I read that fire spread would be more aggressive, So i picked up the snapshot and decided to experiment with it,
By using a copy of the "greenfield" map
I lit ONE block and this happened, The entire town gives the look that the TF2 pyro paid a visit
more like buffed beyond all reason. this is a gag experiment that went completely untested, I'm sure it will get nowhere near the next release. would just make no sense, it's like hell on earth armageddon out there. if you just happen to load any chunks with surface lava anywhere near a tree (and 100% guaranteed you will eventually, I assure you), your entire world becomes toast.
in my test world I spawned in the plains with sparse trees that did not even seem close enough to spread fire. so I went spelunking for a bit to gather some early resources underground, and came back up in less than a day to find a completely burned out wasteland.
this would make a bit more sense, if burnt leaves would yield saplings, and they were self planting (kind of like bloodwood trees in the btw mod). that way it would be realistic and playable, forests burning down and regrowing naturally, larger and thicker each generation.
What you are all failing to keep in mind is that this fire change only applies to hard difficulty. If you don't like it, you can always play on medium difficulty.
What you are all failing to keep in mind is that this fire change only applies to hard difficulty. If you don't like it, you can always play on medium difficulty.
It's not that we don't like it, but the fire starts way too goddamn fast. Even before the fire nerf, the fire wasn't even that fast.
We had this in Alpha. So good to see 1 piece of nastolgia return!
Also, next time you start a world, enable "Allow Cheats." That way, when you notice something catch on fire from something like a lava pool right by a tree in a big forest where my home is (I experienced this a couple of days ago) then you can activate rain by /weather rain to put out the fire. It might not put out ALL of the fire, just most of it, but will keep it from spreading so you can take out the rest the fires then turn rain off, if you want it off.
I'm not sure exactly how the code looks like for how a fire consumes a block, but I've been thinking about it and my thought is that they could use the blast values on blocks to determine how quickly they are consumed. The consumption of an individual block would be multiplied by how many sides it had on fire. This would make softer blocks be consumed faster than harder blocks unless the harder block was more exposed and had two or three fires on it.
Then I was thinking the fire spread mechanic should prioritize closer available blocks over farther ones. This would make fires a more progressive compact front, instead of spreading out to a block at max range which exponentiates the fire to new areas more quickly.
Lastly I think we need a splash potion we can craft to extinguish fires in a range of where it hits.
Yuk Yuk., alpha nastalgia... this is not a revert, they changed some serious code with fire that is just horribly wrong.
Examples. You can no longer contain a fire inside a brick fireplace like you could before. 1 block of fire surrounded by bricks use to be okay for a fireplace. it would not spread, even with the front of it open. Now the fire will detect anything within 5 blocks up. and 1 OUT from the fireplace and start it on fire. Even if you put an iron gate block infront of the fireplace which would effectively make it completely contained and surrounded by nonflammable blocks it will still catch burnable blocks on fire above the fireplace.
my calculations show that regardless of non-flammable blocks around a fire. a single fire block will and can ignore any blocks adjacent or kiddy-corner from it and 5 blocks up from those. that's a 6 block square, 5 blocks up. so 1 fire can detect and ignite a 30 block cuboid area regardless of precautions. this pretty much makes all fireplaces completely useless. You got to use mods like towny just to keep them from burning your houses down.
Fire should burn good, but not entire biomes or burn forever, my issue is with how stupid the fire logic is for even starting fires.
Yuk Yuk., alpha nastalgia... this is not a revert, they changed some serious code with fire that is just horribly wrong.
Examples. You can no longer contain a fire inside a brick fireplace like you could before. 1 block of fire surrounded by bricks use to be okay for a fireplace. it would not spread, even with the front of it open. Now the fire will detect anything within 5 blocks up. and 1 OUT from the fireplace and start it on fire. Even if you put an iron gate block infront of the fireplace which would effectively make it completely contained and surrounded by nonflammable blocks it will still catch burnable blocks on fire above the fireplace.
my calculations show that regardless of non-flammable blocks around a fire. a single fire block will and can ignore any blocks adjacent or kiddy-corner from it and 5 blocks up from those. that's a 6 block square, 5 blocks up. so 1 fire can detect and ignite a 30 block cuboid area regardless of precautions. this pretty much makes all fireplaces completely useless. You got to use mods like towny just to keep them from burning your houses down.
