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    posted a message on The New command in 1.6.1: /playsound
    Quote from Hardmuscle

    It will work not might work, if you make it where 1 copy is sound and 4 copies are blank then you're making it play nothing 4/5ths of the time, it will only play the sound file one time and choose random from variations.

    (if not on a pulser obviously)

    For example you have /playsound mob.ghast.scream @p in a command block set to play one time via a proximity detector/clock (testfor clock), when the sound begins it will play 1 of the 5 variations of the file named ghast.scream randomly (ghast.scream1, ghast.scream2 and so on), it will not play them all at once. So if all the variations of a sound file are the same, you will get the same resulting sound 100% of the time instead of 1/5th of the time. ;)

    Having blanks will play blanks and blanks are blank and boring lol and we cannot currently choose specific variations at this time (1,2,3 etc etc), ..with commands, though you could make your blanks 1 second long lol but that'd just be darn right laziness lol.. sigh

    ~cheers


    I can see that you didn't try it yourself use a different rain.ogg file that is longer in time than the default rain drop sounds.

    Because all of your theory about how it should work is worthless in the case of how the rain is coded in game.
    Posted in: Recent Updates and Snapshots
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    posted a message on The New command in 1.6.1: /playsound
    It's a shame that there are some limitations, that, unless some mapmaker or mindcracker speaks to Dinnerbone, will never be changed.
    If someone has a twitter account, would be great to tweet him this.

    The major limitation is the rain sound.
    It is not a single file on repeat... it's actually four separate "rain drop" sounds that are hardcored to be randomly played.
    So if you wanted resource packs to play something like "rainy mood" when it starts rain ingame, too bad... the game will only play the first second of the complete audio over and over again.

    We cannot escape the annoyingn rain... the only option is to replace the drop sounds with a lower volume copy, or with a mute one.
    :/
    Posted in: Recent Updates and Snapshots
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    posted a message on =Gloria=
    Really cool!

    I guess I have to take a look at all the commands available with the command block then!

    Thanks!
    Posted in: Maps
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    posted a message on =Gloria=
    I have a question for you ColdFusion...
    Great map BTW!

    I'm watching Beef and Guude's gameplay of your map and I noticed that when Beef died in the Ultimate Core room, he respawned relatively close to it, in a hallway that led to it.
    How did you manage to change people's respawn location in different areas? Because I thought you could only control it using beds.

    Appreciate the answer! :)
    Posted in: Maps
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    posted a message on Bonemeal has been balanced now...
    Of course that when you're playing a hard style survival map like isolated islands, with only two cows, and you brilliantly manage to kill one of the cows while trading shots with a skeleton, and you don't have any other type of food the bonemeal can the the difference between life and death.

    But this scenario cannot be used as reference for the average life in a newly generated world with virtually infinite landscape and animals and villages for your convenience.
    If you impose yourself a hardcore map, don't try to use that as justification that the bonemeal is OP, because you left it as the only option. In any other case, the bonemeal is nothing but underpowered, as it is only used before you have chests full of other food types (which happens in the first couple days).
    Posted in: Recent Updates and Snapshots
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    posted a message on A way to craft better bonemeal
    I'd not matter that much the nerf if it was like this:

    Peaceful/easy modes: 1 bonemeal for a full crop/tree growth
    Normal: 2-3 bonemeals
    Hard: 3-5 bonemeals
    Hardcore: 7 bonemeal

    Or if they changed the crafting:

    Peaceful/easy modes: 1 bone => 3 bonemeal
    Normal: 1 bone => 2 bonemeal
    Hard/Hardcore: 1 bone => 1 bonemeal (or limit bonemeal as dye)
    Posted in: Recent Updates and Snapshots
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    posted a message on Bonemeal has been balanced now...
    If they didn't want automated farms they wouldn't add the dispenser dispensing bonemeal feature in the first place.

