There really isn't a big shortage of iron anywhere in the main world. I just mine what I see when I'm going through caves and I often come back with a stack or more per trip. Doesn't seem to me like it's really that big of an expense for what it lets you do. You can stack enchantments manually with this block, so it's kind of insane in a way. I can see why it needs so much iron and why it doesn't last forever. It seems like a really powerful tool from what I've seen.
It takes a lot of iron because it's a huge benefit.
- thecraww
- Registered Member
-
Member for 14 years, 2 months, and 14 days
Last active Sun, May, 24 2015 16:50:01
- 0 Followers
- 1,433 Total Posts
- 44 Thanks
-
Oct 15, 2012thecraww posted a message on Minecraft News - Anvils, Naming Tools & MorePosted in: News
-
Oct 15, 2012thecraww posted a message on Minecraft News - Anvils, Naming Tools & MoreI don't think they're all that expensive at all for how useful they are.Posted in: News
-
Jul 22, 2011thecraww posted a message on Digital Diamond: Fully Functioning TVWait a minute. That guy flew over his creation after the show and some of it wasn't generated until the chunks did. Does that mean that redstone works even when part of the circuit isn't in a loaded chunk?Posted in: News
I thought this was impossible. I'd be overjoyed if it was fixed at some point. - To post a comment, please login.
0
I think most of the issues with jungles and forests come from rendering what's behind leaf blocks. I don't see many cases in which super-tall mountains would ruin performance that are not also cases where forests would ruin it. If you turn the graphics to fast and take the transparency out of the equation, then it's simply a matter of exposed faces right? Wouldn't a jungle have plenty of exposed faces, just like a super-tall mountain?
Are there any specific examples of people who can handle jungles just fine but can't handle super-tall mountains? I'd like to see a couple.
0
This is a fairly innocent thread. I'm not really here to argue, but if I find problems with your argument I'm going to point them out.
This being said, I don't PvP often at all, so I have no idea how it generally works these days and how all these new features have apparently been screwing it over. You may have to explain some things in more detail than you think, just so I'll know what you're talking about.
So here's a blank slate for you guys. Fill my empty little head with your opinions about the state of PvP.
Enlighten me, Minecraft forums.
0
"Completely" is kind of a strong word. Clearly an implementation of recall should take into account all creative options available to the player now, and allow for ways to do what you'd like with the new system.
I'll admit it would be weird to handle though. When notch was first working on the villages he was trying to make them have clear borders so that not only players but the game itself would recognize the space as a village. The way it works right now, it'd be really weird trying to scale the recall to the size of a growing village.
And you should try to quote the posts you're replying to. It confuses people otherwise.
0
I'd also take steps to ensure that they can't fall into pits, which would mean making the villages have a kind of uniform foundation that would overwrite any pitfalls where it spawns. This could look weird if done poorly. Maybe if the village as an entity kept track of its population and recalled any lost villagers to the center. But then every village should do this because it'd just be smart. It'd have to be done well enough that players could still take villagers away to other villages though. Ehhhhhh.
0
Naaaaah in fact I've heard that people who think Minecraft is supposed to be so dark are likely using office monitors that have a hard time distinguishing between a lot of darker shades. The game's seriously not supposed to be that dark as far as I know.
Evidence lies in several comparisons I've drawn between my game and others back when the lighting was more clearly tile-based. Meaning that my torches would extend light much further than others.
Most would conclude that in a tile-based lighting system (the torch is coded to brighten tiles out to a certain point with diminishing effect as distance increases), if your game isn't showing the light past a certain point where it is on my system, the game is being played on a less suitable display in your case.
"your" is general, of course. No idea what minecraft looks like to you personally.
0
And by fire friendly I of course mean super**** flammable.
0
Maybe I'm just biased because I've gotten along fine with torches long before we had potions, but I really don't think night vision is all that powerful. There's never been a time in the game where I can't see, and I play with the "moody" light setting. I guess in caves you might catch a few more ores that you would have missed, but that's hardly powerful and can be substituted by, again, torches, like I always use in caves, or just paying attention.
