Hello. Recently, I've been annoyed that the game always thinks that spider hits you first, even if you attack them with your sword first. I know this is a bug caused by the client/server merge, so I figured that adding a "safety period" would be a quick-and-easy solution. Basically, once the spider collides with the player, the damage isn't dealt immediately. Instead, a short(like 100 milliseconds, maybe even less) "timer" is created. The damage won't be dealt to the player until the "timer" has expired. If the player punches/attacks the spider before the timer has expired, then the damage is cancelled. Here's some pseudocode as an example of what I am talking about. It's not perfect java, nor does it line up with Minecraft's code structure, but it's a basic idea of what I have in mind.
//Player class
public class Player{
private boolean timerAlreadySet = false;
private int spiderDamageTimer = 0;
private static final int SAFTEY_TIME = 30;
private void onUpdate(){
if (timerAlreadySet = true){
spiderDamageTimer += 1;
if (spiderDamageTimer = SAFETY_TIME){
takeDamage();
timerAlreadySet = false;
}
}
}
private void onAttackSpider(){
this.timerAlreadySet = false;
}
private void onCollisionWithSpider(){
if (timerAlreadySet = false){
this.spiderDamageTimer = SAFETY_TIME;
this.timerAlreadySet = true;
}
}
}
I've tried adding this to the game myself, but I can't tell what anything in the sourcecode does. The variable names are extremely vague, and there are practically no comments to help modders figure out what does what(even with MCP). Rather than spend ages doing tutorials just so that I can make this simple change, I decided I would ask someone else who already knows about modding and Minecraft's source to do it for me.
We already have a way of counteracting most potions; if yo throw a splash potion of weakness at someone who has a splash potion of strength, the two effects will negate each other. Similarly, you can use a potion of slowness to counteract a potion of speed.
However, I will admit that we lack a way to counteract invisibility potions and fire resistance potions.
You're in luck. I heard a rumor that not renaming items is absolutely free. That's right! Not doing the thing you don't like costs absolutely nothing.
Many of the best features of Minecraft are built on a work/reward system.
In this case, it's customization. If you do the work of collecting XP, and if, and I wish there was a way to emphasize this enough, if you decide to, you can cash it in to customize an item.
It's not any different than dying wool. If you collect the materials, you can change the colors of blocks. Work -> Reward
That logic is sound in real life. However, Minecraft is a video game. The word "game" implies fun and enjoyment, not hard work. If a game requires you to perform a chore, then it can hardly be considered a game in the first place.
It's common courtesy to tell people the solution if you happen to figure it out yourself. What if someone else has the same problem as you and they come to this thread looking for an answer? If you just say "never mind, I figured it out", then that person isn't going to get the answer.
EDIT: Disregard this post. Didn't read his post close enough and didn't see the "it was in the chests" part. Sorry!
You are playing MINEcraft, so MINE and f*cking craft!
- No, I'm too lazy to mine! Let's see... What if I create a resource generator and will seat on my ass all day long!
A game should not be a job. Saying that someone is too "lazy" to do something in a game implies that the game is not very fun to begin with, and is therefore not a good game.
The cool thing about Minecraft is that it's not a competitive game like Runescape or World of Warcraft, so the way a player plays in his own world is his own business. If someone finds using an obsidian generator to be more fun than pouring water over lava, then it's within their right to do so.
If you have a single core processor, then you will unfortunately suffer from more lag, due to the fact that your computer needs to run both a server AND a client. However, I have an (untested) theory. If you were to play on a multiplayer server rather than in a singleplayer world, then you MIGHT receive higher fps, at the expense of possibly increased mob lag.
Define "large". Do you mean how deep? From the top of the generated map(not the world height limit, but just as high as terrain will generate), you can make it a maximum of 64 blocks deep. As for how wide you can make it, you can make go on theoretically forever.
Of course, once you get around 30,000,000 blocks away from the center of the map, the game will bug out, but you're noting going to get that far any time soon.
