• 0

    posted a message on Drop Down Inventory
    Quote from nebb »
    so useful. i want it now. for my massive wooden palace of 1000 chests.


    ... It links your inventory to your hands, not your chest to your inventory.

    I like this idea, but I would just prefer the stuff to drop down from the stack that is above it (except for food.)
    Otherwise, it would be a little annoying to change and remake the pathways if you keep changing your inventory.
    Posted in: Suggestions
  • 0

    posted a message on Apocalypse golems
    Quote from redrager »
    Quote from nebb »
    good idea.


    I'm having second thoughts on this now..

    lol but srsly, maybe the xplosion just radiates out flat along the ground, instead of making huge craters?


    Probably isn't the best idea. Seems more like something to lol around with, rather than actually use. If it can't destroy blocks, then it can't really be used as base self destruction either...

    Nah, I don't think this is worth adding to the game.
    Posted in: Suggestions
  • 0

    posted a message on Fridges and food preservation
    Quote from Janitor.Master »
    Salt appearing on the inside of some caves


    Salt 'ore' might work. It would be white, and as common as coal.

    Perhaps it can only be found at sea level?
    Posted in: Suggestions
  • 0

    posted a message on Fridges and food preservation
    Quote from Swingerzetta »
    As for salt water, it could be as simple as having the game remember where 'sea level' is, and have all water at or below sea level be salt water, and everything above be fresh water. This makes for salt-water lakes in low-laying land areas, or lakes where it's fresh water until you get half way down, but I think that's an acceptable margin of error.


    What if you want underground farms? That would kill that option.

    Yay! I got a idea! when the game generates the lakes ect, if there is sand touching even one piece of water, the whole thing becomes a salt water lake. Sadly, this won't work for oasis's... but It would make fresh water much rarer.

    (maybe less and in game? or more sand around one lakes, with less around others?)
    Posted in: Suggestions
  • 0

    posted a message on Boats and Ships
    Quote from MacGruber »
    I am talking more about horizon to horizon oceans, not tiny lakes connected by canal. Imagine sailing out like Columbus, without a clue to your potential destination. And finding another clan has already settled there...


    Epic

    Actually, it would be good to see the old indev map gen used to create islands in the middle of said ocean. That would make my day, having the option of infinity, while having my own little world to build epics on :smile.gif:

    This could also be done with floating islands... imagine seeing the shadows of a thunder cloud upon the sea, but when you look up... :ohmy.gif: guess who found a location for a secret city :biggrin.gif:
    Posted in: Suggestions
  • 0

    posted a message on Boats and Ships
    uh oh, looks like this is gonna become a sandworm thread...
    Posted in: Suggestions
  • 0

    posted a message on We're standing in thin air...
    Quote from Azlier »
    I have a feeling my large house with one small entrance would qualify as a thin air cavern in time.

    Trees should produce fresh air, as should grass.

    I don't believe I said that thin air would simply spawn. The only way it can be created is by the player, and that won't last long at all in the open.
    Quote from craterlord »
    So basiclly, i would have to wait a couple of minutes before entering a newly found tunnel because it may lack oxygen... If this was a mining simulation game then this would be great but i think we can all live without invisible death air, and for the better. This would contribute very little to the game and just make it more frustrating (as if creepers weren't enough.)

    I was meaning a bit faster than grass... Maybe lava speed in creative? It would only be a problem if you tunnel 2 by 1 in one direction, or very quickly underground stripe mine with a diamond/steel pick.
    Quote from gaaraxebeard »
    I'd like it better if it didn't work like drowning without the meter.
    The way I see it, as you breathe thin air, your performance starts degrading. Maybe you walk slower, mine slower, and maybe if it gets real bad you lose your ability to jump. Players will eventually notice this performance degradation, and then must decide if they want to huff it and see if they can climb to the other side in time, or give up and go back down.

    Basically the player's condition gets worse and worse until he can't move at all. At this point he collapses and dies.

