[QUOTE=Blah360;32105172]Cobblestone looks fine imo. I mean, why would you want to make a completely brick house anyway.[/QUOTE]
Because houses that are safe from creepers are the best types of houses.
[QUOTE=mixshifter;32111931]Because houses that are safe from creepers are the best types of houses.[/QUOTE]
Do creeper explosions not destroy brick blocks?
[QUOTE=mixshifter;32111931]Because houses that are safe from creepers are the best types of houses.[/QUOTE]
Shame they look hideous and are awful to get legit.
This is going to get me playing Minecraft a lot more again. Haven't played since 1.6.
[QUOTE=V12US;32115232]Do creeper explosions not destroy brick blocks?[/QUOTE]
They do not, no.
[editline]5th September 2011[/editline]
That's basically the only reason to have them!
2 ideas.
1. If you eat raw pork there is a small percentage of getting sick like in real life.
2. if you get bit by a poison spider then there should be an antidote crafting recipe
[QUOTE=Blazyd;32122395]2 ideas.
1. If you eat raw pork there is a small percentage of getting sick like in real life.
2. if you get bit by a poison spider then there should be an antidote crafting recipe[/QUOTE]
The antidote is milk.
I think milk buckets should also heal the same way old food did. Because buckets of milk aren't easy to get, they can't stack, and they leave unstackable buckets in your inventory. Either that or a difficult-to-make health potion, and when you do make it, it has a chance of being a failed health potion. Maybe a new type of work bench that is made from gold, and it's used to do alchemy on, so you wouldn't be able to get health potions until you get gold.
Are the silver fish really going to be in the update?
When's this released
[QUOTE=NoobSauce;32102397]In what fucking way does that look like a swamp.[/QUOTE]
Well, you know, it looks almost like every swamp I've ever been to (Peat bogs, fens, etc), with the three exceptions that the water isn't brackish enough, their needs to be mud that look solid but has a chance you'll sink into it and move slower, and there isn't enough long vegetation and what there is looks too healthy, more yellows and pale greens please. And trees more like willows.
Seriously, mangrove and (sub-)tropical swamps are not the only swamps in the world.
[QUOTE=bravojr;32004647]Well in the case of a player not having significantly sized structures there would be a negation section to the script. Simply does not take structures that do not have so many blocks connected.
This would solve "most" of the problems, and notch himself could have a few structures to pre add into it, "A part of the ruins system" so that even if your a player that only places a few blocks, it will still have ghost towns. There just would be more to the ghost towns the more structures you make.
Also the structures would not directly translate. There would be most likely splash damage on many, Rock becomes cobble stone on many parts and some parts mossy cobble stone. Glass has "sand" placed next to it and broken out for the most part. Torches would have many of them "gone". Some buildings would be "shoved" together to make semi randomized structures, but still semi familiar. The key is not to make exact copies of what the player has made, but maybe only on very rare occasion.
This would cause an effect that makes the minecraft world seem to have age, familiarity, and danger far beyond one would usually imagine. Since usually these ghost towns would have a special marker, designating them for special events/mobs. As I am sure notch is trying to do such ever since he made bioms which basically do mark out areas for special things.[/QUOTE]
I'm pretty sure that would be a LOT harder than it sounds.
It would probably have to ignore anything using natural blocks, and just searching for suitable structures would be a nightmare. It would need to search through all of another world file until it finds a structure, unless Notch changes the way worlds are saved, again. And if he did the only real way that could work efficiently (re-generating the map seed, only saving player-placed blocks (including air from destroyed blocks)), then every time world generation is updated, the world would mess up... A LOT.
When the bug with old buildings used to happen, it copied entire chunks, causing rips in the landscape, and the chance it would even find a chunk with a building on it was very rare.
I'm wondering, if Jeb hasn't forgotten about vary important thing to introduce.
Snow line in mountain biomes.
Swamps are cool and all, but I'd really like a tropical biome. Palm trees and such would be a nice change from the standard forests. Maybe place it on islands in oceans.
