Of course. People will be people. They will also complain to have 64th blocks. They'll want to combine multiple different types. They'll want this... They'll want that.
You have to draw the line somewhere.
We're stopping it at eighth blocks.
There does not need to be any further subdividing than that.
Also, why are you LOOKING for reasons to not like it? It makes you seem unreasonable or simply stubborn. I don't know if that's what you're trying to have everyone think of you, but it is definitely a scenario to consider.
Also, just because you don't like the idea doesn't mean it's a bad idea. It means there's a few flaws and potential exploits. I am trying my hardest to remove these from the system; and will take all of your presented flaws, work them out of the system; and make it so you have 1 less thing to argue with (to the point where you also agree that this is a good idea.) (This is why it's known as debate).
I don't dislike the idea. I'm just objectively stating that if if you allow sub-square placement for one item, people will want it for all items, signs, torches, redstone. And they should, if you add it for one item, why not others. But this sub-placement is contrary to what they're doing with minecraft. Would it be cool? Yes. Is it necessary? No, there are other areas of the game that needs expanding on before something like this is added.
That's exactly my point, the game designers have drawn a line, and you want to cross it. If they move the line, people will still want to move it farther.
No, there are other areas of the game that needs expanding on before something like this is added.
The main point of the game is creation. This one concept expands that a hell of a lot.
Torches, items, signs...Having them scaled down serves no purpose whatsoever. Having the blocks in a scaled-down variant enables an entire new realm of creative potential.
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Quote from yoshi9048 »
If this thread were a girlfriend, it'd do everything but anal.
No, there are other areas of the game that needs expanding on before something like this is added.
The main point of the game is creation. This one concept expands that a hell of a lot.
Torches, items, signs...Having them scaled down serves no purpose whatsoever. Having the blocks in a scaled-down variant enables an entire new realm of creative potential.
You obviously don't understand what I wrote. If you make smaller blocks, you make the placement grid smaller. Then people will want to make their redstone circuits on that grid rather than the current one. I'm not saying they would be scaled down, but people would want to be able to place them closer together.
If you place a microcube on the ground, It simply places a single microcube on the ground. This single microcube occupies the entire area of a half-block.
Placing another microcube simply stacks on top of that half-block.
Imagine it as
=>
If you want more than 1 microcube to occupy the area, you have to use the crafting grid to make it. Refer to this image:
The one thing that I thought about is, instead of cutting blocks into a totally new grid to be placed, there was a miniature grid that could be accessed within a block once certain conditions were met (meaning the entire world would not have an 1/8 grid attached to everything, so blocks can still be placed normally) and in a user interface screen you could make some parts of the block hidden and reshaped, similar to how stairs are formed.
may or may not pop up.
Stairs use the same texture as the material they are made of, but they are shaped differently and the texture is wrapped around them.
Perhaps for this same instance, you could make 1/8 parts of the block transparent with the new module, allowing you to edit singular blocks to appear like 1/8 blocks or 1/4 blocks if you so choose, and shape them without having to place them on the grid.
This may be cumbersome and slow, and being able to create a major pillar decal in a few minutes, but this will also mean that you will not have to turn the grid into an assortment of smaller blocks either, and it will eliminate the need to add completely new blocks to the game.
To make full use of this in say a sculpture, you would need to be able to place the half blocks on the top half only (rather than bottom then top) for detail in an overhang area. I don't think that currently possible though, am I wrong?
To make full use of this in say a sculpture, you would need to be able to place the half blocks on the top half only (rather than bottom then top) for detail in an overhang area. I don't think that currently possible though, am I wrong?
