I think I've one-hitted one too, with a diamond sword.
You can also use a fishing rod to pull them closer, hopefully in hit range, if you only have a sword.
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Nov 2, 2010What's wrong with rdiff-backup ?Posted in: Alpha - Survival Single Player
It's as simple as
rdiff-backup HOME/.minecraft SOMEWHERE/.minecraftbackup
Incremental too, so the backup dir both doesn't grow too big, and can hold an indefinite number of increments.
Oct 14, 2010Just for fun, here's the best I can do . Tried experimenting with the hat area to give the skull some sort of depth.Posted in: Skins
It looks kinda crappy :tongue.gif: but at that resolution you shouldn't expect too much ...
Link as in sticky, supposedly you just click it to change skin.
Oct 12, 2010Posted in: SuggestionsQuote from Radioaktiivinen »we dont need, alot better would be a block that you could make to some of the logic gates.
That would be just a NAND gate if I'm not mistaken. Hm. Something like giving two inputs to the torch , or similar ?
I'd like the chests idea better, tbh. I think they'd be more concise and elegant in the long run.
That said, I can see how one (or a few) simple gate block would solve a lot of issues, and be much much easier and faster to implement.
Oct 12, 2010Do want! The matrix could even be 1:1, for easier integration with the engine. Sculpt with real blocks, get a scale copy.Posted in: Suggestions
Add a 2x2 version, and it would make stairs and half blocks pretty much redundant.
There would be a problem with rotation though, given that most of what would be crafted wouldn't be symmetrical, and that there wouldn't be an automatic way to rotate it as with stairs. Afaik there isn't any directional information stored. It would either have to be added in the engine in some way (which is already wanted for stairs),EDIT: Whoops turns out of course there is directional info stored (stairs just set it automatically, not calculate on the spot), so I guess it would follow player orientation for cardinal points, and different blocks would have to be sculpted for upside down rotations and/or mirroring.
However 25 mini cobblestones from one cobblestone block seems a bit much , considering that it'd take 27 to make a full block again, or even 26 if you omit the center. The ratio for half blocks and steps is 1/2 if you consider them made from quarter blocks, so I'd imagine a more established balance would be 10 to 15 mini blocks from one , for any type. (Perhaps except gold, which could give a 1:1 effectiveness, since it's malleable)
Considering size, if it allowed only blocks of one type to be placed simultaneously, the size needed for the final block would be about 5 bytes. If only a few kinds of blocks were allowed (just cobble, wood, stone, gold for example), maybe it could be squeezed into 4 bytes. Perhaps that'd be more easily managed.
Oct 10, 2010Won't the biggest problem be non-locality, as you said ?Posted in: Suggestions
I'm not sure what happens with undiscovered chunks, but if they're not created until needed, that would be a big issue with continuous water flow. There must be a relatively small maximum distance water can travel away from its spring, regardless of saturation of materials. Even then, it'd be problematic for uncreated areas. If a spring is close enough to the edge when such an area is created, all water would possibly switch to a new least resistance path that wasn't there before. Unless I'm understanding it wrong..
That said, I still like it, theoretically at least.
Oct 9, 2010Unfortunately I can't even begin to hack anything into the world generator or the game itself as keeping changes or time spent, or any of that would require. Not only it's very complicated, but it's in java, and on top of that it's pretty much too obfuscated for any hacking, at least by me... I honestly have no idea how people made mods o__o (yes I've seen the threads explaining some of the obfuscated classes, but still... )Posted in: Suggestions
Anyway, I've uploaded another version of my little script, same filename, same link as original.
It now tries to detect floor levels. Sometimes it fails, especially if there's a large cave below the structure, but I suppose the player could have dug that up, so it would count as a player structure too.
Also, prettier code, easier to modify (I hope).
Oct 9, 2010Yay for decorative gold plating.Posted in: Suggestions
Full gold blocks are just too expensive for decoration, and really meant more for storage, aren't they?
How redstone works, with the addition of being able to place it on any side of a block instead of just on top, would be ideal. It would give some "free" plates, when automatically connecting , but that'd be ok in the long run, I believe.
As for crafting and balace, how would it go? 3 gold bars for 16 plates? Maybe even cheaper? They'd be very thin.
Oct 9, 2010I like the rare and underground water sources part. That way you'd have to really work to make a well for easily accessible water for your structures. A bucket would be just a bucket. No more floating waterfalls, or maybe water traps and elevators, but it feels more right.Posted in: Suggestions
I don't know if water seeping through blocks would look ok though. Maybe if there was a kind of drops block. As it is it'd probably look weird : water, wood, and then after a while another full water block ?
Oct 8, 2010Posted in: Alpha - Survival Single PlayerQuote from Can-O-Beer »STAND BACK, I'M A DOCTOR! (not really)
Things that (should) help with some of the grievances
Floating tree leaves
Chop the wooden stuff out. Ignite the leaves with flint & steel. Just make sure there are no other trees within few block radius, otherwise they'll catch fire. I leave big trees alone, it's always such a hassle to get all the wood out of them. Although, you could try planting TNT in the upper center and making it go boom. Call it therapy. OR just light the tree up anyway and clear whatever wood blocks that are left burning for all eternity (sometimes the wood burns forever, as you may have noticed).