Fire should burn good, but not entire biomes or burn forever, my issue is with how stupid the fire logic is for even starting fires.
You're horribly misinformed. The one block around and 5 blocks up has always been the fire zone since alpha up till today. You must have gotten lucky with your fireplace design before. For your reference here is a great article on fire from beta: http://www.minecraftforum.net/topic/328840-predicting-and-preventing-fire-spread/
Well, in the current state it has more cons than pros. I also did some testing recently. What bothers me a bit is that you can burn down entire woods and entire jungle biomes by just setting one single block on fire even on 'normal' difficulty.
It might not be a big a problem on Singleplayer, but on Multiplayer it simply is an easy way to destroy _large_ areas.
If this is in fact affecting Normal difficulty as well then it may well be a bug on dinnerbones part as I thought it was only supposed to affect Hard difficulty.
But even for Hard difficulty what I am hearing sounds like fire spreads faster than even in the old days in this snapshot. Make sure to Twitter dinnerbone with your reports so that it can be balanced and fixed further before 1.4.
If this is in fact affecting Normal difficulty as well then it may well be a bug on dinnerbones part as I thought it was only supposed to affect Hard difficulty.
But even for Hard difficulty what I am hearing sounds like fire spreads faster than even in the old days in this snapshot. Make sure to Twitter dinnerbone with your reports so that it can be balanced and fixed further before 1.4.
Dinnerbone said tweeting him is useless. The panel at pax which included him specifically said to post here or reddit.
This is kind of a trademark of Mojang trying to "fix" something.
Remember Enchantments.... there was a time when people was unsatisfied with enchanting because you had to spend 5 hours of grinding (without dying) to reach level 50 (and wouldn't even guarantee a good enchantment)... unless you had a mob-trap to cut the time to 20-30 minutes.
Mojang then changed it to the complete opposite, making leveling arithmetic progression, xp from ores and spawners and max-level 30.
After that people complained that was then TOO easy. Now everyone reached level 30 within 5 minutes of mining coal in the nearby cave.
So for the third time Mojang had to rework enchantment balance to please the players.
Now, in a analogy, "once upon a time, fire would spread like crazy and people complained... Mojang decided to nerf it... but they nerfed it TOO much and then people complained again, so they decided to turn it back to something similar to what it was before the nerf... but it was TOO powerful and destroyed florests and houses easily so now people complain".
With the enchantment, Mojang decided that a middle-term (half arithmetic, half geometric progression) was the best balance and that pleased the players and ceased the complaints.
When will they notice that with the fire the middle-term would be the best?
It is nice they brought back the fire, but I do think it could still use a SMALL tweak... Like making fire spread OVERALL a bit slower, and certain things burn faster / slower.
also I honestly don't think wool should burn out at all.. on any difficulty.
this is about normal+, what part of this are we not understanding. you took the time to search youtube instead of following along with even 1 page of the conversation, why is that so damn typical here.
Honestly, this is a huge improvement. Fire is something to be careful with, what is the point if you can burn down two trees then the fire goes out? Now fire is once again a viable tool for destroying structures instead of spending hours breaking them down when you want to build something else.
By using a copy of the "greenfield" map
I lit ONE block and this happened, The entire town gives the look that the TF2 pyro paid a visit
I Solve practical problems
I Solve practical problems
more like buffed beyond all reason. this is a gag experiment that went completely untested, I'm sure it will get nowhere near the next release. would just make no sense, it's like hell on earth armageddon out there. if you just happen to load any chunks with surface lava anywhere near a tree (and 100% guaranteed you will eventually, I assure you), your entire world becomes toast.
in my test world I spawned in the plains with sparse trees that did not even seem close enough to spread fire. so I went spelunking for a bit to gather some early resources underground, and came back up in less than a day to find a completely burned out wasteland.
this would make a bit more sense, if burnt leaves would yield saplings, and they were self planting (kind of like bloodwood trees in the btw mod). that way it would be realistic and playable, forests burning down and regrowing naturally, larger and thicker each generation.
It's not that we don't like it, but the fire starts way too goddamn fast. Even before the fire nerf, the fire wasn't even that fast.
