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    posted a message on Player Name?
    Is it possible to change a player name? When I bought the game, I didn't know the account I was asked to create for the purchase would be my in-game name.
    Posted in: Discussion
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    posted a message on So... What happended? Does rain put out torches or not?
    Quote from Bump »
    I dont htink I need to write more than tht tietl.

    Happened* think* the* title*
    Posted in: Survival Mode
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    posted a message on [1.5.01] MedCraft v0.4 !Surgical Clothes! [WIP]
    Quote from Ocalorie »
    Not trying to be rude, but the mod lacks originality in terms of use. There are a lot of mods that add items that heal you.

    But, hey, the idea of the mod has potential.


    Did you read the thread? It's a lot more than "eat this to heal hearts".
    Posted in: Minecraft Mods
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    posted a message on Minecraft Revamped | Abandoned for Good
    Quote from Chrisarepwn »
    *facepalm*

    Thousands of new blocks?


    You know how much lag that would cause? I'm starting to think this is a joke.


    *facepalm*

    You don't read well, do you?
    Posted in: WIP Mods
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    posted a message on [1.5.01] MedCraft v0.4 !Surgical Clothes! [WIP]
    Quote from crazygreggy »
    Hey Doc ! My brain was fizzing with ideas whilst I was working today ( obviously a form of brain fever ) but I guess the thing that most interests me is establishing a level of advancement so the first scalpel may very well be a stick and a sharpened flint ( an arrows recipe without the feather ) . Wood bowls of fat and soap , herbal simples , bandages for binding wounds , poultices all are first stage developments . ( oh soap could be made with a bowl of fat , charcoal and water , maybe placed in a stone mold to "season" . ) Probably someone is saying Minecraft doesn't run like RL but we can take inspiration from RL to make MC more complex . Why I am keen about lower grade items is to try an find reasons to stay in the " stone age " for longer than is usually considered necessary . If a range of useful and easily created items can be crafted at an early stage of the game then we can ( should we want to ) slowly ascend to greater levels of technology at our own pace and not to take advantage of the more sophisticated recipes . Medicines can go through levels of refinement as the PC level of technology increases . So too would the items used to manufacture medicines . Crikey , I better stop there ! LOL ! I worked for several years for a small company that produced "old fashioned " herbal remedies which is why your ideas interested me . Cheers Doc !


    Wall of text. Started to read it, but seriously, make some paragraphs! :smile.gif:

    Anyway, I get what you're saying and I agree. Industrialcraft makes good use of a scaling system, where you start building better and better machines as new things are available.
    [] :Flint:
    :|: []
    Makes a simple scalpel (can be used for certain things, breaks faster, doesn't heal as well, something), while

    [] :Iron: :Iron:
    [] :Iron: :Iron:
    :Iron: [] []
    Makes an advanced scalpel that be be used for anything and lasts longer, heals better, etc. Then you can do things like:

    [] :Blue: (wool)
    [] :Blue:
    makes simple bandages that heal 1 heart (or something), and can't be used for anything else, while:

    [] :Blue: :|: (string)
    [] :Blue: []
    :|: :Blue: []

    is an advanced bandage that heals 3 hearts, but can be combined with the Salve to heal extra hearts?

    As for more complex ideas, you could make... First aid kit:
    :Blue: = Bandage, :--+: = Scalpel, :RedShroom: = Penicillin, :_: = Soap, :|: = Forceps:

    :Blue: :Iron: :Iron:
    :--+: :|: :Iron: = First Aid Kit
    :_: :RedShroom: :Iron:

    The first aid kit has durability like a tool normally has, and when used it will remove disease or heal hearts, depending which is more urgent (if you have 1/2 heart left, it will heal your hearts, otherwise it will remove disease).

    Just some ideas so there is a growth, more valuable things to work towards.