You are correct. Under current code, it is not possible.
to make it possible, would require a subdivision of the placement grid. or more variants (and therefore crafting patterns) for the 1/8th blocks. The number is rather high if you want to allow for every possibility of 1/8th blocks minus empty. According to my meager math skills it would take 512 total combinations, 127 if you take away empty and directional variants. I could be wrong, I'm an artist not a mathematician :tongue.gif:
Like I've said I'm not against the idea. I'm against having it affect other things by changing the placement grid. It also needs to be fully flexible allowing for any combination of sub blocks, yet at the same time not be overly complicated. As far as I can imagine this can fit 2 of those 3 criteria, but not all 3 at the same time.
If you don't change the placement grid and want it fully flexible, it will be cumbersome (way too many possibilities)
If you want it flexible and not cumbersome you'll have to change the placement grid
If you don't change the placement grid and don't want it to be cumbersome, it can't be fully flexible.
Could it made that a 1/8 grid appears over the world only when an 8th-block is currently in hand, with the current placement grid in place any other time?
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Quote from yoshi9048 »
If this thread were a girlfriend, it'd do everything but anal.
The one thing that I thought about is, instead of cutting blocks into a totally new grid to be placed, there was a miniature grid that could be accessed within a block once certain conditions were met (meaning the entire world would not have an 1/8 grid attached to everything, so blocks can still be placed normally) and in a user interface screen you could make some parts of the block hidden and reshaped, similar to how stairs are formed.
If you place a block, it is assumed to cover the same space as a half-block. It actually behaves completely like a half-block; even placing a microcube would fill the same space as a half-block; so this isn't an issue (methinks).
Quote from Kira »
Stairs use the same texture as the material they are made of, but they are shaped differently and the texture is wrapped around them.
Same with this idea.
Quote from Kira »
Perhaps for this same instance, you could make 1/8 parts of the block transparent with the new module, allowing you to edit singular blocks to appear like 1/8 blocks or 1/4 blocks if you so choose, and shape them without having to place them on the grid.
This may be cumbersome and slow, and being able to create a major pillar decal in a few minutes, but this will also mean that you will not have to turn the grid into an assortment of smaller blocks either, and it will eliminate the need to add completely new blocks to the game.
This idea kind of has me meh. No offense intended.
I figure if you can drop 64 microblocks in, you get 64 crafted "half-blocks" back; making the process much more streamlined.
Here's my ideas for possible templates you can shape micro-blocks into:
>Pillars (Sort of like fence posts, in the middle. Actually, these can replace fence posts)
>Holes (Like a void cube, I suppose)
>Half-blocks
>Stairs
[]
(Or was 3x1 pressure plates?)
[]
Logs can obviously be replaced with any block, or at least most. Some, like cacti and glass, won't work. I know this isn't quite what this thread is about, but it sort of relates to it, and it's simpler. Just 9 values for most blocks (Full, half (In 4 directions), pillar, stair and hole). Any blocks that use these values for other purposes (Water, saplings, wheat, etc.) won't be usable for these semi-blocks.
Oh, and I was completely lost in discussion past the first page :tongue.gif:
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I can't stop playing Destiny. Someone raid with me damn it.
to make it possible, would require a subdivision of the placement grid. or more variants (and therefore crafting patterns) for the 1/8th blocks. The number is rather high if you want to allow for every possibility of 1/8th blocks minus empty. According to my meager math skills it would take 512 total combinations, 127 if you take away empty and directional variants. I could be wrong, I'm an artist not a mathematician :tongue.gif:
Or just change how half-blocks currently react. Allowing the player to choose top placement or bottom placement. That'll fix the problem quick.
Quote from burfreezy »
Like I've said I'm not against the idea. I'm against having it affect other things by changing the placement grid. It also needs to be fully flexible allowing for any combination of sub blocks, yet at the same time not be overly complicated. As far as I can imagine this can fit 2 of those 3 criteria, but not all 3 at the same time.
There is only 15 combinations of microblocks per half-block segment. Don't overcomplicate it.
Quote from burfreezy »
If you don't change the placement grid and want it fully flexible, it will be cumbersome (way too many possibilities)
Again, don't complicate it. There are 15 possible combinations ignoring direction. Assume that each half-block is it's own half-block and you're good to go.