[QUOTE=CowThing;32126134]The antidote is milk.
I think milk buckets should also heal the same way old food did. Because buckets of milk aren't easy to get, they can't stack, and they leave unstackable buckets in your inventory.[/QUOTE]
What if you could craft cups and fill those using milk from a bucket?
[QUOTE=Shiftyze;32126196]When's this released[/QUOTE]
Notch is going for the 8th but I doubt that would be a stable release
[QUOTE=Drasnus;32126795]What if you could craft cups and fill those using milk from a bucket?[/QUOTE]
1.9: Refrigerators.
THE COOKING UPDATE
All hope is lost.
Feels like I've been raped, without the rapist ever climaxing. Because this release date never comes.
[QUOTE=Mr. Sun;32127054]1.9: Refrigerators.
THE COOKING UPDATE[/QUOTE]
THE WOMAN UPDATE
Casual discrimination!
It's what we're best at.
[QUOTE=Shiftyze;32126196]When's this released[/QUOTE]
The 8th. Supposedly
[QUOTE=Alan Ninja!;32126768]Swamps are cool and all, but I'd really like a tropical biome. Palm trees and such would be a nice change from the standard forests. Maybe place it on islands in oceans.[/QUOTE]
For some reason, palm trees never look right to me if they aren't curved. I'm not sure if Minecraft would be able to pull the look off.
[QUOTE=Tommyx50;32126308]I'm pretty sure that would be a LOT harder than it sounds.
It would probably have to ignore anything using natural blocks, and just searching for suitable structures would be a nightmare. It would need to search through all of another world file until it finds a structure, unless Notch changes the way worlds are saved, again. And if he did the only real way that could work efficiently (re-generating the map seed, only saving player-placed blocks (including air from destroyed blocks)), then every time world generation is updated, the world would mess up... A LOT.
When the bug with old buildings used to happen, it copied entire chunks, causing rips in the landscape, and the chance it would even find a chunk with a building on it was very rare.[/QUOTE]
Let me answer your concerns in order.
Yes it ignores natural blocks. If there is no "floor" made then terrain generation puts a natural cobble stone floor.
There is no such thing as finding "suitable" structures. Every player made structure is suitable if it meets a curtain size requirement that is determined via x y and z bounding box. Things like tnt cannons ect could be found decommissioned with simple "negate a few tnts here", break some blocks there. Since things that may look odd directly put back into the game like "tnt cannons" are still made of blocks, but the weird parts about them are the red stone and tnt, otherwise if broken up a bit ect it just looks like a weird statue. Though yes occasionally some things are found unbroken, it just adds to the mystery.
It does need to search through other world files. Mind you the current file structure notch has in his world saves allow easy finding of player placed blocks, and there are a few mods that use this known fact. Also during terrain creation it would Cache these structures in a separate part of the save folder. This folder would not exceed a maximum size, and would dump one random structure upon getting too full ect ect.
Also, air,,, may not be counted. You don't have to count air soooo much, it is all in the placement. Also if you don't count air "occasionally" this gives another type of "ruined" effect to the buildings aka having dirt in rooms ect, like nature took over. Which is exactly the effect it is going for , for much of it.
Yes the bug was bad, but I didn't really mean "copy the bug" just it's odd behavior when it came to structures. Which yes I realize that it involved the entire chunk, but there is the ways of targeting just player placed blocks, many major mods use this to include aether which oddly enough does it for a pickax effect that doubles only natural blocks it mines. There also is ways of just playing player creations as demonstrated whenever you use mcedit. The relevancy of structure rarity the bug had, is completely irrelevant, idk why you even brought that up. Since with actual programming doing this shit on purpose, you can adjust rarity.
Honestly my idea is not too hard, the hardest extension that hasn't been done fully is "recognizing structures and saving them dynamically", which may already have been done but I haven't used a mod yet that does. Also placing the buildings so that they look feasible, but that isn't too hard it just takes a bit of mathematical understanding.
