It seems like some people are just complaining for the sake of it, even if their argument is invalid or not.
Still, people are afraid of change, and no matter what Notch does at this point people are going to complain.
See; unpleasable fanbase,
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Oct 14, 2011Posted in: 1.0 Update DiscussionQuote from asferot
I like the round moon/sun.
And I started playing at 0.0.14a
Anyway, the votes were neck and neck the entire time, either way about 44% the Minecraft community would have been disappointed with the decision. It's not like the poll was a landslide or anything.
I swear some people are just afraid of change, no matter what Notch does at this point someone will complain one way or the other.
See; unpleasable fanbase,
I am happy with the decision for a round sun/moon, it still looks minecrafty and frankly moon phases don't look right with a square moon, no matter how you sugar coat it.
Oct 8, 2011Well spoken!Posted in: Discussion
It annoys me to no end, you see nothing but endless complaints on the forum. Thread after thread of people bitching about how the game is changing. Half the time it is just people complaining for the sake of it. People but the game in an unfinished state and expect it to remain stagnant and relatively unchanging.
Never once during my entire time of playing Minecraft did I expect it to remain anything like it was, I always anticipated major changes.
This is coming from a person who played Minecraft for over 2 years now, back in the days of Creative Multiplayer, to this day my girlfriend and I are still extremely satisfied with Minecraft's current development, and eagerly await each update.
We are playing a game which isn't technically released, and one which will potentially never be completed, Minecraft development is unending and timeless, and that is the beauty of the game in my opinion.
Oct 7, 2011Seed: 4Posted in: 1.0 Update Discussion
That should spawn you right across from a mushroom biome. You should be able to see it from your spawn point, assuming you have far render distance and wait for the chunks to load.
Oct 6, 2011Anyway, I was kind of hoping for more Nether content before Notch introduces a new dimension, even with the Nether ruins, the Nether still seems like it is missing something. I would say it is about half way there...Posted in: 1.0 Update Discussion
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Oct 14, 2011I bet that title made you want to click this thread and rage at it.Posted in: 1.0 Update Discussion
Well, putting that aside it's pretty annoying seeing all this hate on the 1.9 and how Notch is going too fast. Most of which I think is 12 year old kids thinking "What is this?" and deciding to be a immature creeper and create explosions of retardation everywhere.
Seriously, is it that big of a deal for something like "The End" to easily assume there's actually a end to minecraft? I'd crush the idiot who thought of that with over 9000 tonnes of bedrock or something. Also the fact that Minecraft is becoming and "RPG" being a problem. It's not like you HAVE to do that while your playing the game, and if it bothers you that much, get a damn Mod that removes it. Yeah, you probably never thought of that when you were typing down a hate post.
TL:DR/CSB for this? Well, I'll summarize it for you then. Stop. ****ing. Complaing. About. A. Game. That. Hasn't. Even. Come. Out. Yet.
Oct 13, 2011Posted in: 1.0 Update DiscussionQuote from szthesquid
Jeb just tweeted this:
"The exit from the End is the end :wink.gif: And then you respawn..."
He then tweeted:
"The End is not completed yet!"
Am I to assume this means that currently, once you get to the End, you can't leave without dying? If that's true, then what the hell is the point of going there if it means you have to wipe your inventory to get back to the main world?
If this is the case, the End should NOT have been implemented yet. Incomplete features are OK most of the time, but if someone doesn't know about this and enters the End after looting a stronghold, they're going to be PISSED.
It's a pre-release for advanced users. You aren't using your main world.
If you are, you are an idiot.
Oct 10, 2011One of my favorite things about Minecraft is observing what the terrain generator can come up with, and imagining uses for these different landscapes. With each update to the terrain generator I have explored and observed dozens of worlds, with recent updates it has been hundreds. There is always room for improvement in what can or should be possible, and some improvements are more needed than others.Posted in: 1.0 Update Discussion
There have been many threads related to one or another biome in need of further attention, but with limited time for work on any one aspect of the game, which is/are most in need? Aside from changes to the flora and fauna of biomes, which general features of the terrain/map generator are most in need of fine tuning or being altogether updated?
