@Quazimortal The collection of this data is about as much of a invasion of privacy as some one catching a glimpse of you threw your open door. Its your boat float it how ever you want, just don't wonder why every one thinks your strange for taking such a extremism stance on it.
- Registered Member
Member for 9 years, 10 months, and 23 days
Last active Sat, Sep, 13 2014 08:26:43
- 0 Followers
- 131 Total Posts
- 4 Thanks
Nov 24, 2011Updated OP: 9/3/12 (Modified OP explanations, thanks to getpoopedonkid // Fixed Poll)Posted in: Suggestions
Updated OP: 3/8/12 (Fixed Poll)
NOTICE (As of Snapshot 12w01a):
This is an screenshot of the beach gen that was re-added in Snapshot 12w01a. Please note that this is not representative of the new beaches in general, but instead an example of what the new generation can create!
Jeb appears to have simply changed the blocks which form the transition between land and the ocean biome from dirt to sand. This forms ugly clumps of sand hardly resembling beaches on hilly terrain. This DOES NOT resemble actual beaches or beaches as they once were in Beta 1.7.3! Or reality for that matter.
What should be done to correct this:
- Simply limit the max height of sand that can generate to two to three blocks above sea level, which would be identical to beach generation prior to Beta 1.8. With beaches essentially being their own biome, such a change should feasibly be easy since it shouldn't conflict with other biomes. If you believe otherwise, please state so and why!
With the inclusion of the new terrain generation in recent releases, I've read about many major topics and comments having to do with terrible biome transitions involving the swamp biome and the such. However I have not seen any real topics concerning the exclusion of beaches and the issues concerning underwater bedding. So here is the point of this topic:
1.) Beaches was a widely-liked feature of the previous terrain generator and it needs to be restored.
This should be simple enough. Just add back beaches into the terrain generator. Also gravel beaches should be returned as well. More on that later in the topic.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
The main argument against the current underwater bedding generation is that allows for easy access to large amounts of clay, and that clay was supposedly more rare in the previous generator. However, it was abundant, since the x=z clay generator bug that previously plagued the game was patched in 1.7.
However, to further address this issue, clay density and frequency can be increased to satisfy those who believe that more clay truly is necessary.[/indent]
The poor state of these aspects of the terrain generator has proven to be both an annoyance and an eyesore to me and the community as well. Beach gen prior to 1.8 paralleled realistic beaches and was more aesthetically pleasing in general. To further elaborate what I mean:
Beaches, prior 1.8
"Beaches" (along lakeside), 1.8 and later
Beaches, real life
As you can see, beaches do not actually generate in 1.8 and later, the "beaches" you see are actually not beaches at all; they are simply the outcroppings of the underwater sand bedding crossing onto the shore. This brings me to the next point: underwater bedding.
Underwater bedding (same pic as before, view the underwater portion), prior 1.8
Underwater bedding, 1.8 and later
Underwater bedding, comparison with 1.8 vs. 1.7, and real life (Borrowed from Dragonid's Terrain Generation Changes Remaining)
As you can see, in 1.8 and later, underwater bedding consists of ugly patches of circular splotches, whether it be in a lake or an ocean. Previously, it was both aesthetically appealing and realistic. Clay would still be fairly abundant if the patch from 1.7 were also incorporated into clay generation. If that is not enough, we can simply have clay generated in the same manner as depicted in the picture below in higher frequencies or larger quantities:
Lastly, gravel beaches should be added back. It was a realistic feature of the old terrain generator and also broke up the monotony with the constant sand beaches. It is not a necessary feature to be re-added, though it would be nice.
Gravel Beaches, 1.7 and before
Gravel Beaches, real life
1.) Beaches was a widely-liked feature of the previous terrain generator and so, needs to be fixed.
2.) Although a less important issue, underwater bedding, lacks the uniformity and overall realism that it used to have. Currently, lakes and oceans are covered in splotchy patches of dirt, sand, and clay.
With this said and done, I ask that these issues be addressed as soon as it is possible. If you can, please twitter or e-mail Jeb. This is technically not meant to be a petition or anything like the very popular Dear Mojang: The Swamps are Still Ugly topic, just a reminder to show that these issues must be addressed. However, you can show your support by twittering Jeb (+ link to here) or just acknowledging it here.
