- DurzaMC
- Registered Member
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Member for 10 years, 9 months, and 6 days
Last active Fri, Feb, 2 2018 21:50:36
- 41 Followers
- 925 Total Posts
- 183 Thanks
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Apr 1, 2014DurzaMC posted a message on An April ApologyI seriously beleived this for a second ._.Posted in: News
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Mar 1, 2014DurzaMC posted a message on Minecraft Movie?Posted in: News
Excited.Quote from C-M
One word:
Supercalifragilisticexpialidocious!
Someone plz explain what does that mean?
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Feb 28, 2014DurzaMC posted a message on Minecraft Movie?Definetly interesting. I hope the movie maker makes it out of wonder, creativity and curiosity, not just action. Similarly in the Polar Express, it had wonder and curiosity, not a murderer on the train or something.Posted in: News
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Nov 29, 2013DurzaMC posted a message on Community Creations - A Minecraft Song by sneakyMacI like this song.Posted in: News
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Sep 5, 2013DurzaMC posted a message on 13w36a Snapshot Ready for Testing!It looks like Mojang is making up for 1.6...Posted in: News
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Aug 5, 2013DurzaMC posted a message on Community Creations: WeedLion Presents - BurgersI actually posted this on the forum here: http://www.minecraftforum.net/topic/1911173-best-animation-ever/page__hl__ best animation ever#entry23617109Posted in: News
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You get the idea.
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I would like to start off by criticizing those that decline this idea with the argument that Minecraft is a game focused on PvE and singleplayer. You can't get much more wrong than that. Minecraft is a game for everything, hence the name, (Sandbox?) and thus I think it is unfair of people focused on building to deny players that prefer PvP an actually interesting PvP-engine. Instead of always favoring one aspect, more blocks and aesthetics, how about some more intricate game-mechanics? PvP haven't been expanded upon since beta, that is if you don't count the nerfing of blocking, which was the epitome of nerf even at implementation-day and haven't really served a purpose since while practically ALL other aspects of the game has been improved since with the exception of skin-management
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With that argument, that means that we should remove command blocks because mapmaking should be hard.
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Clocks can be used to load chunks when the player is not nearby. To do this, get a beacon and open the gui, and place the clock in the slot. Different sizes of pyramids will load larger chunks. A small beacon only loads the chunk it is in, a medium loads a 3x3 chunk area, and a large loads 5x5 area. This could be used to grow your farms even on the other side of the world.
Clocks can also be used to activate redstone from far away. Simply place a gold block, and right click the gold block with it. The clock will be bound to the gold block, so the gold block gives off a redstone pulse as long as the clock is right clicked. This means you could open a secret door by using your remote clock, and no other clock can open it because they aren't bound to the gold block.
These two simple mechanics allow a wide range of uses, from remote controlled cannons, to nether wart farms that grow in the nether even when the player isn't there.
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I don't really like the idea, but Jeb made a pretty strong statement.
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