    My pitch for this change is that you should be able to tell when you're getting low on air. It doesn't make sense to be running up a mountain at full capacity right until the instant that you keel over. On the other hand, the condition worsens gradually enough that you can't be sure when the normal air ends and the thin air begins, which makes sense to me.

    I quiet like this. Realistic in the sense that you don't randomly get hurt, helps players respond to the problem, and still results in death :smile.gif: Not being able to jump would be a real hazard (can only go deeper in a mine) maybe delay on jumping?
    Quote from Ditherliss »
    So we're basically not supposed to mine then? Is this your way of starting the "Strip Mine Revolution"? This is horrible. No one will be able to mine anymore. You might as well just flood every cave you can find.

    I would like to see strip mining, yes :biggrin.gif: although, it is barely from not being able to mine. read the above quotes.
    Quote from Mystify »
    I'm not sure about how good it would be to find it underground. For both technical and gameplay reasons I dislike it.
    However, I do like the thin air at the top of the map. Assuming that notch solves the technical issues that are keeping the fixed ceiling, it would be a cool alternative. Of course, I think a unlimited ceiling would be even cooler at that point.

    Unlimited ceiling would be the best solution. Can't remember if I said it, but I like having an infinite space to roam about. e.g: we can now go infinitely sideways, and since the map bottom is now lava, we might be able to go infinitely in that way to. with no ceiling (or a thin air to limit people building WAY to high) would be optimum.
    Posted in: Suggestions
  • 0

    posted a message on We're standing in thin air...
    Quote from Poyomon2 »
    Good Idea, but I think that if you put a torch in the cave before the thin air is gone it should blow up like TNT and you lose a torch but gain a hole.


    Nice idea, but I'm going for 'lack of Oxygen' not 'excess of methane'.

    Main problem is that 1 coal + 1/2 a plank ain't much to pay for a tnt explosion.

    EDIT: 1/4 of a coal and 1/8 of a plank :tongue.gif:
    Posted in: Suggestions
  • 0

    posted a message on We're standing in thin air...
    Well, after many in game hours of thwarting water physics and surviving in insanely large mines with no air supply, I've decided to think about air...

    What I am suggesting is: Thin air.

    What:
    Thin air looks just like normal air (maybe with slight animated fog/smog), and act similar to air, but causes 'drowning' when you stand in it for the same length of time as a regular water block. The drown bar does not appear though, so it can cause sudden death if you are on low hp.

    How:
    Thin air appears naturally in caverns that are not connected to the sky on generation, and whenever you smash a block. Thin air is slowly replaced by normal air if it has contact with it, similar to spreading grass, but a bit faster.

    Why:
    1: This adds realism to massive caverns and deep caves. If you mine straight down through tons of rock, the air won't gain oxygen fast enough and you will suffocate painfully as different poisons from rock eat into your lungs...
    Also, massive caverns will be dangerous as getting lost in one can cause fatal oxygen deprivation...

    2: No longer will the errant miner be able to survive a catastrophic mine flood- mining straight up to take a breath will do no good, even if you think you are safe. (the oxygen bar will have not replenished when you go back underwater)

    3: If a layer of this going to infinity above the map instead of a barrier in which you can't build blocks. One will quickly begin suffocating, lacking the necessary mountain equipment needed to survive that high, and physically will not be able to build any higher due to constant dying before reaching the top. This infinite barrier (or at least, 5 blocks above the physical limit as explained earlier) will not degrade into normal air.

    When:

    ... You decide! do you want this or not?

    Comment and vote.
    Posted in: Suggestions
  • 0

    posted a message on Boats and Ships
    Quote from MrDoom »
    Yes, my thoughts exactly. The system I propose would allow Notch to build a Boat system without having to go through and develop the code to be able to construct entities from batches of bricks. It would more than likely cut down development time considerably and get us boats faster, while allowing Notch to get the system down pat without having to play with building new 3D entities on the fly.

