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    posted a message on sky egg
    1.7 update!I did get the automatic food sent to the bottom of the base; I put all food into one chests, which splits it between a chest in the Egg and a minecart chest taking it to a dispenser, which fires it down onto the opposite mountain. At the top of that mountain I put a field of hoppers to catch everything that drops (which had to be pretty wide since dispensers aren't exactly accurate, I think its 5x5), which then fires it down a 1x1 shaft into another hopper, which drops it into another minecart with a chest, which brings it to the other mountain (which is the one that has the rails and entrances), and drops it into a last chest which is now full of food. No pics, since the entire system is pretty much invisible.I wanted to go to The End, which meant finding the fortress. Once I did that, I build a rail line going to the End Room directly, which happened to be in the middle of the ocean:
    Which was all well and good, but I kind of wanted a donkey so I could breed a mule. This took a little bit of exploring, the End room was just at the southern tip of my center map, and I had not explored beyond. However, when I finally found a donkey....
    I had already found every biome in the search. The North has tundra, cold taiga, and Ice Spikes, the NE has more cold plus mega taiga, the west has some flower and birch forests, the south has mostly desert and extreme hills, but also a mushroom biome, with the far east covered in swamp, rainforest, and mesa. The center of the North, East, and South maps are connected to my main base by powered rail networks, which I didn't half ass when going through mountains:
    but the Northern and Southern have large streches under water. Which was address through (long) underwater rails:
    which I wanted big enough to take a horse through
    Everything it lit by lava flows covered in glass, since there is no space for torches.At the center of each map I built a small outpost with food, tools, a bed, and some horses. I found the Donkeys all the way at the southern tip of the Mesa, so after I dragged them back to the East outpost, I bred two of them and sent two mares back to the main base. How my main base had quite the stable, so I refitted the whole base of the mountain (this was right as stained glass came in):
    with a horse tunnel to get in and out:
    This gave me an idea, so I grabbed a bunch of hardened clay from the Mesa and built a rail spiral going straight up from the top of the Egg, and began a rainbow road with colored glass at the world height limit:
    which extends out over the ocean (after many deaths by falling). Once I am fully over the ocean, it begins expanding into a Cloud City:
    Building the downward curve so I have enough space between the height limit meant using buckets of water to let me drop down and place blocks under the existing ones, more than once I ended up swimming in the ocean and running back over. I built a way for my mule to get to the Rainbow Road to help carry supplies, and I have a shortcut from the base of the road back to the bottom of the Egg:
    which from the Road involves about 150 block fall through 1x1 openings into a 1x1x1 pool of water at the bottom of the egg. I found out immediately that since the 1.7 snapshots the water will freeze, killing me on a block of ice, so at the top of the base I put an open trap door, which makes sure it stays liquid.The original desert I started has about half the sand excavated and turned to glass. I restored a bit of sand and made an automatic cactus farm to get the green dyes I need for the glass, which is a 10x10 grid of cactus with pistons on either side of the sand base. Shift the pistons, it moves the sand, harvesting all the cactus with no loss. I am also putting a sandstone ceiling over about 1/3 of the desert in order to build a leveling up arena, but that is kind of a work in progress and very uninteresting
    Posted in: Screenshots
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    posted a message on Snapshot 13w39a Ready For Testing
    I imagine volcanoes have not been added because of balancing issues. They would be certainly cool, but at the same time how would they be implemented? a single lava source block on top? Then the volcano disappears as soon as that block is removed and turns into just an ugly hill. You could have multiple source blocks peppering the surface of the mountain, but then it is sealed as soon as someone dumps a bucket of water at the top. There aren't any natural structures that could so easily be rendered grotesque and/or pointless.

    You could have a caldera at the top full of lava, but then you're basically asking for a lava lake at the top of a mountain, which isn't cool looking or impressive. You could also have obsidian rivers flowing out of it, or none, which is a question of how much obsidian we want sitting around on the open plains naturally spawning
    Posted in: Minecraft News
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    posted a message on Snapshot 13w39a Ready For Testing
    It just occurred to me that now that we can make giant nether portals, it would be theoretically possible to drag a ghast into the overworld by hooking it with a rod, especially if you find one spawned in a tight space

    Which sounds pretty interesting
    Posted in: Minecraft News
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    posted a message on Snapshot 13w39a Ready For Testing
    I updated my old world into an amplified version of this snapshot, exploring has never been so exciting.

    a junction between Forest Hills and Flower Forest in Amplified looks more like a fantasy landscape than I've seen pretty much anywhere. Amplified anything with hills has been absolutely fantastic landscapes (I have a mountain range from Desert Hills to Extreme Hills+ to Forest Hills) that make exploration and adventuring far more rewarding than ever before.

    I thought the horse update killed the minecart for no benefit, but now I can take Epona out on a cartography expedition, then make my mine-tracks the best possible route between the most interesting landscapes

    This really gave minecraft a breath of fresh air

    Mod API anytime soon? All this other stuff, while nice, is just basically fluff. Taking stuff from various mods and adding it to the game isn't the answer Mojang......

    Yes it is? Integrating community creations gives a much bigger creative team, rewards modders for great work, and is probably the best way they could possibly update vanilla. "Fluff" you're referring to is what 95% of the players consider "the entire game"
    Posted in: Minecraft News
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    posted a message on The Void as a separate dimension
    yep, I cut that out of what I said it could be as well. I suppose I could have just stolen the core idea and started a new thread, but then I'm sure I'd be hounded for stealing the concept and not using search
    Posted in: Suggestions
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    posted a message on The Void as a separate dimension
    so lets get rid of that part and keep the parts that still seem cool
    Posted in: Suggestions
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    posted a message on The Void as a separate dimension
    most of these arguments against are kind of missing the point; this void dimension would be a separate dimension, rather than existing as the current void does. Breaking through the bedrock doesn't make sense, since the Nether is supposed to be below the current world (with bedrock between the two).