Tweet Jeb at: https://twitter.com/#!/jeb_
Get Satisfaction Topic: http://www.getsatisf..._gravel_beaches
Also check out Dragonid's Terrain Generation Changes Remaining topic for an in-depth look at issues concerning current terrain generation!
Try out a mod that adds beach generation back into the game! http://www.minecraft...0-biome-mod-v1/
If you support this, you can show it by signing on to this cause. Type "/signed" in your post!
- Mad Cowboy
- death kid620
- Cyril Prokin
- Colonel Muffin
- Ghost Hacker
- Mista Epic
- The Internet
- Samuel Rowe
- Attack Nun
- Ender Core
- *Notice: The number of signatures from various posts has grown greatly since I last updated it. Until I can get around to compiling a list of signees following the last on this list I will not update this.*
Show your support outside this thread by putting these in your signature! Copy the text as it appears in either box and paste it into your signature! Also, if you have signatures of your own to contribute, please feel free to do so!
May 21, 2012Read through the whole thing and picked out my favorite ideas- ill highlight the best partsPosted in: WIP Mods
Quote from Cromage
Gonna repost my magic circle idea here, incorporating some of the excellent suggestions made ITT:
Magic circles consist of three components:
1) single-block slots that you fit components in, like how you fit crystals into eldritch monoliths. The item to enchanted goes in the "focus" slot.
2) glowing marker/chalk lines you draw around the slots. The shape drawn changes the type of item produced or even the type of magic performed (e.g. enchantment vs duplication)
3) seals that change the power.
Things that affect a magic circle once drawn:
1) Time of day/phase of moon (for instance, certain rituals need to be conducted at midnight on the night of a full moon)
2) Location/biome position of circle
3) Materials circle is drawn on.
4) position of ley lines (if ley lines are added)
It would be really difficult at first, especially since one misdrawn line could make things explode, but it would get easier as you researched tools for it--like a magic eraser that erases all the chalk in the vicinity or magic chalk that draws circles that you've discovered on its own.
Basically, I like the Infuser--it looks really cool and all--but it is kind of "small" for what I consider a magic lab "should" look like. I think a magic lab should have magic circles everywhere, and they should be big.
ETA: Pictures of what it could look like:
More sophisticated circle:
This could be easily used to imbue things with various powers and levels of power
Quote from RANKSHANK
New Innovative Research+Crafting System
You should try something like the Profession systems in many MMORPGs. Things like speciallized enchanting based off skill that would mix with research for recipes.
***You could a do a jewelcrafting system where you can use custom gemstones and mix with vis crystals (if still around) to make additional enchantments. you could treat the jewel accepting items as a container with an inventory Using NBT to save/load and an instance to access it for the effects. then expand the crafting and create a whole system based off this. ***rings/amulets/baubles/earrings/bracelets or whatever suits your needs doing this most likely by a using private GUI that will open up next to the inventory GUI so that you do not cause conflicts. Other forms of professions could follow the same pattern-
By intermixing these you dont have to spend a massive amount of time to get the reward, but to get the bitter imbued materials, you would have to builld up.
Just some ideas haha that I thought id throw your way.
I LOVE this idea!!! I've always wanted to be able to manage the enchantments on my items- and this seems brilliant- Like making a special sword to accept the jewels and enchantments and then using the aura and the jewelcrafting skilll you spent time researching and improving in. Like the whole new crafting style system is awesome- Maybe make it feed from the local aura in creation so you'd have to move around or manipulate the aura to create those much wanted high level items...
Quote from darkthought
I'd love to see a golem system implemented to assist with task automation such as crafting and item movement.
They could be "bound" to a specific seal combination, similar to the teleport seal network.
Phased Wisp Golem: This little guy interfaces with containers and machines in the same way that the bellows attaches to various Thaumic Devices. When in use, the Wisp in the network will grab items and move them, similar to the various pipes / tubes in other forge mods. Graphically, you'll see a little semi-transparent wisp appearing to go into and out of the Wisp Interface carrying the objects. After a short distance (1 - 2 meters) from the Interface, they disappear and teleport to their destination, drop off the items, then teleport back.
Various upgrades and elemental effects would be possible, depending on the type of wisp.
- Air Wisp: Fastest item transfer, but smallest stack.
- Earth Wisp: Slowest item transfer, but multiple full stacks transferred per cycle.
- Water Wisp: Capable of transporting liquids, or somewhere between Air and Earth.