    I suggest this system as an additional towards boats in general. Yes, absolutely, I expect to one day be able to create an English Man-Of-War or a Trireme. As a starting off point, however, I think the merits of a system that is easier to implement and newbie friendly would be a better option.



    ... I suppose you're right.

    Adding extra craft templates would be easier than inventing a buoyancy system, although he will need a few more skins for boats and such.

    I have one question though... this is just the hull you are talking about right? so would one craft a steam furnace/sail separate and craft them onto the boat, or will you right-click the boat entity to attach them?
    Posted in: Suggestions
  • 0

    posted a message on Farm Science
    Quote from keltros »
    Featherblade, nice setup but there is nothing to keep mobs/livestock out.
    oh! also, you spelled my name wrong lol.
    i glad you like my setup :biggrin.gif: thanks!


    I'm sorry to say, but I do mean Krelos. We discussed and made the hydroponics in his server.

    ...lol! after looking at your diagram, I realised that the design is the same!

    So technically, you came up with the idea first.


    (off topic: looks like this is a true science thread: one person discovers something, a few people mumble and clap... then the second person discovers the same thing, and he is hailed as the first discoverer of it!

    I think this happened to genes and oxygen and a lot of the periodic elements...)

    EDIT:
    Quote from keltros »
    Featherblade, nice setup but there is nothing to keep mobs/livestock out.


    Yes, livestock can get in. However, by a simple modification, you can stop them.

    On the second system, put dirt on top of the farms, so that you can't walk on the crops, but you can still see and harvest them. you can do the same with the first system by putting dirt where the torches are, and putting the torches on the floor.


    As an extra, I want to see if anyone can solve this issue:

    3: Square Hydroponics V.2 (side view of center)

    [gold] :cobblestone: [gold]
    :soil: :bookshelf: :soil:
    [gold] :cobblestone: [gold]
    :soil: :bookshelf: :soil:
    [gold] :cobblestone: [gold]
    :soil: :bookshelf: :soil:

    and so it goes on vertically...

    This system makes a pillar of alternating farm tiles and dirt + water tiles. It has 1.5x the efficiency of a regular Square hydroponic, and is impervious to sheep + pig attack.

    The problem is movement between the farm plots, as the original flooring wouldn't be high enough for you to walk under. alternating cobblestone and single stair blocks were a possibility...

    [iron] :soil: :bookshelf: :soil:
    :stair: [gold] :cobblestone: [gold]
    [iron] :soil: :bookshelf: :soil:
    [iron] [gold] :cobblestone: [gold]
    :cobblestone: :soil: :bookshelf: :soil:

    (that stair block is a half block), but although the farm plot next to the stair can be seen and touched, it won't pop into your inventory (or so I gather). If anyone can get some sort of movement system with the square design, please tell!
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on How far away do the trees in my tree farm have to be?
    Using a tree farm I found in another post, I found there is no limit to how far away tree must be to grow.
    It's all done on "is there space above me?". Essentially, you only need a 1x1x6 to grow a tree. 6 is the minimum.
    Every time a tree grows however, it creates a whole load of leaves that take up that space of other saplings, stopping them from growing.

    Because of this, trees in infdev are harder to farm in the open, as the random branches go over other saplings.

    As a side note, if a tree grows in the middle of a 3x3 tube, the leaves will still grow on the outside of the tube, stopping a highly efficient tree farm to take place (i.e, tube next to tube, next to tube...)
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on Boats and Ships
    Quote from MacGruber »
    Well, the game would probably register it as a wood block would have to have displaced two blocks to float, whilst an Iron one might have to displace 10. For your information, the displacement isn't just the materials, it is also the AIR displacing the water. IE

    (saving space...)

    A steel one would be like...

    (saving space...)

