretty goofy. OTOH raise the sea level 10 blocks and you'll have no swamps or beaches and virtually no plains, flat deserts, etc.
ATG has biomes as products of the land structure rather than defining the land structure so it doesn't have that problem.
As you say, and Twilight Forest shows, it *is* possible. It's not *that* tough - it's an easy job compared to Twilight Forest as a whole. But it's quite a bit harder than what Mojang is doing for this update, which just is to make a number of constants into variables and provide a configuration screen for them all.
Apr 24, 2014Posted in: NewsQuote from JuniperMelody
Meh. While the new terrain generation is certainly cool, it doesn't really contribute much to a serious game of survival. Nothing new to build or collect.
The arrangements and availability of different items can change survival a lot. It's a very different game playing in amplified vs. playing in default due almost solely to the difficulty in getting around. And consider a world where iron is more common than default underground dirt vs. one where it's as rare as default diamonds.
Apr 24, 2014Posted in: NewsQuote from minecrafter147
Maybe someone else would change it [the generator's assumptions about water level]?
It could be modded, but it would be a lot of work. The heights of rivers, swamps, and beaches, would have to be changed to match the sea. Ocean heights would have to be lowered, obviously. And most land biomes would have to have their heights tweaked to blend in with all the changed watery biomes. Possibly the only way to do it is to make all heights sea-level-relative and just have the whole world move up and down, as it were.
If the goal is to change the % of the world that's ocean, it would be better to alter the biome distributor, like I did in Climate Control.
Apr 24, 2014Posted in: NewsQuote from minecrafter147
I would love for all the gravel below Y=55 or whatever to be replaced with grass. It makes it seem like the water generates to Y=63 and gets drains.
To be more precise, the world is generated for water at Y=63 regardless of the water level you pick. MogMiner is trying to minimize changes, so I doubt that will change.
Quote from Robert-Frans
Well, well, the Overworld is not infinite anymore from now on. After 30.000 blocks from spawn the world now comes to an end, only seperated from the Void by a weird looking (and a little bit buggy now) force field.
The world limit is settable, and I think the default is 30,000*K* or 30,000,000; i.e., same as the limit previously enforced by bit-length issues. I just teleported to 100,000 without any trouble.
Oct 23, 2013Zeno410 posted a message on 1.7 Pre-Release: "The Update That Changed the World"Posted in: NewsQuote from Flashy3
I like the dark oak wood textures a lot but no offense mojang, but a hate the new acacia wood texture, both log and planks, the planks should be a darker texture of birch planks, and the acacia logs should be a yellow-er oak texture PLEASE CHANGE THE ACACIAS TEXURES MOJANG!
Yes, the orange color is neither accurate nor particularly useful. Acacia wood isn't orange, it's a brown. It's considered an excellent accent wood because it tends to have complicated grains. The orange wood isn't useful for that at all. And if they wanted to put in an unrealistic color for build variety, orange is too garish. Grey, yellow, or red would all make much more usable tints.
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