If you have a little time, you can build a quick defensive structure:
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The creepers AI is too simplistic to send them around the back if you build this 2 or 3 wide. You still have to exercise care while whacking them though; don't just mash l-mouse - wait for them to come in range and your hit will knock them to a safe distance. If you hear a hiss, backpedaling will drop you behind your dirt wall so that even if they do explode you'll only take half a heart of damage.
Grab a bunch of sand and dirt, ladders and a couple torches. (I prefer sand because it always yields the same amount of sand back, rather than gravel sometimes yielding flint) These are your scaffolding materials. Sand will form the uprights, dirt will make any platforms or horizontal walkways you might need, and ladders will run up the side of your sand pillars. To begin, place a torch on the ground in the block where you would like your pillar. Jump and place a sand block on top of the torch. (If you do it right you won't need to build any adjacent blocks for support.) Place two sand blocks on top of the torch.
Then place a ladder on the first block of sand. Climb it and place more sand (you can stand on the ladder.) Drop back onto your ladder and place another above you so that your two ladder blocks have a single empty space between them. Repeat until at desired height. Once you get the hang of this method, you can build a climbable pillar very fast. The nice thing about the sand is that its easily destructible. break the sand block that is directly above the torch and the whole pillar will self-destruct while your stand under it and pick up your materials again.
The linked article above recommends using sand to build platforms horizontally, but this is time consuming and error prone. Dirt can easily be destroyed when you're done with it; just destroy blocks backwards towards one of your pillars, then climb down and demolish the pillar.
It's good to leave scaffolding in place until you've been up and down a number of times and had a look at all sides of your structure. It sucks to have to rebuild scaffolding to make minor changes here and there.
Okay I need a quick hint. Do the switches in the giant switch room work multiple doors or can I trust that the 'active' switches only affect one door each?
Soooo did anyone else climb the wall in room 6 using only 1 bucket of water? I never needed the infinite pool. Had to get a hint on the pressure plate path room though.
You have an account system and a way to save your drafts it looks like. This is a one-up on minedraft already. Also you mentioned being able to count resource costs? That would be very helpful, but minedraft does this too. Minedraft also has a REALLY slick interface. You'll be hard-pressed to beat that aspect IMO. Minedraft is missing a pan tool however - their blueprint size is fairly limited. That could be a major plus for your system.
Ah, I see. I didn't really understand how Notch had implemented that. Apparently he just decided arbitrarily that ID's 255+ would be used for items rather than placed blocks? I was envisioning the whole 16bits for placeable blocks - which would be amazing. So if I'm getting this right, we can define a block type of ID say 9999 and have it placed in our map data as long as the client knows how to handle that block?
Since the control block is relatively easy to destroy it might not be too big a problem if the gate was misplaced - just destroy and rebuild. (I assume it yields a gate block when destroyed.)
New question. say I have dirt like so:
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and place the control here while facing left:
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does the floodgate overwrite the dirt block like so:
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Nice tool! Could use a way to trash items. I would also add more categories in the block menu, or just make it taller to prevent having to scroll as much.
I have been led to believe that the map save data and server communication depend on block ID's between 0 and 255, hence an 8bit data type. I am interested in what kind of performance we would get if this were changed to a 16bit data type. (With 16bit we could have 65536 block types straight up, and one could manipulate sub portions of the 16bits for even more possibilities. I have come up with a scheme that can represent rotation/specialized variation per block as well as block shape and material using just 16bits. The possibilities are astounding.) The only limiting factor I can see is that a 16bit datatype might cause too much cache thrashing to produce viable performance. Notch has already mentioned performance issues which he solved by breaking the world into the chunks we are all familiar with.
I think the only solution is for someone to just try it and see what kind of performance they get. I am not the one to do this. I have almost zero knowledge of Minecraft modding and where the datatypes would be defined. I imagine that the relevant information would be very pervasive however, ranging from texture lookups to packet sending, so this would be a HUGE mod. However, I think that the benefits could definitely outweigh the effort! Think about a level of complexity in materials and building options to rival Dwarf Fortress for one thing.
So yeah, someone should do this thing. Get excited about 65K block types, people!
P.S. While we're at it, how would worlds of height 256 instead of 128 perform?
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The creepers AI is too simplistic to send them around the back if you build this 2 or 3 wide. You still have to exercise care while whacking them though; don't just mash l-mouse - wait for them to come in range and your hit will knock them to a safe distance. If you hear a hiss, backpedaling will drop you behind your dirt wall so that even if they do explode you'll only take half a heart of damage.
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Grab a bunch of sand and dirt, ladders and a couple torches. (I prefer sand because it always yields the same amount of sand back, rather than gravel sometimes yielding flint) These are your scaffolding materials. Sand will form the uprights, dirt will make any platforms or horizontal walkways you might need, and ladders will run up the side of your sand pillars. To begin, place a torch on the ground in the block where you would like your pillar. Jump and place a sand block on top of the torch. (If you do it right you won't need to build any adjacent blocks for support.) Place two sand blocks on top of the torch.
Then place a ladder on the first block of sand. Climb it and place more sand (you can stand on the ladder.) Drop back onto your ladder and place another above you so that your two ladder blocks have a single empty space between them. Repeat until at desired height. Once you get the hang of this method, you can build a climbable pillar very fast. The nice thing about the sand is that its easily destructible. break the sand block that is directly above the torch and the whole pillar will self-destruct while your stand under it and pick up your materials again.
The linked article above recommends using sand to build platforms horizontally, but this is time consuming and error prone. Dirt can easily be destroyed when you're done with it; just destroy blocks backwards towards one of your pillars, then climb down and demolish the pillar.
It's good to leave scaffolding in place until you've been up and down a number of times and had a look at all sides of your structure. It sucks to have to rebuild scaffolding to make minor changes here and there.
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This is readily apparent.
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Now I just need some time to learn some modding.
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Since the control block is relatively easy to destroy it might not be too big a problem if the gate was misplaced - just destroy and rebuild. (I assume it yields a gate block when destroyed.)
New question. say I have dirt like so:
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and place the control here while facing left:
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does the floodgate overwrite the dirt block like so:
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or am I not allowed to place the gate control?
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I think the only solution is for someone to just try it and see what kind of performance they get. I am not the one to do this. I have almost zero knowledge of Minecraft modding and where the datatypes would be defined. I imagine that the relevant information would be very pervasive however, ranging from texture lookups to packet sending, so this would be a HUGE mod. However, I think that the benefits could definitely outweigh the effort! Think about a level of complexity in materials and building options to rival Dwarf Fortress for one thing.
So yeah, someone should do this thing. Get excited about 65K block types, people!
P.S. While we're at it, how would worlds of height 256 instead of 128 perform?
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Now all I need is a mod that will make trees act more naturally as opposed to hanging in midair.