If the potion didn't take nine gold nuggets to make, I might consider bringing a few with me while caving, but as is it seems like a huge waste more than anything else.
EDIT: A much better argument for the golden carrot is that the night vision potion is a step in creating the invisibility potion, which seems a bit more useful.
Still makes me never want to use night vision though.
0
Threads like this don't make any sense to me. They're just setting people up to argue with each other when not everyone will even argue on the same terms. Words like "useful" present vague criteria that could be argued as far afield as aesthetic value if one wished, while another may be arguing from an objective necessity standpoint.
And the start of the thread, "Yet Again another fight..."
Kind of betrays an essential pointlessness to everything within.
I mean talk it out if you want, but in the end it doesn't seem like anyone who's played the game enough to know what you need and what's superfluous is going to come away from this with a radically changed viewpoint. Might be useful for newbies who'd rather read through forumgoers raging at each other than the wiki to learn to play.
v v
0
It's quite cool. I'm still waiting for an update, but the first time I played was the most time I've spent in a single world in ages, just because I loved growing my energy production to the point where I could start a huge hive of collectors and condensers wherever I landed. I used my powers to fly around hunting for villages, then I'd set up shop in one of the houses and quickly adapt them to towers of supreme wizardry.
It was awesome. Can't wait for the update.
0
0
0
For 3, did you by chance use a 1.2.5 save? Cause if the map generator changed at all, those huge rock walls are just the generator using a different thingamascience.
If you know what I'm talking about, you'd probably be able to tell the difference between this and a biome thing, but just an idea.
0
I know if I were them I'd only come to the forums when someone points me to a really interesting thread. Otherwise it's just too much to go through. I doubt they see most of the stuff here.
1
You're out of controll!
4
1. Huh, partially agreed. Sprinting does make it really easy to outrun mobs. I don't see anything wrong with that though. Maybe we should add some mobs that are actually faster than the player unless they sprint. Then sprinting becomes more of a necessity, and more pressure is put on the hunger bar.
2. How does PVP get easier if everyone can use enchantments? I'm not a huge PVP guy so I don't really know what you mean.
3. Iron was never once a rarity in this game, and caves used to be much easier to find back when they didn't have different spawn densities and they were simply everywhere. I've been playing since before iron existed.
4. You could I guess. The most I ever found was three, and that was only one village out of the tons I've found. It's not at all like every village gives you guaranteed diamonds, and the villages aren't by any means everywhere. They're certainly harder to find than diamonds in the ground, that's for sure.
5. They contain 8x more wood and take 8x longer to chop down because of it. This isn't terraria. The trees don't care at all about structural integrity. You have to cut every block out. The only difference between the bunch of wood in the jungle and the forest is that the forest has it all laid out evenly into a bunch of trees. Regular forests make you walk a little more and replant some saplings if you don't want to walk further, but besides that, jungle trees aren't all that much better. Furthermore, who says collecting wood should be challenging? What a weird way to make the game harder.
6. The start of almost every game is the same for some people. Punch trees. Make a crafting table. Make a wooden pickaxe. Make a stone pickaxe. The bonus chest effectively removes some of this tedium, sometimes all of it, by starting the player with a wooden or stone pick. Even starting with some wood means you can get into the real game faster. Those four torches also mean light if you can't find any coal and don't want to spend the night in a 1x2 hole. It's an option for people who see the first night as less of a challenge and more of a tedious, repetitive exercise. Of course, some people like the feeling of starting with nothing, so they don't toggle the bonus chest button.
That's why it's there. It's a toggle. It lends absolutely no impact to the argument that the game is too easy.
I'm all for making minecraft more challenging, but people get the weirdest ideas about how to do this. We can build on top of what we have to create a more dynamic difficulty. As far as I can see, there's no need to cut anything out to try and restore some bastardized sense of challenge unless that thing is objectively detracting from the game experience.