    It would certainly be larger, more expensive, less mobile, but much much stronger. With the added benefit of not burning as easily. I could see "Ironclads being put into use. Wooden ships with Iron sheaths, to protect themselves from enemy fire, possibly mounting a TNT mortar on the front, and ramming enemy ships with impunity.


    Again, this has the problem of determining trapped air. Also, if the boat is no clip through water, water would show up inside the ship, even if that space within the ship is assigned with air, and acts like air.

    Quote from hukacikanaka »
    For naval ships, with the buoyancy system as explained above how could that mass of iron float? Would it be like, if no wood is touching the water and only iron is, the iron has more buoyancy properties?


    And to answer the original question, I don't think full Iron ships should float. If they do, the trapped air problem would need to be solved, but otherwise wooden ships would be the way to go. Iron sheathed ships are definitely a possibility, as this would require to have a ship of massive Buoyancy (i.e., very large) to support the 1 thick iron coating, which would make it useless in lakes or rivers, but great at sea.

    Also, having to make ships partially out of wood provides a weakness: flame the insides, ship goes down, and you have a epic wreak in the end. to counter this means to coat the inside in iron as well, encasing wood in iron to protect it in flames. The end product would be so slow / use so much energy, that someone could just use a tnt cannon to sink it while the miners get more coal/wood/sails.


    Sorry for the massive posts... I like boats :biggrin.gif:
    Posted in: Suggestions
  • 0

    posted a message on Farm Science
    Can't remember how old this thread is, but Ive been reserching into hydroponics for an underground city (with the help of krelos: thank you :biggrin.gif:)

    Anyway, here is 2 designs we came up with:

    For both designs:
    Tnt = torch
    bookcase = water
    iron = air
    gold = farm
    grass = dirt
    cobblestone = cobblestone

    1: Shelving Hydroponics (side veiw)
    :tnt: :cobblestone: :tnt: [iron] :tnt: :cobblestone: :tnt: [iron]
    [gold] :cobblestone: [gold] [iron] [gold] :cobblestone: [gold] [iron]
    :grass: :bookshelf: :grass: :cobblestone: :grass: :bookshelf: :grass: :cobblestone:
    :tnt: :cobblestone: :tnt: [iron] :tnt: :cobblestone: :tnt: [iron]
    [gold] :cobblestone: [gold] [iron] [gold] :cobblestone: [gold] [iron]
    :grass: :bookshelf: :grass: :cobblestone: :grass: :bookshelf: :grass: :cobblestone:

    This method is efficant as you can make the design as long as you want in depth, and as wide as you want adding extra rows. All the farms grow at the fastest rate possible, and it is easy to harvest. However, it only makes 56 wheat for 7 deep, 7 wide hydroponic with 2 stories of farms.

    2: 8-Square Hydroponics (top veiw)
    [gold] [gold] [gold] :cobblestone: [gold] [gold] [gold]
    [gold] :bookshelf: [gold] :cobblestone: [gold] :bookshelf: [gold]
    [gold] [gold] [gold] :cobblestone: [gold] [gold] [gold]
    :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone: :cobblestone:
    [gold] [gold] [gold] :cobblestone: [gold] [gold] [gold]
    [gold] :bookshelf: [gold] :cobblestone: [gold] :bookshelf: [gold]
    [gold] [gold] [gold] :cobblestone: [gold] [gold] [gold]

    This method is easier to make, as well as easier to manuever through. The same size, 7 by 7 with 2 stories of farms makes 64 wheat- at the price of slightly slower growth. as the water must travel 2 spaces to 32 of the farm plots won't grow as fast. however, the amount of farms made compensate for this.

    Veridct: #2 is better and more artistic to. it looks cool to see al the pillars in a large room :biggrin.gif:


    Please comment on design / make improvments.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on Large furnaces
    Quote from Mystify »
    We need to add brass and tin, which you can use to make bronze.


    you mean copper and tin make bronze.

    brass is made of copper and zinc.
    Posted in: Suggestions
  • To post a comment, please .