The second thing is that the chest is open. :wink.gif:
The first thing is not clear. It could be the horizon, the orange fog in the distance, the odd block of sand next to the chest, or that odd thing behind a cactus.
Minecraft has plenty of rules compiled into the game from the source code. For example, if you place the last block in a stack, the stack disappears. If you want to add to these rules or take some away, usually in the form of modding, be my guest, but don't make the erroneous claim that there are no rules.
I really don't follow the logic that people use to determine that Minecraft has no rules. My understanding of the belief is that Minecraft is designed to allow players to use creativity to create their own goals, and therefore the design is invalid and meaningless because players should be allowed to use creativity. Sounds like a fallacy to me.
Using low light levels as a game mechanic NEVER works. There will always be some monitors bright enough to allow the player to distinguish too much detail unless the darkness is solid black. For many people, nights were already bright.
You can't get golden apples by mining for gold. The only way is to raid hundreds of dungeons just for a few of them. If you went through that much work to find one, would you really eat it?
We don't know how much meat can be stored in a stack. If it's only up to 8, you could still get more food overall by carrying a stack of wheat, assuming you carry a crafting table.
Even if farming wheat becomes worthless, I'll farm it eventually. Hey, it's probably more useful than a cactus farm.
The three main game modes when the game is finished will be:
* Creative mode. You can build anything for free, and there’s no health bar, and no inventory.
* Survival mode. There’s a health bar, an inventory, and you need to gather resources to be able to build.
* Adventure mode. There’s a health bar and an inventory, but you can’t destroy or place blocks, you can only use items.
1.8 is not known to include adventure mode. It may be released in 1.9, or for the full release, or maybe as a post-release expansion, or it may simply never be made. In 1.8, you will be choosing between survival and creative modes.
I don't think it'll be that easy, think about it. Why would Notch just let them stand there and stare at you while you beat them down? Chances are its going to be invulnerable to attack or highly resistant to it, or it gets really powerful and frantic if you choose to attack it.
Why would Notch make Endermen so overpowered that you have literally no options that don't end in death after you look at one? When you hit a creeper, does it go insane and blow up before you can possibly hit it again?
And finally, you can get GIMP free, and for AutoCAD I really have no clue if there's are any similiar software that is cheap/free, would you tell me why you bring prices into the discussion? The programs fetch a premium in price cause its users depend on the software and support that the companies that makes the programs provide. They're in other words useful.
Are you seriously claiming that games are worthless unless they solve real-world problems? I wouldn't be able to name a single game that is productive enough that the average user can turn a profit, so why is Minecraft the only game you complain about? Shouldn't you be criticizing the entire game industry?
This forces you to actually play the game rather than going AFK for hours while your automated farm plays for you. Honestly, if you're going to step away from the computer for an undetermined amount of time, why wouldn't you log out? What reason do you have for wanting to stay on without actually playing?
Most server lag is caused by either being on a slow network or not having enough memory for all the players. A slow network causes constant lag, rarely more than a fraction of a second, so it is usually not worth improving. If there is not enough memory, though, there can be huge spikes of lag that randomly disconnect players, and this is usually what causes people to start chatting to test the lag.
Sending chat messages does not significantly affect server lag. Complaining about this would be like using the bubble sort algorithm, one of the worst ways to sort numbers known to man, and whining that the computer doesn't optimally pack the memory to save a few bytes.
TNT causes lag both by using up lots of memory and hogging the processing power for a while. Block updates usually don't cause lag, although huge lighting updates do.
I beat it on my first try... with 1 heart left and 10/12 trinkets, in just under 30 minutes, although I knew where the 11th and possibly 12th trinkets were. I never found two of the items.
The early enemies aren't hard at all; just kill them the same way you kill zombies in Minecraft. When you get to the enemies that shoot at you, the pistol is very useful, but don't waste your ammo. You can often punch them as they approach around corners. You'll need at least a few shots for the third boss.
The temple is short but brutal. Ghosts only die when they run into one of those box thingies. 3 or 4 of them are on corners, so you need to take advantage of the fact that they are rectangular so that the ghost flies into the corner. I won't give any spoilers about the boss of the temple, but it is evil!
I'm impressed that Notch was able to make this from scratch in 48 hours. For most games, even small or mediocre ones, the initial planning alone takes much longer than that.
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The first thing is not clear. It could be the horizon, the orange fog in the distance, the odd block of sand next to the chest, or that odd thing behind a cactus.
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I really don't follow the logic that people use to determine that Minecraft has no rules. My understanding of the belief is that Minecraft is designed to allow players to use creativity to create their own goals, and therefore the design is invalid and meaningless because players should be allowed to use creativity. Sounds like a fallacy to me.
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Components that could theoretically be assembled into a car-like thing: yes.
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Even if farming wheat becomes worthless, I'll farm it eventually. Hey, it's probably more useful than a cactus farm.
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The three main game modes when the game is finished will be:
* Creative mode. You can build anything for free, and there’s no health bar, and no inventory.
* Survival mode. There’s a health bar, an inventory, and you need to gather resources to be able to build.
* Adventure mode. There’s a health bar and an inventory, but you can’t destroy or place blocks, you can only use items.
1.8 is not known to include adventure mode. It may be released in 1.9, or for the full release, or maybe as a post-release expansion, or it may simply never be made. In 1.8, you will be choosing between survival and creative modes.
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Notch very explicitly stated on his Tumblr that adventure mode would limit the player's ability to destroy blocks.
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Why would Notch make Endermen so overpowered that you have literally no options that don't end in death after you look at one? When you hit a creeper, does it go insane and blow up before you can possibly hit it again?
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Are you seriously claiming that games are worthless unless they solve real-world problems? I wouldn't be able to name a single game that is productive enough that the average user can turn a profit, so why is Minecraft the only game you complain about? Shouldn't you be criticizing the entire game industry?
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Sending chat messages does not significantly affect server lag. Complaining about this would be like using the bubble sort algorithm, one of the worst ways to sort numbers known to man, and whining that the computer doesn't optimally pack the memory to save a few bytes.
TNT causes lag both by using up lots of memory and hogging the processing power for a while. Block updates usually don't cause lag, although huge lighting updates do.
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The early enemies aren't hard at all; just kill them the same way you kill zombies in Minecraft. When you get to the enemies that shoot at you, the pistol is very useful, but don't waste your ammo. You can often punch them as they approach around corners. You'll need at least a few shots for the third boss.
The temple is short but brutal. Ghosts only die when they run into one of those box thingies. 3 or 4 of them are on corners, so you need to take advantage of the fact that they are rectangular so that the ghost flies into the corner. I won't give any spoilers about the boss of the temple, but it is evil!
I'm impressed that Notch was able to make this from scratch in 48 hours. For most games, even small or mediocre ones, the initial planning alone takes much longer than that.