- Fire Wisp: Somewhere between Air and Water in stack / speed, or could possibly burn up low value items to increase vis aura.
- Vis Wisp: Capable of absorbing vis aura in one area, and then expelling absorbed vis on the other side.
- Taint Wisp: Same as vis, but for taint aura.
Basically, this provides an automated crafting table, infusers, and furnace, and input-output chests. The golem is taught to make items in the crafting table by giving it a book with the specific crafting pattern written in it, and with a command. Items made in the infusers are made by feeding it the completed research scrolls, which can be copied from your Thaumanomicon. The Productive Arcane Golem will then need to be given the raw ingredients and then can be ordered to create something.
For instance, if you wanted to craft several Thaumium Shovels, this golem would need to be taught how to make thaumium ingots by giving it the final research scroll for thaumium ingots, and a book telling it how to turn wood logs into wood planks, wood planks into sticks, and then how to assemble the shovel using thaumium ingots.
Intelligence would be limited on how many Brain in a Jars you have in the system, with the same runic script travelling from the brains to the head of the golem. No brain jars and you're only able to tell it to make 1 step items, such as smelt iron ore into ingots, or planks into sticks. More brains means more steps. It would be fueled by coal, alumentium, etc.
Hunter Golem: This golem is basically a mobile damaging seal. While it's immobile, you apply the type of seal you want to it's head. When activated, this golem walks around zapping / flaminating as per the seal attached to its head. It fuels itself by eating vis crystals or taking a hefty chunk out of the vis aura.
Husbandry Golem: This golem walks around your animal pens and tends to their needs. It would need to be supplied with wheat to automatically feed your animals to have them breed. If equipped with a shears, it would shear any sheep under its protection. If given buckets, it would milk any cows under its protection. If any other creatures appear that would cause harm to your herds, (including yourself) when given a sword or bow. It would collect eggs as your chickens produce them.
The Husbandry Golem also has a second mode, called Animal Armageddon mode. You order it to harvest a certain number of animals (or all of a type) under it's protection. The golem's face changes to red eyes with tears streaming down (particle effect?) and it proceeds to murder the animals under its care, collect the remains, then then get over it once the task is done.
This golem is made from dirt, leather, wool, and feathers.
This would be pretty cool- possibly, once again having the golems feeding from the local aura, so youd have to make sure you either are moving around ro finding ways to keep the atmospheric aura at a high level
Quote from darthbrick
Time to contribute my two cents! In Thaumcraft I became fascinated by the Eldrich as a species, but yet I had nothing to learn of them, other than what few things that they made, It left me wanting to find out what kind of civilization would harness so many weird, cruel and yet fascinating technology. I want to know where they came from, how they arose to power, and what else they left behind. I want to explore the void that permeates their technology, regardless of the effect on my sanity.
Senseless ramble about my fascination with crazy things. On to a few new suggestions.
The Eldrich made the monoliths for some reason, the only sensible way to find out is by hitting one of them with incredible arcane force! Breaking the monolith could cause a fissure in the vis aura. This sucks you into the void, a dimension where horrors your mind cannot comprehend attempt to kill you. In that dimension you can get things that, when researched, teach you of the void word/tag. Upon finally understanding the concept of the void (which is hard to comprehend, considering how feeble our minds are compared to the Eldrich) you could begin to experiment with other tags ,maybe void-air-darkness for a set of void walker wings, which reduce fall damage completely, and allow you to fly for about 1.5x the magic carpet's flight time, or void-pain-metal for a void walker blade, which is like a void cutter, except much cooler looking.
Once you make a few items that have the void prefix, you could go back into the void, and search for the Eldrich themselves, possibly finding one of their abandoned void-cities, ripe with void tech, like void chests, and void relays, but also prowling with ancient hostile mechs, infected void dwellers, and monstrosities that would drive the meek insane. In these abandoned cities, you could find some major clues of what became of the Eldrich people. And if you can find a strong enough source of power, possibly draw in a few remnants of their species, like moths to a flame.
i'll see if i can give a few ideas on what the void walker items in a later post, but for now they sort of follow the disconnected, infinite star particle style of the monoliths.