Also, next time you start a world, enable "Allow Cheats." That way, when you notice something catch on fire from something like a lava pool right by a tree in a big forest where my home is (I experienced this a couple of days ago) then you can activate rain by /weather rain to put out the fire. It might not put out ALL of the fire, just most of it, but will keep it from spreading so you can take out the rest the fires then turn rain off, if you want it off.
I'm not sure exactly how the code looks like for how a fire consumes a block, but I've been thinking about it and my thought is that they could use the blast values on blocks to determine how quickly they are consumed. The consumption of an individual block would be multiplied by how many sides it had on fire. This would make softer blocks be consumed faster than harder blocks unless the harder block was more exposed and had two or three fires on it.
Then I was thinking the fire spread mechanic should prioritize closer available blocks over farther ones. This would make fires a more progressive compact front, instead of spreading out to a block at max range which exponentiates the fire to new areas more quickly.
Lastly I think we need a splash potion we can craft to extinguish fires in a range of where it hits.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Examples. You can no longer contain a fire inside a brick fireplace like you could before. 1 block of fire surrounded by bricks use to be okay for a fireplace. it would not spread, even with the front of it open. Now the fire will detect anything within 5 blocks up. and 1 OUT from the fireplace and start it on fire. Even if you put an iron gate block infront of the fireplace which would effectively make it completely contained and surrounded by nonflammable blocks it will still catch burnable blocks on fire above the fireplace.
my calculations show that regardless of non-flammable blocks around a fire. a single fire block will and can ignore any blocks adjacent or kiddy-corner from it and 5 blocks up from those. that's a 6 block square, 5 blocks up. so 1 fire can detect and ignite a 30 block cuboid area regardless of precautions. this pretty much makes all fireplaces completely useless. You got to use mods like towny just to keep them from burning your houses down.
Fire should burn good, but not entire biomes or burn forever, my issue is with how stupid the fire logic is for even starting fires.
You're horribly misinformed. The one block around and 5 blocks up has always been the fire zone since alpha up till today. You must have gotten lucky with your fireplace design before. For your reference here is a great article on fire from beta: http://www.minecraftforum.net/topic/328840-predicting-and-preventing-fire-spread/
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Seriously I have heard people whine and complain about fire just about as long as I can remember. If you build with wood or wool it is your own fault!
Wood is already a terrible building material against creeper blasts. Wool is too.
If this is in fact affecting Normal difficulty as well then it may well be a bug on dinnerbones part as I thought it was only supposed to affect Hard difficulty.
But even for Hard difficulty what I am hearing sounds like fire spreads faster than even in the old days in this snapshot. Make sure to Twitter dinnerbone with your reports so that it can be balanced and fixed further before 1.4.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Dinnerbone said tweeting him is useless. The panel at pax which included him specifically said to post here or reddit.
Remember Enchantments.... there was a time when people was unsatisfied with enchanting because you had to spend 5 hours of grinding (without dying) to reach level 50 (and wouldn't even guarantee a good enchantment)... unless you had a mob-trap to cut the time to 20-30 minutes.
Mojang then changed it to the complete opposite, making leveling arithmetic progression, xp from ores and spawners and max-level 30.
After that people complained that was then TOO easy. Now everyone reached level 30 within 5 minutes of mining coal in the nearby cave.
So for the third time Mojang had to rework enchantment balance to please the players.
Now, in a analogy, "once upon a time, fire would spread like crazy and people complained... Mojang decided to nerf it... but they nerfed it TOO much and then people complained again, so they decided to turn it back to something similar to what it was before the nerf... but it was TOO powerful and destroyed florests and houses easily so now people complain".
With the enchantment, Mojang decided that a middle-term (half arithmetic, half geometric progression) was the best balance and that pleased the players and ceased the complaints.
When will they notice that with the fire the middle-term would be the best?
It is exactly the same to what hard mode is now.
also I honestly don't think wool should burn out at all.. on any difficulty.
this is about normal+, what part of this are we not understanding. you took the time to search youtube instead of following along with even 1 page of the conversation, why is that so damn typical here.
unless there is surface lava on every world you spawn in, to light this fire for you? it's not just the fire buff contributing to this.