I have used mods however that do, "build structures via terrain generation using preset plans ect, via the great wall mod". I also used mods that could save structures to be built later, but would ignore non player blocks.
If modders can do that, then what can Notch who knows his programming inside and out accomplish?
So really, this official feature is nothing, but easy, fun, and spooky.
[QUOTE=bravojr;32141237]Let me answer your concerns in order.
Yes it ignores natural blocks. If there is no "floor" made then terrain generation puts a natural cobble stone floor.
There is no such thing as finding "suitable" structures. Every player made structure is suitable if it meets a curtain size requirement that is determined via x y and z bounding box. Things like tnt cannons ect could be found decommissioned with simple "negate a few tnts here", break some blocks there. Since things that may look odd directly put back into the game like "tnt cannons" are still made of blocks, but the weird parts about them are the red stone and tnt, otherwise if broken up a bit ect it just looks like a weird statue. Though yes occasionally some things are found unbroken, it just adds to the mystery.
It does need to search through other world files. Mind you the current file structure notch has in his world saves allow easy finding of player placed blocks, and there are a few mods that use this known fact. Also during terrain creation it would Cache these structures in a separate part of the save folder. This folder would not exceed a maximum size, and would dump one random structure upon getting too full ect ect.
Also, air,,, may not be counted. You don't have to count air soooo much, it is all in the placement. Also if you don't count air "occasionally" this gives another type of "ruined" effect to the buildings aka having dirt in rooms ect, like nature took over. Which is exactly the effect it is going for , for much of it.
Yes the bug was bad, but I didn't really mean "copy the bug" just it's odd behavior when it came to structures. Which yes I realize that it involved the entire chunk, but there is the ways of targeting just player placed blocks, many major mods use this to include aether which oddly enough does it for a pickax effect that doubles only natural blocks it mines. There also is ways of just playing player creations as demonstrated whenever you use mcedit. The relevancy of structure rarity the bug had, is completely irrelevant, idk why you even brought that up. Since with actual programming doing this shit on purpose, you can adjust rarity.
Honestly my idea is not too hard, the hardest extension that hasn't been done fully is "recognizing structures and saving them dynamically", which may already have been done but I haven't used a mod yet that does. Also placing the buildings so that they look feasible, but that isn't too hard it just takes a bit of mathematical understanding.
I have used mods however that do, "build structures via terrain generation using preset plans ect, via the great wall mod". I also used mods that could save structures to be built later, but would ignore non player blocks.
If modders can do that, then what can Notch who knows his programming inside and out accomplish?
So really, this official feature is nothing, but easy, fun, and spooky.[/QUOTE]
Honestly even if it is possible with lots of math to take a building from one save and place it, nicely, in a new save, it just wouldn't have enough of an effect to be worth it. I would see an old building I made and just think "oh neat I remember building this" and maybe salvage some blocks. I wouldn't be creeped out and it just wouldn't add a lot to the game.
[QUOTE=CowThing;32141582]Honestly even if it is possible with lots of math to take a building from one save and place it, nicely, in a new save, it just wouldn't have enough of an effect to be worth it. I would see an old building I made and just think "oh neat I remember building this" and maybe salvage some blocks. I wouldn't be creeped out and it just wouldn't add a lot to the game.[/QUOTE]
The creepy factor comes from like when cave noises were first added.
Like what notch has been trying to do ever since bioms came out effects would be associated/as well as events would be associated with the area. perhaps things you have killed come back during the night, in a mass wave. Perhaps such a things would be altered and booby trapped. Perhaps structures randomly change under mysterious circumstances. Any number of effects could be drafted to add atmosphere, that would either involve spawning, changing, or otherwise, but the point remains the same.
What such is meant to do is also add the "human" element of familiarity, and a air of history to minecraft.
Spooky or not is all dependent upon the person being resistant or acceptably of the mental fuck aspect.