If nobody ever complained about anything, nothing would ever get fixed. Feedback is an important part of game development, and without it we would all be playing ET for the atari.
19.95€ are not that much, in fact if you convert it to ISK it ranges to about 3200, which is the amount of money I make in three hours at work.
just save a little. if you can manage to put away, say, 5€, every day, you'll have minecraft in four days. putting away 4€, in five days and even with only 2€ a day can get you Minecraft in a little over a week. No-worries, you'll get there eventually.
Most people on this forum aren't old enough to have a job, or any steady source of income for that matter.
The few kids on here that *do* receive an allowance are likely unable to purchase it due to their parents being paranoid about using credit cards over the internet.
Since nobody wants to answer your question: this bug has been in the game since early alpha days. When your coordinates get too far away from (0,0), the game's math gets all bugged out. Notch originally said that he doesn't intend to fix this as he didn't expect anyone to get there without using cheats.
Hello. As I'm sure you know by now, SSP and SMP have recently been merged into the same codebase, and the old SSP code has been scrapped. This has resulted in numerous SMP bugs occurring SSP where they wouldn't have normally, then number one issue being mob stuttering/lag. Here I have proposed atleast a temporary solution to some of these issues. I don't know if it would work out too well when put in to place, but it may atleast be a start.
Currently, the server and the client run in parallel, but they are not always in sync. However, if the player is playing alone, then there is no reason to not have them in sync. So perhaps, if there is only one player on a server and/or if the server is a locally hosted one, the server could wait to do its next "cycle" until it has received a message from the client that it is ready to move on. Now obviously, I've oversimplified it here, and actually implementing it would most likely be a tad bit more complicated, but it's atleast an idea.
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I've tried adding this to the game myself, but I can't tell what anything in the sourcecode does. The variable names are extremely vague, and there are practically no comments to help modders figure out what does what(even with MCP). Rather than spend ages doing tutorials just so that I can make this simple change, I decided I would ask someone else who already knows about modding and Minecraft's source to do it for me.
Thanks in advance!
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However, I will admit that we lack a way to counteract invisibility potions and fire resistance potions.
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That logic is sound in real life. However, Minecraft is a video game. The word "game" implies fun and enjoyment, not hard work. If a game requires you to perform a chore, then it can hardly be considered a game in the first place.
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Actually, I think he was just trolling.
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It's common courtesy to tell people the solution if you happen to figure it out yourself. What if someone else has the same problem as you and they come to this thread looking for an answer? If you just say "never mind, I figured it out", then that person isn't going to get the answer.EDIT: Disregard this post. Didn't read his post close enough and didn't see the "it was in the chests" part. Sorry!
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A game should not be a job. Saying that someone is too "lazy" to do something in a game implies that the game is not very fun to begin with, and is therefore not a good game.
The cool thing about Minecraft is that it's not a competitive game like Runescape or World of Warcraft, so the way a player plays in his own world is his own business. If someone finds using an obsidian generator to be more fun than pouring water over lava, then it's within their right to do so.
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Of course, once you get around 30,000,000 blocks away from the center of the map, the game will bug out, but you're noting going to get that far any time soon.
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Most people on this forum aren't old enough to have a job, or any steady source of income for that matter.
The few kids on here that *do* receive an allowance are likely unable to purchase it due to their parents being paranoid about using credit cards over the internet.
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http://www.minecraftwiki.net/wiki/Far_lands
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Currently, the server and the client run in parallel, but they are not always in sync. However, if the player is playing alone, then there is no reason to not have them in sync. So perhaps, if there is only one player on a server and/or if the server is a locally hosted one, the server could wait to do its next "cycle" until it has received a message from the client that it is ready to move on. Now obviously, I've oversimplified it here, and actually implementing it would most likely be a tad bit more complicated, but it's atleast an idea.
Thoughts? Comments? Do you think it would work?