    Don't use your personal grudge against automation to try to justify a nerf.

    Let's not forget hoppers and droppers, also showing that Mojang is allowing purposefuly more and more automation,
    Posted in: Recent Updates and Snapshots
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    posted a message on Bonemeal has been balanced now...
    To me it will only make sense (the nerf, now rebalanced) if a disperser does not use a bonemeal on a grown crop/tree.
    The dispenser bonemealing insertion in the game was for automation purpose (just like hoppers).
    You cannot reliably automate something that is random.

    Because otherwise this simple mechanic is void, as a single use does not guarantee a full growth, and a multiple use will inevitably lose tons of bonemeal for already grown crop.

    Ask youself: why would you use a mechanic that will make you waste tons of bonemeal? Answer is: YOU WONT.

    This is not the same as enchanting being random, or generation being random, as they have nothing to do with an automation mechanic.
    Posted in: Recent Updates and Snapshots
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    posted a message on A way to craft better bonemeal
    Quote from cecilhowe

    Lies. Wheat leads to breeding which leads to enchanting, a fleet of rideable pigs, and massive amounts of wool. Even for players with an endless amount of food wheat can be important to fighting, building, and exploring.


    Lol, still using this failed argument that bonemeal somehow makes you anywhere closer to enchanting? How cute!

    Punching wood leads to bookshelves that lead to enchanting too!!
    Let's remove punching wood altogether...! Players should have to grind gravel for flint and grind leaves for twigs and kill spiders for string so he can make one of these:



    Because you know, Punching wood is too OP.
    Damn those wood punchers who are getting to end-game content too fast and are not getting bored grinding for flint!!

    EDIT: Ow wait, just saw that you already said that with your own words:
    Quote from cecilhowe

    But why try hinder the process of making those things more difficult?

    So yeah, let's make gathering wood more annoying, because according to you guys, annoying is synonym of dificult!
    Posted in: Recent Updates and Snapshots
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    posted a message on A way to craft better bonemeal
    Quote from redstonevet90

    ^This is a null point. It's not about the amount of clicks. It's completely about time.



    Funny, because I thought it was not about time, but about challenge and difficulty.
    The fact that you didn't mention it shows that you, contrary to cecil, agree that clicking 7 times isn't anymore difficult than clicking one time, just more time consuming.
    And time consuming for something so superfluous (keeping your hunger bar full in a game) means that it is nothing but boring and annoying.

    You pretty much said that you want players to be bored, if those are the ones that use bonemeal instead of much faster sources of food like steak and porkchops.

    By the way, you just proved that you guys want to FORCE your ways of playing into others. What you think is the right and difficult way (which is not, only annoying) and everyone SHOULD play. The OP was not wrong when he said that you guys are controlling.

    Quote from redstonevet90

    Bonemeal is instant. If I had enough bones and 1 seed I could make an entire chest full of wheat in about 5 minutes. You can't get a chest full of wheat in 5 minutes with 1 seed by building a normal farm and waiting for it to grow so they can replant again and again until they are able to make a large harvest. You also mentioned having to automate your farm which takes even more time and more resources.


    "IF YOU HAD ENOUGH BONES"... you seem to conveniently forget that bonemeal is result of a dangerous mob, and you cannot have bonemeal for days in a regular scenario (not a skeleton farm, which is an endgame thing) unless you take great risks at night fighting mobs.

    Bonemeal doesn't fall from the sky and can't be dupped. It's result of a risky activity and therefore was already balanced.

    There is only case where bonemeal is useful, the starter days, you have to risk yourself to get it.
    None of you guys "pro-nerf" presented a single valid argument against the fact that bonemeal is completely useless once you are past the first few days and have a farm and spend enough of your time doing other things that allow wheat to grow naturally (and probably have iron armor).

    So you guys definition of "difficult" is actually staring at a couple wheat inside your dirt house for dozens of minutes because going outside to fight skeletons with stone swords to get bones to speed up the process is "too fast" (as it is the time that matters here, not the challenge right?)