That would be so awesome! Adding a story to Thaumcraft would definitely set it apart from tech mods. and the dimension exploration is awlways popular... ecspecially if its a really new and twisted place like that... maybe have a whole chain of things that you get from going there- like new dungeon systems- and maybe only being able to use the potal system by using the void as a sort of portal hub, like you need to find an alter to fuel the void portals to travel between locations, and the only fuel is available by killing void creaturess
Quote from TheGrayGoo
Nice ideas, spell = no.
Good- i dont like the whole spells thing
Now for my ideas:
More Aura- such as Elemental auras:
Theres not enough Aura! the coexistance is nice and all for an idea, but I think really trying to keep it balanced when you hit high tier imbuing and whatnot should be a must! For example, If you do a high level fire imbuation it will eat a lot of fire aura, causing the water/icey aura to rise even more, and if auras reach a certain point, then they cause cataclysmic changes that force the player to do other wise.
These are some ideas for the auras:
Fire: Has to do with and strength and destruction. To much and stone will be converted into netherack, water into lava, and all organics will be set on fire. Magma globs and blazes will spawn
Water: Has to do with fluidity and Intelligence. Too much and the land will be flooded, lava will be turned into water. instead of floating here, players will constantly sink to the depths
Ice: Has to do with Cold and Wisdom. Too much and the land becomes covered in snow. Lava and water turn to ice. Hostile snow golems spawn.
Earth: Has to do with nature and Dexterity. Too much and plants will grow out of control (think advanced jungle). Plants will come to life and try to snuff out threats (ie the player).
Wind: Has to do with Speed and bouyancy. Too much and entities (arrows, player, mobs ect) will be buffeted around. possobility of tornados which will throw the player high into the air.
Pure(vis?): Has to do with Light and Cleansing. Extremely hard to keep at a high level. If at a high level, players will gradually heal and regain hunger. Negative effects from potions curses and whatnot will be washed away. light value in these areas will always be high like in the day time.
Dark(taint): Has to do with Darkness and Decay. plants wither and die here. The sun never shines here and dark creatures like the enderman dwell here. player cannot heal here, and food depletes twice as fast.
Chaos(void): Has to do with the uncontrollable. Hard to create (destruction of monoliths like darthbrick reccommended) and impossible to remove. Creatures twist into unrecognizeable monstrosities. void portals appear and suck the player into the void. Players without the right protection from its energy would slowly take damage as they are twisted by the dark energy, as they would in the void itself.
Electric: Has to do with Energy and Agility. Quick to charge and dissipate. Too much and it becomes a lightning rod. spawns electrified creepers.
Ancient(Eldritch): Has to do with Knowledge and the unknown. Too much and strange, unexplainable things begin to happen. things appear that wouldnt otherwise and the player is subjected too strange illusions. research is faster here.
The current system isnt that grand. while its cool its lackluster and really needs some unique cusomizablity to go with the items, so its not a variation of equivalent exchange. as rankshank suggested, there should be a sort of professions system. possibly something that the player can only learn one of two out of the available choices. the jewel crafting would fit perfectly, having it feed on the different levels of aura when you make something, and then learning the recipes can be done through research for the lower level, then exploring the void for eldritch ruins later. the player would then be able to fit their specialized weapons and armor, and rings and aumulets and whatnot with the gemstones and enchantments that match their wants and needs instead of random enchantments or forced special effects. maybe i dont always want a thaumium axe of the woodsman....
The possible Professions:
Jewelcrafting: This is the process of turning gemstones, metal, and vis crystals into something which not only solidifies the aura into something useable, but also allows for players to create special rings and weapons which they would the mount wiht the gemstones they create. this would also, at higher levels force the player to tinker with the local aura to get the levels for their desired effects.
Enchanting: This is the process of imbuing weapons, armor and tools with magical properties. these would be costly on the aura, and possibly require the player to collect souls for doing so, which they would then use enchanting tools to imbue into essences. this would force players to find creatures with the right souls and kill them, as well as finding areas with the right levels of vis to imbue.
Scribing: This is the process of making scrolls. Scrolls are created through a combination of specialized ink from ground vis crystals and aura. they store effects such as curing poison or teleporting to and from a home point. It also allows for tatooing, which will have a permanent, irreversible effect on the player. They also increase research speed and have the ability to possibly create a rare research scroll that would otherwise only be found in the void. but since there is a limit to how many professions can be selcted, it may be a drawback to use.