    Edit: The First Aid Kit could require more than one salve or something too, if you wanted. It's just a basic idea that needs refining. You could further add the first aid kit to another recipe:
    :DBlock: = First Aid Kit, :Blue: = Bandages, :log: = Some other, higher-end medical thing (that's not listed yet)

    :Iron: :Blue: :Iron:
    :Iron: :DBlock: :Iron:
    :Iron: :log: :Iron:

    Makes a first aid station. This is a block that you place and it has its own GUI (like a furnace or a crafting table). When you place it and right click on it, it opens a list of ailments (disease, hearts, broken leg, etc). You click the button you want, it cures that ailment, and it has X uses left (like it can be used 5 or 10 times before it stops working). So you can use it to refill all your hearts, or instantly repair a broken leg, or remove a specific disease.
    Posted in: Minecraft Mods
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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    Quote from sabata2 »
    Quote from stormywaters »
    I disagree. I could make a shitty little trowel with a stick and a plank in my hands, so why not in game? I would need a workspace to make a large, decent shovel, but not a small crappy tool. I don't think it's cheating.

    He said he FEELS like it's cheating in the sense that you have easy access to the tool that he thinks should require a little more work.

    Technically ANY mod is cheating. But it's mainly the way he phrased it. He understood the purpose of the tools, and realized that they aren't "over powered" or "pointless", he just disagrees with their premise that "You should be able to make tools out of the 2x2"

    He was simply stating his opinion, and not bashing the mod itself. It's something that's actually rather rare compared to a majority of the posts.


    I understand what he said, and I said I disagree. I'm not bashing him or anyone else, just stating that I do like the premise.
    Posted in: Minecraft Mods
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    posted a message on [V1.7.3] Extended2x2 (on Hiatus)
    Quote from sabata2 »
    Quote from pesky_brat »
    i like the big sheilds, portable grills, sheild and ammo slots, topiary blocks, and ink with the books. personally i feel the rest is sort of like cheating. i feel the workbench is like the necessity of minecraft - the first thing you craft and an important part of your journey through the world. th 2x2 crafting square makes the workbench not necassary but merely good for better quality tools. sorry, but this isn't really a mod for me besides the features i mentioned


    Been a while since I've seen a post like this.

    Cause this guy actually understood the point of the smaller tools.

    You sir are a rare breed, and while this mod may not be for you, I have to thank you for atleast showing people like you still exist XD


    I disagree. I could make a shitty little trowel with a stick and a plank in my hands, so why not in game? I would need a workspace to make a large, decent shovel, but not a small crappy tool. I don't think it's cheating.
    Posted in: Minecraft Mods
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    posted a message on [1.5.01] MedCraft v0.4 !Surgical Clothes! [WIP]
    Quote from jxshua »
    I have a little suggestion, I'm thinking as a disese, you could have the flu. But in Beta 1.5, there will be rain, so you it should only be caught when it's raining. I know it might be hard to code, but it will be a bit better.

    Anyways, I like what you have done so far, keep it up!


    Why would you catch the flu in the rain? Weather doesn't cause disease...
    Posted in: Minecraft Mods
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    posted a message on [1.5.01] MedCraft v0.4 !Surgical Clothes! [WIP]
    I was thinking maybe if you fall a long distance, you injure yourself and move at 1/2 speed until you perform surgery to repair the damage. Then move at 3/4 speed until it is fully healed.

    It would be complicated but so awesome in the end. No more leaping from mountains and eating a porkchop to heal.
    Posted in: Minecraft Mods
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    posted a message on [1.5.01] MedCraft v0.4 !Surgical Clothes! [WIP]
    Love it. Anxiously awaiting more updates. Though I have to ask, what more will you do besides healing? Will disease be added? Non-heart damage/injuries? Perhaps eating uncooked has a chance dir some kind of infection?
    Posted in: Minecraft Mods
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    posted a message on HTTPS or HTTP?
    Quote from voordal »
    http

    you CAN connect with https, but its not necessary.


    How can you change which version (http or https) that the game launcher uses? You said you can connect with either, and I don't know how.
    Posted in: Legacy Support
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    posted a message on HTTPS or HTTP?
    When you login through minecraft.exe, does it connect to "https://minecraft.net" or "http://minecraft.net"? When it fails to connect, it only says "Can't connect to minecraft.net".

    The reason I ask is because the only internet connection I have at home (currently) is tethered via EasyTether on my Droid X, and with the free version of EasyTether you can't connect to secured sites (https). I am trying to determine if this is the reason I can't connect or if there is another issue at hand.