    To me looks like Dinnerbone wanted to make dispensers grow crops but thought that it was too unbalanced, and therefore made this stupid change that also affected hand-grown crops. I can only hope that they keep the change for dispensers, but reverse it for players.
    Because the way it is now, hand used bonemeal will NEVER be used again for wheat. NEVER.... With plenty of other easier food sources (remember cocoa beans readily available on jungles?) nobody will be staring at freaking digital wheat.

    EDIT: I completely agree with your suggestion, so let me make this clear:

    Quote from redstonevet90

    Personally I would like to see a new recepie. I think 1 bone and 1 rotten flesh would be a fair recepie for 1 bonemeal. This would reduce the crafting recepie from a ratio of 3:1 to 1:1 and give rotten flesh a use that makes sense - fertilizer. Bonemeal could then keep its original effects and everyone is happy.
    Posted in: Recent Updates and Snapshots
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    posted a message on Will Jeb/Dinnerbone ever implement spikes?
    Make the cactus on a flower pot deal damage without destroying itens.
    You can already place flower pots in adjacent blocks.

    But a spike block would be better. Specially if it were like a piston where if extended, instead of the piston arm you get spikes, that would be great for adventure maps.
    Posted in: Future Updates
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    posted a message on Iron Rails Repelling Monsters Actually Is Perfectly Logical
    You say spiders are not supernatural, just (magically?) oversized arachnids.
    Zombies also are not supernatural, just Steves that died while infected by a unknown disease... therefore they should not care about iron or sh*t­.
    Posted in: Recent Updates and Snapshots
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    posted a message on A way to craft better bonemeal
    Wait... something is off here.

    When Dinnerbone said something about nerfing spawners so that you cannot farm using one, a large part of the community agreed.

    Now that Dinnerbone pretty much made a change that requires you to use a mob farm to get 7 times more bone meal, people are agreeing and even posting the steps to build one?

    I can see that it doesn't matter what changes are made and if they are contradictory... people will blindlesly accept whatever is said, and never question.

    And yes, clicking 7 times more for the same thing is annoying, not hard. A tree growing with 3 times less bonemeal is also illogical. And yes, it will only affect people in the start of the game, because if you have any decent gear to kill loads of skeletons, you also probably have another less annoying source of food, rendering wheat and bread totally useless.
    Posted in: Recent Updates and Snapshots
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    posted a message on Nether Furnaces!
    Jeb Tweeted a picture of netherbrick slabs:


    Jens Bergensten@jeb_

    Sometimes you make promises at Minecon... http://i.imgur.com/yl64t.png




    Source: https://twitter.com/jeb_
    Posted in: Future Updates
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    posted a message on Theme of 1.5 Announced
    I agree that the terrain generation could be vastly improved. But I also don't think that pre-1.8 terrain was better in any way. The randomness it presented was nice in a first glance, but it was also the factor that made everything "the same", after all the number of variables used in it's randomness was very limited.

    The presence of biomes was a step in the right direction IMO. But again the randomness within every biome, and between biomes itself is also very limited. So after beta we ended up with (a few) small different islands of "the same" stuff.
    Why it's randomness must be so limited? That is what should be worked on (after the bugfixes of course).
    All the variables used in the random factor inside each biome should also be extended (with a chance) to be applied to all other biomes, with the only limitations being the logical aspects like temperature and height.

    With the current biome generation we cannot have forests in extreme hills (x-hills). We cannot have x-hills overhanging/crossing other biomes. No x-hilly taigas or deserts. (maybe I'm mistaken on one of these, but my point stands).

    Anyone who watches a video of Biomes O' Plenty will understand what I'm talking about. Now add to all those biomes an increased chance of randomness (taking features of other biomes) and you will have a genuinely interesting world.
    Posted in: Future Updates
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