You have to draw the line somewhere.
We're stopping it at eighth blocks.
There does not need to be any further subdividing than that.
Also, why are you LOOKING for reasons to not like it? It makes you seem unreasonable or simply stubborn. I don't know if that's what you're trying to have everyone think of you, but it is definitely a scenario to consider.
Also, just because you don't like the idea doesn't mean it's a bad idea. It means there's a few flaws and potential exploits. I am trying my hardest to remove these from the system; and will take all of your presented flaws, work them out of the system; and make it so you have 1 less thing to argue with (to the point where you also agree that this is a good idea.) (This is why it's known as debate).
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That's exactly my point, the game designers have drawn a line, and you want to cross it. If they move the line, people will still want to move it farther.
The main point of the game is creation. This one concept expands that a hell of a lot.
Torches, items, signs...Having them scaled down serves no purpose whatsoever. Having the blocks in a scaled-down variant enables an entire new realm of creative potential.
You obviously don't understand what I wrote. If you make smaller blocks, you make the placement grid smaller. Then people will want to make their redstone circuits on that grid rather than the current one. I'm not saying they would be scaled down, but people would want to be able to place them closer together.
Nothing changes, you just have new types of land to play with.
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^ That.
Placing another microcube simply stacks on top of that half-block.
Imagine it as
=>
If you want more than 1 microcube to occupy the area, you have to use the crafting grid to make it. Refer to this image:
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Yep, that's the idea, with directional facing, most of them are redundancies that streamline from 15 combinations to 5.
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may or may not pop up.
Stairs use the same texture as the material they are made of, but they are shaped differently and the texture is wrapped around them.
Perhaps for this same instance, you could make 1/8 parts of the block transparent with the new module, allowing you to edit singular blocks to appear like 1/8 blocks or 1/4 blocks if you so choose, and shape them without having to place them on the grid.
This may be cumbersome and slow, and being able to create a major pillar decal in a few minutes, but this will also mean that you will not have to turn the grid into an assortment of smaller blocks either, and it will eliminate the need to add completely new blocks to the game.
You are correct. Under current code, it is not possible.
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Like I've said I'm not against the idea. I'm against having it affect other things by changing the placement grid. It also needs to be fully flexible allowing for any combination of sub blocks, yet at the same time not be overly complicated. As far as I can imagine this can fit 2 of those 3 criteria, but not all 3 at the same time.
If you don't change the placement grid and want it fully flexible, it will be cumbersome (way too many possibilities)
If you want it flexible and not cumbersome you'll have to change the placement grid
If you don't change the placement grid and don't want it to be cumbersome, it can't be fully flexible.
...Five.
If you place a block, it is assumed to cover the same space as a half-block. It actually behaves completely like a half-block; even placing a microcube would fill the same space as a half-block; so this isn't an issue (methinks).
Same with this idea.
This idea kind of has me meh. No offense intended.
I figure if you can drop 64 microblocks in, you get 64 crafted "half-blocks" back; making the process much more streamlined.
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>Pillars (Sort of like fence posts, in the middle. Actually, these can replace fence posts)
>Holes (Like a void cube, I suppose)
>Half-blocks
>Stairs
[]
(Or was 3x1 pressure plates?)
[]
Logs can obviously be replaced with any block, or at least most. Some, like cacti and glass, won't work. I know this isn't quite what this thread is about, but it sort of relates to it, and it's simpler. Just 9 values for most blocks (Full, half (In 4 directions), pillar, stair and hole). Any blocks that use these values for other purposes (Water, saplings, wheat, etc.) won't be usable for these semi-blocks.
Oh, and I was completely lost in discussion past the first page :tongue.gif:
There is only 15 combinations of microblocks per half-block segment. Don't overcomplicate it.
Again, don't complicate it. There are 15 possible combinations ignoring direction. Assume that each half-block is it's own half-block and you're good to go.
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