I did that once and set fire to my entire tree farm. More than 30 trees, all gone in seconds o_O Turns out 2 blocks isn't enough distance ..
Plus, I think the leaves don't drop saplings when burned.
Quote from Can-O-Beer »
I can't stand some of these sounds!
Try editing or replacing the sound files. You'll likely find all of them in %appdata%\.minecraft\resources\ folder. Yeah, I know. You'll have to listen to them one at a time to spot the ones that tick you off the most :/ However, you'll likely do most of the finding and replacing in an hour. What's an hour or two of your time, compared to the countless hours you'd otherwise spend listening to them while playing?
I'm seriously considering replacing all the moos with empty oggs. It'll be the silence of the cows.
Oct 8, 2010I've uploaded a new version that should behave a bit better, same filename, same link.Posted in: Suggestions
Thanks monkeedude, that makes sense. I'll try the number of air blocks method for finding floor levels next.
Btw, from the builtin world generator's perspective things would be so much easier... There wouldn't be any need for this copying and pasting business at all. It would just take the entire original map and erode it or whatever, and voila. New world, old eerie ruins.
Oct 8, 2010I think I've come up with something for grouping. Still testing though.Posted in: Suggestions
Getting the bounds of an arbitrary structure seems very complicated. What if it uses pillars or some sort of unconnected walls? Or if it floats? Or whatever, really, it's hard to try to predict it...
Perhaps it could work by getting the cobblestone(or wood, or a list of materials) block with the highest and lowest coordinates it can find near that chunk, and setting the area from that? I'd like a random element to it still, though, so it would copy half a structure sometimes.
You see dirt blocks because I'm currently just scooping out a segment from the old world, terrain and all. Plus there are some dirt blocks in my structure as well. That way I thought it would perhaps include dug structures as well sometimes.
I'll try copying and pasting from and to the floor level next, and then maybe copying only specific types of blocks, like cobblestone and wood.
Quick question : Any ideas on how to get the average floor level over an area? It seems simple but I can't think of a sure way to do it =/ There will probably be buildings with ceilings in that area, or caves, so going upwards or downwards and checking for air won't work..
Oct 7, 2010Posted in: SuggestionsQuote from monkeedude »Is there any particular reason why you're placing them at a random height and then trying to drop them instead of choosing a random location - finding the ground, and placing the ruin there?
Not really, no. It's not that big a deal to change too. I'll try it next, but it won't look much better.
The problem is that there are too many floating bits anyway, with the decay and all. There needs to be a way to drop things down consistently either way.
Oct 7, 2010Chests with your stuff in general categories per floor, or you could decorate some with crops and plants or even grass if you can get it up there, like interior gardens. Only that'd spawn pigs and cows as well :/Posted in: Alpha - Survival Single Player
In floors where you'd put gold or diamonds you could also decorate with the respective blocks as well.
Oct 7, 2010Posted in: SuggestionsQuote from monkeedude »Quote from zagzaggr »
Finally the code : http://dl.dropbox.com/u/10918897/2test.py
Again, any help with coding it better would be appreciated.
Still another 2 hours till I can get home and then I gotta set it all up and run it myself - but just browsing it on my break here...
#check each side for an 'air' block. X and Z are expanded by 1, Y is not.
I'm not sure I understand why you are doing this - shouldn't checking the Y spaces be exactly like checking the X and the Z? I can't imagine why you would do it differently if you are simply trying to determine a single floating block. Can you explain the reasoning behind this?
Upon first read through - this would be the area where you'd run into issues. Technically the code for dropping the block should work - though you could likely optimize it by making it check if the area below it is air. Okay is the one below that air? Okay is the one below that air? And keep going till it determines where the ground is and simply place the block one y higher. Something like
ground_distance = 1;
While new_world.blockAt(x,current_height - ground_distance,z) == new_world.materials.materialNamed("Air")):
 ground_distance += 1;
new_world.blockAt(x,current_height - ground_distance + 1,z) == new_world.blockAt(x,current_height,z);
new_world.blockAt(x,current_height,z) == new_world.materials.materialName("Air");
That way you aren't swapping out air and material for every step downwards.
All in all, a great start though.
The code for dropping single orphan blocks kind of works.
The +1 on each side was to try and check an area one block larger in diameter than the segment to get floating single blocks at the edges of the original segment. Height could possibly be at it's physical limits, so I didn't want to check around it, even if it meant it'd leave some blocks floating. If it turned out to look ok I'd look into it more.
In any case dropping single blocks (attempt A) wasn't good enough so I abandoned the idea...
Dropping every single block makes an unrecognizable mess (attempt :cool.gif:, I did it only out of curiosity (kind of fun though, all stacked up),
and figuring out a way to group connected blocks and then drop them as one (attempt C) which would be the ideal, isn't working so well, or at all :tongue.gif:
There's a sort of simplistic algorithm there for checking a block's neighbors, and placing them to groups, but it's neither very well thought out, or very accurate.
EDIT: Hmm that comment should be "expanded by 2"
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