Tailoring: This is the process of creating and imbuing cloth with aura. Tailors can create flying carpets to fly on, special bags which allow for them to store more in a void like space, and also create special cloth armor which would accept more enchantment powere/ jewel slots
Smithing/Leatherworking: This unlike tailoring is limited to weapons and armor. it allows for the creation of tools/weapons/armor that accept more enchantment and jewel slots, but also requires the metals/leather to be imbued to work the properties into.
Alchemy/Botany: This is where the player will be able to imbue their ingredients with magical properties to make unrivaled potions and items. here they can transmute and grow things that are extremely rare. They would be able to create things like distilled life and purified chaos to create golems, the travling trunks and such.
Thaumian Engineering: This is the process of creating technology with the aura. It would allow for the creation and placement of the more mechanical (technic pack sort of things) that would otherwise be removed. Engineers can create pipes, crucibles, and storage for liquid vis. they can also make the machinery that would otherwise be lost. this would be nerfed machinery though, and things like imbuing would be lost. Engineers also can create imbued explosives, such as throwable void satchel bombs which would create a temporary rift which would then suck in any entities around it.
Professions would be AMAZING on SMP. forcing players ot work together and interact, and trade to reach decent levels. of course only people with certain professions should be able to use the more powerful items, just so that no one player achieves a godlike status
As crowing said, the imbuing should be done with circles. Artifacts and tools that fall outside the profession (an the majority that fall within) would need to be done within an imbuing circle. This would allow for the focusing of the aura, as well as trying to contain the aura that is created. Instead of pipe (mostly except for the engineers) the player would instead have to suck their needed elemental aura from the air. this would be a more lossful process than piping, and would deplete that aura from the area, meaning players would ened to move their imbuing circles around to stop from either running out of aura, or creating an area to highly charged with one particular aura.
Players should however be able to manipulate the aura at higher tiers of imbuing. but make it a more tedious process with many steps, not necessarily an expensive one so people throw cobble at it. Alchmeists can imbue concentrations of aura into potions which they can use as "fuel" for imbuing like engineering pipes. The process of making this would be a mixture between harvisting crystals (which dont feed off the aura as much as they slowly add too it, as well as being worth a bit) which should be thrown into full swing. to much of a mixture of the vis crystals in an area though would result in an imbalance and a sort of chaotic aura. This would mean the player would either have to find a way to do need based farming, or sprawl a more expansive area, once again stopping them from sitting around in a basement churning through thins.
This is where the focus is turned to- it will have things like lore and whatnot to hint at the eldritch's presence, the creation of the void, how the aura became dynamic and not a static balanced force. Here its got a mixture between nether and skylands generation, but all is dark like the end. purple and black are constant, and the land scape is absolutely filled with ruins of the Eldritc civilization. this ouwld be the vast majority of the world. a complex of the world, and would be haunted by twisted creations that try to kill you in the void. here the player would be forced to wear special proctective gear (maybe jsut an amulet of purity or something) to protect them from being twisted into a void shape. the player would navigate through the ruined civilization in search of materials to further their research and also find void crystals and extremely potent herbs/souls/metals that only appear in the void (made by ancient eldritch technology- possibility of player being able to build these themselves depending on profession). This could be a place where the whole basis of Arcana/ThaumCraft is told and give. Adding a depth and story line to it that makes it more akin to the aether than the standard tech mods. And exploring a dark, twisted would set the tone for the implications of messing to much with the aura.
Overall Id really love to see this mod be more of a game changer. before it was kind of atech mod, since it didnt add many game changing elements... by forcing the player to travel to different areas to gradually craft and imbue more powerful items it would really change from people sitting in their basements pouring cobblestone into a crucible while feeding thier nuclear reactors. maybe at a later state with enough supplies you can settle down and instead pump the atmosphere with different auras that if you arent careful, can have disastorous effects, like bringing things like chcests and imbuing devices to life, or terraforming, or creating void rifts. something to keep the player more on their toes and more aware of what they are throwing around, while also being able to deepen the course of the mod and keep the devices, though nerfed of the old one. Id also suggest making higher level monstrosities come out with the aural changes, so that players with high end enchantments have an actual challenge and make the void dimension get alot tougher as the player gets further away from the spawn.