    Thanks!
    Posted in: Legacy Support
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    posted a message on How do I get up and down my mineshaft quickly now?
    Quote from HeadHunter67 »
    Quote from Denlock »
    Water ladders are NOT broken. :/ They're working fine for me. They just have a sweet spot now you have to hit, and then they work.

    I have my doubts. Most of the people who say that watter ladders still work are actually and unknowingly ascending the ladders used to hold back the water. Try it on one with signs, or a hidden oen - bet you can't get it to work.


    Mine still works, with ladders. It is definitely slower than it was, but it is also definitely faster than just straight ladders. I tested it.

    A drop-shaft still works. You dig a shaft straight down, then place the following (side view, not top view):
    TOP OF SHAFT
    ...
    ...
    []
    []
    :Water:
    :Logs^:
    []
    :cobblestone:

    Where :cobblestone: is the ground and and :Logs^: is a sign. The sign has to be precisely at head-height (second space above the ground) or you will die. Somehow, the water block suspended just above the sign breaks your fall, no matter how tall the shaft is. I have one from sea level to bedrock and it works perfectly.
    Posted in: Survival Mode
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    posted a message on Redstone Novice
    Hey guys, thanks for reading.

    I just started using redstone, made my first legit circuit, I guess you could call it. Basically a hidden switch that, when activated, triggers 4 floodgates that are stacked on top of each other, opening a shaft into my hidden mine entrance. I had to set redstone repeaters to make them time slightly different so they would work (the floodgates won't "close" if there isn't a block directly beneath them, so I had to make the bottom one close first, then the next, and so on).

    What do I do now? I don't really know anything about circuitry or anything, but I'm a fairly smart guy and I think if you give me an explanation of cool stuff that can be done, I'd be willing to take a crack at it. I'd prefer cool mechanical type stuff, not just clocks or calculators. I don't mind getting mods either, so if you have something in mind let me know.

    And if you haven't seen it, this guy has a mod with redstone circuits that take up one space, which seems really awesome for those of you that know how this stuff works. Check it out.
    Posted in: Survival Mode
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    posted a message on Notch: Wolves are a BAD idea
    Quote from FlowerChild »
    Ok, I think this really needs to be said:

    Wolves, as they are implemented are lame. They amuse for 2-3 minutes, then you tell them to stay where they are because:

    a) they teleport into your path.
    :cool.gif: their pathfinding is terrible, and they constantly get stuck on stuff and fall into crap to their deaths.
    c) their behavior isn't interesting enough to put up with the above.

    Now, I'm going to take an educated guess here and say that Peter Molyneux is probably the developer in question that suggested these things. It's right up his ally.

    A couple of things to keep in mind with Molyneux: he has great ideas, but his ideas are often way overly ambitious. This is why his games are constantly very late and way over budget. While he's brilliant, he also has a tendency to go way off on design tangents that keep his development teams spinning in circles.

    In this case, I think an idea has been suggested that is totally secondary to the core gameplay of Minecraft, which to my mind revolves around exploration and construction. Wolves have nothing to do with either of these. They are entirely secondary to the core gameplay experience.

    And on the downside: so far, all the creatures in the game have worked perfectly well with VERY simple AI. Nobody really cares if creepers and sheep fall over cliff edges or what have you. In fact, the very simplicity of this behavior has lead to emergent gameplay in terms of people constructing Mob traps and such.

    But PETS are a whole other ballgame. People expect pets to behave logically and in an amusing fashion. Suddenly, you are opening up a whole other AI can of worms. You need GOOD pathfinding to solidify wolves as a feature. You need to code a wide range of interesting behaviours so that they are worth having around. Then of course, you have to debug all of the same.

    In other words, I believe that in adding Wolves to the game, you've put yourself on a development slippery slope. You've basically committed yourself to spending a huge amount of development time on a feature that is entirely secondary to your core gameplay experience, and features that are unlikely to be reusable in the rest of the game.

    So Notch, I urge you to drop wolves completely, or at least cut your lossess now and leave them in the state they are. There are far more important features that would be great to have in the game, and in working on wolves, you're sacrificing those other features for something that is of little relevance to Minecraft.
    Posted in: Survival Mode
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