Which obviously your the kind of person who just went "meh" when cave noises were added.
Like all updates, not everyone is appealed by this. Idk about you, but I think ghost towns would be awsome.
Oh and they wouldn't be overpowered stacks of just resources, things like gold blocks ect wouldn't last forever in a place full of greedy people. Like all aging effects many things go missing in particularly the valuables.
I'd be creeped out if I came across some old buildings. Especially if they were at the bottom of an ocean.
[QUOTE=Drasnus;32146043]I'd be creeped out if I came across some old buildings. Especially if they were at the bottom of an ocean.[/QUOTE]
With a eirie castle in the middle you have never seen before.
dun dun dun.
[QUOTE=bravojr;32146012]The creepy factor comes from like when cave noises were first added.
Like what notch has been trying to do ever since bioms came out effects would be associated/as well as events would be associated with the area. perhaps things you have killed come back during the night, in a mass wave. Perhaps such a things would be altered and booby trapped. Perhaps structures randomly change under mysterious circumstances. Any number of effects could be drafted to add atmosphere, that would either involve spawning, changing, or otherwise, but the point remains the same.
What such is meant to do is also add the "human" element of familiarity, and a air of history to minecraft.
Spooky or not is all dependent upon the person being resistant or acceptably of the mental fuck aspect.
Which obviously your the kind of person who just went "meh" when cave noises were added.
Like all updates, not everyone is appealed by this. Idk about you, but I think ghost towns would be awsome.
Oh and they wouldn't be overpowered stacks of just resources, things like gold blocks ect wouldn't last forever in a place full of greedy people. Like all aging effects many things go missing in particularly the valuables.[/QUOTE]
I am creeped out by cave noises. And I suppose if you didn't know anything about this happening finding an old house would be very creepy. But taking houses from an old save and putting it in a new one wouldn't affect everyone equally. I often delete old survival saves before making a new one, I often build a house by carving it into a mountain, and having very few human-placed blocks, and I have a save that is a completely flat sandstone world filled with redstone experimenting. I don't think it would be very creepy finding an xor gate lying around.
I would be fine with finding ghost towns or maybe even haunted towers, because there wouldn't need to be complex algorithms to find and place them, and most importantly they would be in that specific seed, so that the seed is exactly the same for everyone.
[QUOTE=CowThing;32150011]I am creeped out by cave noises. And I suppose if you didn't know anything about this happening finding an old house would be very creepy. But taking houses from an old save and putting it in a new one wouldn't affect everyone equally. I often delete old survival saves before making a new one, I often build a house by carving it into a mountain, and having very few human-placed blocks, and I have a save that is a completely flat sandstone world filled with redstone experimenting. I don't think it would be very creepy finding an xor gate lying around.
I would be fine with finding ghost towns or maybe even haunted towers, because there wouldn't need to be complex algorithms to find and place them, and most importantly they would be in that specific seed, so that the seed is exactly the same for everyone.[/QUOTE]
Yah, "exactly the same for everyone."
That's what my factor is trying to prevent.
Ghost towns in particular should have something in them at the very least that changes the way they are for everyone.
Ever play metal gear solid 3 the sorrow boss? A ghost themed boss that attacked you with things that were somewhat familiar, and while the naked guy if you killed him was funny it did have a overall presence.
Also your situation of having purely redstone creations ect, can be fixed with negation script and structures the ghost town comes prefabbed with. Simple stone towers, town halls, and structures that notch already has in npc towns. These structures would be common place, built throughout the ghost town as well as the familiar objects. Again going back to the point of creating an air of familiarity without going to far.
As you said the experience wouldn't equal for everyone, which is somewhat of a good thing. Seed determines just the "spot" of the ghost town, the town it's self however is completely different to each different save file. Which at the very least can get interesting.
Quiet thread.
Shhhhhhhhhhhhhhhhhhh
shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
people are sleeping
[IMG]http://i.imgur.com/EdvJJ.png[/IMG]
Australia :(
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