Anyways thats my ideas
Apr 2, 2012Had li'l bit of a brainstorm with some other guy 'bout something to add. Just droppin' it here.Posted in: Minecraft Mods
The Bow of Grounding, temporarily immobilizes any living thing it hits, even bringing flying or jumping foes to the ground and stunning them for longer depending on the height of the fall; the stunning effect starting when the enemy is hit. It will also create a platform of (Dirt/Cobble/Stone, or whatever. I don't make the final decisions here.) wherever the arrow lands, providing it doesn't hit something living first. The effect would require you to have a piece of whatever material in order to place the platform. To craft it you would require a piece of Enchanted Wood, an Enchanted Wood Bow, and three Earthen Crystals, in a similar format as the Axe, Sword, and Pick.
Enchanted Wood Bow, easier to enchant and has a higher durability than the normal bow. Crafted like a normal bow, but with Enchanted Wood instead of sticks.
Jun 3, 2011You seem like a very normal Call of Duty player. Your username, the dubstep, the windows movie maker, the begging for subs, the cheesy video effects, the red-on-black text. You know, I was thinking about signing up under the alias "xXbLaCkOpSKiiLlAsNiiPEZaznXx" but then I thought nah...Posted in: General Gaming
Although those were very impressive tomahawk kills.
May 17, 2011Posted in: Survival Mode
This thread is currently a basic introduction on the physics of fire in Minecraft. To understand how fire works and spreads, it is important to understand that fire itself is a block. When fire spreads, it doesn't actually spread to a flammable block. Instead, it spreads to an air block next to a flammable block. Only certain air blocks are in range of any given flame, and I call these Flammable Air Blocks(FABs). Thanks to Grizdale, Photoloss, and UFlapJack for helping me figure this out, and test it.
Fire has an area of Flammable Air Blocks(FABs) to which it can spread. The pattern of FABs is 3x3x6. Fire can spread twice as far vertically as it can horizontally.
In the images below, the netherrack and fire blocks are shown with their FAB pattern. The light grey blocks represent FABs, and the dark grey blocks represent the endangered fuel sources. If any of the blocks in the pattern is a flammable block, and is touching a Flammable Air Block, it is in danger of catching fire. Note that diagonals don't count as touching in this instance, hence the gaps in the corners.
Vertical cross-sectional image:
Horizontal cross-sectional image:
Barriers can only be created in the Flammable Air Block(FAB) spaces, but creating them is simple. If any block falls within the pattern, then soma non-flammable block needs to be placed in all adjacent FABs.(You can actually use flammable blocks in some instances, but this is more difficult to deal with and we will get to it later)
First is a completely safe fireplace pattern. The dark grey blocks in this image would need to be replaced with a non-flammable block such as stone, cobble, brick, etc... Compared with the previous picture, you will notice we are filling in the outer shell of FABs, making everything outside of this pattern safe from the fire.
Vertical cross-sectional image:
Horizontal cross-sectional image:
In this case, the only way your fire could spread would be if you placed a flammable block in one of the four FABs directly above the flame. To make the fireplace completely safe, you can fill in those four FABs as well.
Sadly, fire cannot simply be encased to make it safe, the way lava can be. In the following picture, with the flame completely surrounded by glass, the light-grey FABs are still in play, and any block in the shown pattern is in danger.
Now this really surprised me. Obviously things like dirt, stone, etc... can be used as a barrier to prevent fire from spreading, but other blocks, such as torches, flowers, buttons, pressure plates, redstone wire, etc... all work as well. The reason is that any of these blocks, while not taking up an entire block visually, still remove the air from the block they are placed on, so every placeable block* will remove the Flammable Air Block and work as protection. Water also works, whether it is still water, falling water, or the smallest, last block of flowing water.
* The only exception I know of is paintings. Paintings aren't blocks, and can exist in the same space as other blocks(such as torches).
This is a minimal design for a safe fireplace, showing a 1-wide and 3-wide variation. The entire fireplace is 8 blocks high, with the netherrack on the 2nd layer. It might be possible to remove some of the blocks, but for simplicity, and for worries about south-west issues, this should suffice.
Oct 12, 2010Posted in: DiscussionQuote from icesharkk »Quote from MacGruber »Quote from Sam305 »Ahaha, Redstone dont exist...or does it?....
No, it doesn't.
You are incorrect sir. Redstone is most similar to the real world molecule copper(1) oxide.
It is in fact a semiconductor, it is in fact a red dust and it does in fact come from a reddish crystal mineral called cuprite.
- To post a comment, please login or register a new account.