For the biomes most in need of attention I would list the top three as:
- Ocean: I am pleased that we now have a proper Ocean biome, but it is severely lacking in content.
- Basic flora and fauna need to be added such as Kelp and Crabs.
- Some secondary flora and fauna, Coral (superfluous but colorful) (put sponges back in?), and Jellyfish (a slow but dangerous "predator").
- An excellent location for another adventure location, such as shipwrecks (since villages or strongholds may be innapropriate)( but this can wait for later).
- Swamp: It is a biome type that was needed, and has recieved moderate development, some features need to be tweaked.
- Transitions here were obviously in need of fixing.
- A new tree type might be more appropriate than just recoloring (a lower priority).
- Passive mobs seem out of place in a swamp.
- Mushroom: Is an amusing new rare biome with unique features, it needs minor touch-ups.
- A secondary type of foliage might be needed, perhaps even a second animal type, both fairly low priority.
From most to least important, the major issues I have with how the world is made (aside of bleak Oceans) are predominantly in the general terrain features:
- Topography Variation: most biomes appears to be sculpted with very little variation in their topography.
- Some features need this strict restriction, such as the river transition, and to some extent the Swamp biome. Most do not.
- The Mountain biome should be the extreme, stony barren heights under high erosion. However, other biomes, particularly the forests and desert, should be capable of being extremely hilly as well as flat - they are currently only flat - they used to exhibit extreme heights and should do so again.
- Vertical Limit: the Y limit of Minecraft is miniscule compared to its horizontal axes.
- There is so much potential for Minecraft with a more realistic vertical limit, both in providing a proper canvas/sandbox for sculptors and builders, as well as in rendering lifelike landscapes.
- I'll provide some numbers to put this in perspective: Compare the Vertical limit of Minecraft (comparing the 64 blocks above sea level):
- While I think the payoff for increasing the vertical limit of Minecraft would be immense, I sadly do not expect this great improvement to actually happen, even though it should be a much greater priority than the folks at Mojang give it.
- Weather: similar to the topographical variation, I think the distribution of snow:rain should be greatly changed.
- The type of precipitation should have little to do with the terrain/biome. Perhaps none given the present array of biomes. Snowfall should be possible in any biome, with higher probability in some such as Mountain or Pine Forest.
- Only Tropical Forest biome, which I am not certain exists anymore, should be excluded from the possibility of snowfall.
- The sad current state of things are that only one biome exhibits snow, and does so 100% of the time. This biome should not exist at all, being nothing more than Plains with permafrost.
- Tree Density: a similar problem to that above, treecover density should be more variant within any type of biome.
- The placement of trees should be a varaible with great scale. Forests of all types should exhibit variation in the range of tree-tree proximity.
- Secondary foliage (tallgrass, ferns, flowers) could have density countering that of the trees.
- Biome Types: some have been lost that should come back, one or two we have now are unnecessary (if some of the above changes are implemented).
- The current snow biome is unnecessary if better weather mechanics are implemented.
- The current "Extreme Hills" biome could be replaced with a Mountain biome that exibits steep rocky snow capped peaks - if proper topographical variation is introduced to other biomes.
- The Tropical Forest could be brought back into the current array of 9 biomes with the elimination of the redundant "snow" biome we currently have.
- Better yet, we could have an array of 16 biomes instead of 9, making room for additional realistic or fantastic biomes.
Sears Tower, 442m tall, tallest skyscraper in North America, (6.9*Minecraft).
Burj Khalifa, 828m tall, tallest manmade structure on Earth, (12.9*Minecraft).
Mont Blanc, 4,810m tall, highest mt. in the Alps, (75.2*Minecraft).
