Pictures? Well, I've got some from a slightly smaller version of the nuclear meltdown... So those'll have to do.
This shows the overall damage from far away, high on top of a building. Sure, it looks small for here, but looks can be deceiving.
Some of the collateral. Quite a bit of the TNT was shot far away from the source, and resulted in the surrounding area being filled with craters.
Standing on the edge of the pit. Alas, it didn't go as deep as I wanted it to, due to TNT not having as big an effect on stone as it does dirt. But still, it did a lot of damage to the poor ground.
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May 7, 2010...Only 500? Try several thousand, and then get back to me. A word of advice? When it all starts going off, and things slow to a crawl, hit Esc. It'll pause the game, but keep calculating the explosions without all the particles and stuff running. Makes it go a whole lot faster, and makes it so the game doesn't crash, too. Hence how I've done several thousand before. And boy, was that a big crater.Posted in: Alpha - Survival Single Player
Apr 26, 2010How about this: Friendly NPCs? Though I'm sure it's probably been thought of before, it could still help in situations where a player is offline. Say they have a base set up, with their land claim flag or whatever, which would probably be more of a spawn flag or something like that. But through that flag, they have access to a whole host of base properties, including the ability to purchase various sorts of NPCs to do various things, such as tending to farms, guarding, possibly even mining. Yeah, it'd make the whole AI thing quite a bit more complex, but at the same time, it'd also help to flesh out the online game world.Posted in: Discussion
As far as guards go, you could have several types, including:
-Stationary melee guards. These would for the most part stand in one spot, until spotting an intruder (likely, someone not on some sort of "friends" list or something), at which point, they'd run towards them and attack, sort of like the already existing zombie.
-Archer guards. These ones you'd want to place higher up, like on the outer walls and such. Basically, they'd remain stationary as well, until spotting an intruder, at which point they'd open fire like a skeleton.
-Patrolling guards. These ones would be like the either of the above, but patrol a certain path set up by the base owner. To make up for their patrolling nature, they'd probably be a bit weaker than the stationary variety.
Of course, said guards could be customized with different armor and weapons, and would work best through being paid on a "daily" basis, or something like that. That way, the base owner would still have to play at least on a semi-regular basis, and if they do quit or something, then eventually the base will no longer be guarded, and be completely up for grabs, including any supplies.
Overall, I think that way of protecting bases would work SOOOOOO much better than silly land claim flags and invincible fortresses. It'd force people to build intelligently (Do I add high walls for archers, or save money and have only the important things guarded), and also force them to play on a regular basis, to make more money, to be able to afford to keep their guards and other NPCs working as they should.
Apr 23, 2010betasword posted a message on Does deleting your temporary files delete your save?Actually, it shouldn't. The only Minecraft files stored in Temp are the actual java files. All the saves and such are stored in Appdata. So you should be able to clear your temporary files without losing anything besides skin mods.Posted in: Alpha - Survival Single Player
Mar 2, 2010Check the items.png file in the GUI folder of the /infdev/ minecraft.jar. There actually is a golden apple in there, right next to the normal one. No Notch skin for a Notch mob anywhere that I could find, though. However, that could just be downloaded when needed, kinda like our skins are now.Posted in: Alpha - Survival Single Player
Of course, that'd also require /infdev/ to actually have mobs, which it doesn't yet.
Feb 22, 2010betasword posted a message on Notch: I have a potentially game breaking idea.. Do? Not do?Posted in: Alpha - Survival Single PlayerQuote from dlseth »Quote from Degenx2 »Assuming only one byte of data is stored for each tile, a 2048x2048x2048 map (Nobody is going to dig more than a couple of hundred tiles down so this is pointless) would be 8.5gb in size. A 4096x4096x256 one would be 4.2gb in size.
Assuming that Notch never heard of something called 'compression'; but nevermind that.
Or maps with a seeded generator. You just feed the generator a seed and it churns out the matching map; same seed means the same generated map. But the entire map is generated according to a defined set of parameters.
That way, Notch would only need to store player alternations instead of all data; tada. Add some bit/byte magick/wizardry (Fun!) and it would be EASY to reduce the footprint of MC level maps.