    But the idea of a place that generates anew with strong mobs giving heavy XP does sound interesting; an "arena" dimension. The blocks not breaking might be a bit much, a better idea if they just could not be collected as resources. This would allow us to keep the "Void Fortress"; if you couldn't break any blocks there wouldn't be a way to get in it when you found it. When you enter the void, you would be left in the fog and have a hard time navigating, but using an Eye of Ender would point towards the nearest void fortress. If you fall off your path, you fall into the void and die (and all your equipment is lost forever). Outside the fortresses would be tiny islands as the OP suggested, with a chance of having a single chest with blaze powder, ender pearls, or an Eye of Ender (just so you can't be lost forever).

    The fortress itself would be like a mini-nether fortress, but it has several very large antechambers where you get lots of the black mobs spawning. The void fog would still be everywhere, of course.

    The randomized exits could be scattered in the fortress leading to your bed.

    I suppose it would make sense to make the portal using the dragon egg, but I'm sure that would be unpopular. Perhaps a portal could just generate at 0,0,0, 10 blocks high by 10 blocks deep by 10 blocks wide (so it will poke out of the bedrock) once the ender dragon and at least one wither is defeated.
    Posted in: Suggestions
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    posted a message on chunk loader item
    Well it uses the ultra-rare item I mentioned that is only found in end portal rooms, either as a chest or sitting inert.To activate it, I suppose one would have to craft it with a clock? To de-activate it, perhaps craft with bones?

    That doesn't matter too much, the point is the "active" version works even when in chests/minecarts, or if placed as a block
    Posted in: Suggestions
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    posted a message on chunk loader item
    In the OP, there is a hard limit of 3 (one per each portal room) with potentially fewer of them if the portal room is damaged. People with faster or slower computers should not have an issue, the game doesn't need to render the chunks, only load them. As for multiplayer, it shouldn't. I said in the first line that it would be a single-player only item, with no function on servers (someone else said it might work if it could be enabled in server rules by the host, which might work).

    Since you can only have 3, that hard limit can be coded in as well to prevent people from /giving themselves more of them; only 3 can be activated.
    Posted in: Suggestions
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    posted a message on chunk loader item
    having some other way to do it would not accomplish the goal; keeping a rail line active (for example) would not work unless there was something moving along it, or the entire line was loaded all the time (which would kill performance). Having a limited number of items prevents over-use, and allows you to pick what stays loaded and what doesn't
    Posted in: Suggestions
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    posted a message on chunk loader item
    the only reason I wouldn't think it would be good on servers is because of the limited quantity; most players would never get a chance to find one or use it. This would change if it were craftable or found in dungeon chests, but then you have a problem of too many chunks potentially being loaded at once.

    But I have no experience playing multiplayer on the PC version, so I could easily be mistaken
    Posted in: Suggestions
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    posted a message on chunk loader item
    First, this is for Single Player only!

    I would like an item that can function as sort of a beacon for the game; the chunk it is in remains loaded regardless of the position of the player. It would be able to be stored in chests and continue to function, but would not be pushed or pulled out by hoppers. It could also be stored in minecart chests and load the chunk that the cart is moving through

    The primary motivation for this is that I have bases scattered over an extremely large area, connected by rail networks. It is currently impossible to move items between the bases with any efficiency due to the chest carts simply stopping when it is not within radius. It can be similarly frustrating to need to be constantly near your farms to have them grow. This might mean that 9 chunks would need to be loaded rather than one, but it shouldn't make a difference

    To prevent game crashing, this item may be only available in limited quantities (my first thought was be found inert in portal rooms in Strongholds, and it must be crafted with blocks of iron, gold, diamond, emerald, and quartz to activate), and it treats the beacon/chest/chest cart as a mini-player (i.e. mobs flock to it similar to how zombies flock to doors)
    Posted in: Suggestions
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    posted a message on Farmland Deadzones
    I am also not referring to the dirt patches. Here's the spots highlighted:

    Posted in: Discussion
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    posted a message on Farmland Deadzones
    all water blocks are water source blocks (except a couple in the center, but they have since been replaced). As I said, upon first seeding every farm space worked fine. Over time these dead zones have been getting bigger.

    You can see in the lower right corner in particular that there are dead spots touching the water, and I'm still not entirely sure why. Maybe something changed with light level that I didn't notice, because from that pic it looks like they are the farthest from my glowstone.

    Also some more information; usually it will let me plant 1 item in those "dead patches", but adding a second will cause the first to pop out. Sometimes I will get 2 or 3 down, and the 4th will cause the other 3 to pop
    Posted in: Discussion
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    posted a message on Farmland Deadzones
    I made a large farm so I wouldn't have to actually gather food very often, but I have noticed a growing problem. Every time I re-seed, I am getting bigger and bigger "dead zones", where the seeds/potatoes/carrots just won't take root even in fully hydrated soil with full lighting.



    You can see some of the spots here; I can usually tell where they are going to appear because at some point the crops planted there simply stop growing; if I uproot them and replant, the new seed just pops out. Even if I seed it and hit it with bonemeal, the fully-grown crop will immediately uproot itself.

    Has this happened to anyone else?
    Posted in: Discussion
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