Mount Elbert, 4,401m tall, highest mt. in the Rockies, (68.8*Minecraft).
Mount Everest, 8,848m tall, highest mountain on Earth, (138.3*Minecraft).
Olympus Mons, 22km tall, highest known mountain in our solar system, (344*Minecraft).
To the Horizontal Limit of Minecraft:
Minecraft X*Z covers an area of 576 million square kilometers of world.
Earth has a surface area of 510 million square kilometers.
An additional excellent idea that cromlathe brought up was additional diversity in some of the biome categories. For example, we have already experienced several distinct types of forests (arboreal biomes). That kind of diversity could be applied to arid biomes to give us several kinds of deserts, as well as wetland biomes and oceanic biomes.
Quote from Dragonid »
They could be divided into these groups within their type:
Arid: having three major distictions.
- Dunes: being very much like the Desert we have now, with predominantly Sand covering the ground with perhaps a layer of Gravel under it, sparse Dead Bushes, and uncommon Cactus. No dirt or trees, except perhaps adjacent to rare oases.
- Rocky: would predominantly have Gravel cover followed by Stone and Sand in amounts roughly equal to one another - there could be a wide variance in the density of Cactus and Dead Bushes - trees would be uncommon.
- This type of desert would be much like the Great Basin of the southwestern US or parts of most other deserts.
- Verdant: representing those deserts and arid regions that are covered in foliage adapted to low precipitation - a mix of Sand, Gravel and Grass - dense Cactus, moderate Tallgrass and Dead Bushes, occasional trees.
Wetland: having two major disticntions.
- Swamp: much as we have it today, with greater variation in tree density ranging upward from what we presently have.
- Marsh: predominantly full of reeds / cattails, a variation on Sugarcane mechanics that grows in the shallow waters (1-2 deep) up to 3-4 blocks above water level, and is generally devoid of trees.
Having a set of oceanic biomes, rather than just one Ocean biome, would be very nice. Oceans being entirely barren and in need of some kind of content probably distracted me from the idea that was brought up earlier about desert and wetland diversity being applied to oceans as well. The oceans we have now are temperate, ocean diversity would be nice (in the same way that we have arboreal diversity with several kinds of forest).
There could be the temperate oceans we have, plus an 'arctic' variety with icebergs polar bears and walruses, and the one that I think a lot of people look forward to, tropical ocean, with corals and abundant small sealife like crabs, jellyfish, and all manner of little colorful fishes.
Sep 22, 2011They do not pick up redstone at all, the full allowed array is :Posted in: 1.0 Update Discussion
b[mn.v.bG] = true; // grass b[mn.w.bG] = true; // dirt b[mn.F.bG] = true; // sand b[mn.G.bG] = true; // gravel b[mn.ae.bG] = true; // flower b[mn.af.bG] = true; // rose b[mn.ag.bG] = true; // mushroom b[mn.ah.bG] = true; // mushroom b[mn.an.bG] = true; // TNT b[mn.aW.bG] = true; // cactus b[mn.aX.bG] = true; // clay b[mn.bb.bG] = true; // pumpkin b[mn.bs.bG] = true; // melon b[mn.bz.bG] = true; // mycel
May 19, 2011Posted in: Survival Mode
This will be a consolidated guide to mining covering everything from ore spawn rates to mining patterns, mathematics, spelunking strategies, and recommended materials.
Anchor tags aren't working, so ToC will have to wait. You'll have to scroll for now.
0.1 - Navigation Method, Segmentation
0.2 - Ore Spawn Rates by Layer and Quadrant
- Initial Cave Bonus Data
0.3 - Improved Navigation Method w/ Save File Example
- Added Pickaxe Material Section
- Added Dirt/Gravel Section
0.4 - Updated Quadrant Information for 1.6
- Added 2-Gap vs. 3-Gap Section
0.5 - Added Multi-Level vs Single Level Section
- Added X Mine
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