Ah, the joys of compression. I took a look at my current /indev/ save. It's about 933kb on a huge map. Uncompressed, it's 32mb. That means compressed, it's about 3% of the size of the uncompressed file. That's a rather large difference. So that example of an 8.5gb map? That'd be roughly 261mb, if it manages the same level of compression. And that level of compression depends entirely on how complex the amount of stuff on the map is. Considering large amounts of the map would likely be untouched, there'd be quite a few large areas of the same type of block, allowing it to be compressed better. Or something like that, if I'm understanding compression correctly.
Feb 21, 2010betasword posted a message on Notch: I have a potentially game breaking idea.. Do? Not do?One possibility as far as map storage goes? Have a map be saved as individual chunks, say, 64x64x64 in size, each named as a coordinate in a three dimensional area. Not only would this make maps a bit easier to handle (instead of 1 100MB file, you have a bunch of smaller ones), it'd also make it easier to load for anyone joining a server, or the game in general.Posted in: Alpha - Survival Single Player
As it is, when a person joins, they have to download the entire map, first. Then it renders and everything. With an infinite map, that'd be just plain crazy. With the map in chunks, though, a joining player would only have to download the chunk they're in, and a few surrounding chunks, and they'd be set. Then the game would just download new chunks as needed, and maybe offload ones that are too far away, to save space on the client's side.
And as far as farms and stuff not updating when you're away, perhaps that's where base flags could come into play. Each player gets one flag. When they place it, that chunk, and maybe the chunks immediately surrounding it, will be flagged by the server to always update. That way, you could have your base with your farm, and have it continue to update, even when nobody's there. Only problem is that it would increase the RAM needed by the server.
Feb 19, 2010Or even better, have a cooldown timer on food items.Posted in: Alpha - Survival Single Player
Or, if you want to get REALLY complicated, have a stomach meter that fills up when you eat food, and when it gets to a certain point, you can't eat any more. At that point, you need to wait a while for it to go down to be able to eat again.
Feb 19, 2010What's wrong with healing items that stack? Look at the majority of games with healing items that you can use on the fly ingame. They pretty much all allow you to stack said items to use repeatedly. Combined with the fact that 9 inventory slots to readily use, with up to 6 of those taken up if you've got all your tools/bow and arrow with you, means there's not much room for healing items or anything. Sure, it makes it harder if you have to go into your inventory every time you use a healing item to be able to put a new one on your belt (or whatever it'd referred to), but it doesn't make it hard in a fun, challenging sort of way. It more makes it hard in an annoying, tedious sort of fashion.Posted in: Alpha - Survival Single Player
Also, the fact that you actually need to select the healing item to use it means you can't really defend yourself while healing. It's not like there's a healing item shortcut button or something like that. You need to put away your weapon, eat your food, open your inventory, put another piece of food in it's place, close inventory, switch back to weapon. Hope you weren't getting mobbed at that point, cause you're likely dead now.
Feb 18, 2010Posted in: Alpha - Survival Single PlayerQuote from LG_Legacy »Rain got removed even before Third Person was enabled
Yeah, rain's kinda been gone for a while now. But as I said in some previous post in some previous thread, perhaps this means Notch is considering a weather system?
Feb 18, 2010Posted in: Alpha - Survival Single PlayerQuote from miggles »
:biggrin.gif:Quote from minecraftwiki »Cows
Cows have been confirmed to appear. As of now, there is no present information, except that they will produce hide blocks.
You, sir, are a liar.
There are no cows. There are no files pertaining to cows in the .jar. There are no files pertaining to hide in the .jar. And there is nothing on the wiki pertaining to cows, either.
I hate you with all of my hate right now.
Feb 17, 2010Posted in: Alpha - Survival Single PlayerQuote from Orj »My armor icons are backwards. A lack of armor is a full bar (or would be if the bar showed). A fresh suit is an empty bar, and the bar fills up as my armor takes damage. That might be due to loading an old map, though.
Notch reversed the order of the armor icons in the icon.png file. So if you're using a custom skin, you need to as well. So instead of how it was before (left to right: Full armor, Half Armor, No Armor), it's reversed, with an extra full armor added (left to right: No Armor, Half Armor, Full Armor, Full Armor). Not sure why there's an extra full armor there, but meh.
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