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    posted a message on Why is SMP #1 priority...
    Why is this a thread? SP is working fine, SMP however has no Damage, No Nether etc.
    There are LOTS of people who play SMP and would rather like to play 'properly' at last ( actually dying and fighting mobs etc ).

    A team-built and defended Fort in the Nether would be epic.

    God-speed brave code-warrior! -> :iapprove:
    Posted in: Alpha - Survival Single Player
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    posted a message on Standford Bunny - 3D Models in Minecraft
    Ha! :biggrin.gif: now do the Teapot!
    Posted in: Alpha - Survival Single Player
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    posted a message on Redstone Wiring : Corner Connection. Bug/Suggestion
    bump *Edit*. Need a Straight-through track item as well so tracks can be laid parallel to each other without making a big hash of red-stone powder.
    Posted in: Suggestions
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    posted a message on Redstone Wiring : Corner Connection. Bug/Suggestion
    There are 163 block IDs left.
    Minepedia: Items & data values
    eg Block ID = 1 byte = 0-255, leaving 255 as an invalid error-checking value thats 254 - 91 = 163.

    Plus the type and orientation of the Red-Stone junctions can be stored in the block-data.
    eg Block-data = 4bits per block.
    Bits 1:2 (4 possible values) = junction-type.
    Bits 3:4 ( .. ) = orientation N/S/E/W

    So really this is only 1 new block-type but possibly 3 new items ( there are a possible 4294967041 item-types in total )

    :Notch:
    Posted in: Suggestions
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    posted a message on Redstone Wiring : Corner Connection. Bug/Suggestion
    Please let corner-wires connect to the blocks they are pointing to.

    (Tiny video cos i couldnt wait forever to upload)

    Pros:
    It means thinner cable runs.
    The behaviour of the redstone will match the visual representation of the wires (this is the most frustrating part, not understanding why the connection doesnt work when it looks like it should).

    Cons: it means you cannot run a straight wire between two blocks without it powering them ( but the graphics show the wire powering them anyway).

    Non-destructive (to current devices) solution:

    Idea : Red-Stone covered sticks. ( each item only costs wood rather than more redstone).

    New items:

    [EDIT]
    Red-Stone Track
    [] :|: []
    [] :Red: []
    [] :|: []

    Red-Stone Corner.
    [] :|: []
    :|: :Red: []
    [] [] []

    Red-Stone Junction.
    [] :|: []
    :|: :Red: []
    [] :|: []

    Red-Stone Splitter.
    [] :|: []
    :|: :Red: :|:
    [] :|: []

    * Red-Stone Cross-Roads (Allows onetrack to run over the top of another without interfering)
    :|: [] :|:
    [] :Red: []
    :|: [] :|:

    These could auto-snap or be manually placed like the new Stair-Placement behaviour (awesome btw) and allow for explicit corner and junction behaviour in redstone.

    In other words the normal powder works just as it does now (except fix the wrong visuals) and the extra items allow for the more 'advanced' connections.

    The junctions can even use the current Gfx - re-use the redstone-torch textures.
    Posted in: Suggestions
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    posted a message on Add: Get Your Own PERSONAL-LOOKING Portal!
    And here I thought someone had Level-edited a Heart-shaped portal into the game :biggrin.gif:
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Diamond Fishing Rod?? Please?
    I was going to chime in that rods shouldn't break, but having thought about it in RL fishing line breaks all the time, rods can break too.
    Perhaps you should get the sticks (a stick?) back.

    Suggestion for fishing advancement: Lures.

    Different fish (bigger fish for more HP) - need better lures. A diamond-lure rod should be able to catch huge fish that take effort to reel in but can replenish most of your HP.
    A lure-rod would last longer too (like tools)

    And gold would actually be better than wood :biggrin.gif:

    [] [] :|:
    [] :|: ]" title="-<->" />
    :|: :Diamond: ]" title="-<->" />

    Diamond = Lure.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on The New terrain colour with Biomes
    Luckily the colours are not hard-coded, they come from a *.png.

    There will certainly be texture-packs biome-colour replacements that use brighter colours appearing soon.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Ghasts are turning my hell into a cluster****
    I only ran cos I got complacent and took a fireball in the face :smile.gif: -> 1heart left, in the Nether, with loads of Ghasts and no food. :Sheep:
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Ghasts are turning my hell into a cluster****
    My portals are all encased and linked by collbestone tunnels. Only need to face the Ghasts if im out hunting Brightstone or shrooms.
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Ghasts are turning my hell into a cluster****
    Dont need arrows, just punch the fire-balls back, ofc if theres lots of Ghasts its still a nightmare.... but then again, its supposed to be tough, its 'Hell'.

    Co-incidentally:

    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Grass and Trees Look like Crap
    If you don't like it modify the gradient map to be 1 colour, sorted.

    And the sides dont change colour ATM because the dirt would get tinted as well and the alternative is to do multi-texturing for the grass-sides which will affect graphics-load.

    An alternative would be to have a fixed number of discrete grass-types and leaf-types to match the different biomes - this would mean no gentle blending of biomes and lots more texture-tiles required.
    It would also mean numBiomes*3 new block types ( grass, grass-side and leaf for each biome).
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on 500 Things to do in Hell
    112. die... lots
    113. gorge yourself on roast pork.
    114. play tennis with Ghast-Spit
    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on Portal doesn't take me back home
    Portals in the Nether get shifted to valid ground rather than scuplt a "landing-site" around the portal (which i would prefer). Fix:

    my portal was like this:


    But I Fixed it:

    Posted in: Alpha - Minecraft Halloween Update
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    posted a message on For those of you with Portal problems...
    Yep, I had my portals not returning me to the start-point in the real-world. I thought it was a bug but really its just making sure the portals get created in the Nether on a valid bit of ground.

    I fixed my un-linked portals by clearing or building platforms in the Nether which match up to the posisitions in thr real-world. I ended up with a bunch of test-portals but I fixed em.

    Just keep going through your source-portal and returning, if you are appearing in automatically created portals in the real-world (not your prefered RL portal) then go back into the Nether and dig/build in the direction of your source-portal. You can probably calculate the bocks required but I just used trial-and-error. Build a portal in the Nether close enough to the position it would have spawned it itself (if the land was valid) and it will link up to your prefered source-portal.

    Im just re-explaining the OP really.

    Click for slightly bigger
    Posted in: Alpha - Minecraft Halloween Update
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