Someone had a whole lot of time to spare.
- Generator_of_Cubes
- Registered Member
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Member for 9 years, 5 months, and 11 days
Last active Thu, Aug, 17 2017 19:50:02
- 14 Followers
- 744 Total Posts
- 317 Thanks
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Jun 22, 2015Generator_of_Cubes posted a message on World's Largest Minecraft Pixel-Art?Posted in: News
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Jun 17, 2015Generator_of_Cubes posted a message on Community Roundtable: Game, or Game Engine?Posted in: News
Minecraft is a game for new players and an engine for veterans. Survival and multiplayer and stuff is fun, but it only lasts so long before it becomes boring. After that point, adventure maps, mods, and redstone creations are what extends the time the game can be played for.
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Jun 16, 2015Generator_of_Cubes posted a message on Minecraft HoloLens Demo: It's Not Just an Idea AnymorePosted in: News
Hololens - now on sale for 10,000,000 dollars! Buy now and get half the software FREE!*
*after 1000 easy payments of 40 dollars
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Those are clotheslines, in the Chasm District.
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*brain explodes*
These are even more amazing now that I know that.
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Sorta like the route through the Rusty Tankard in the Quarters District? I see what you mean. I'll see what I can do.
Everything you see here on this thread is everything I've done so far. I haven't started on the mining district yet. Anyways, it sounds like an interesting idea; but I'd have to find a way to fit the cobble generator into the map's lore...maybe it's some sort of geothermal power core?
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How do you even build these things so fast? Do you use a program, or is it by hand?
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I finally got around to connecting all the districts!
Here's those worker's quarters you suggested -
Obviously, all these areas still need detail. Keep throwing ideas at me please
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I think it would make more sense for Endermen to drop the crystals, but only in the Overworld.
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If I'm gonna be honest, I don't care how old you are. So long as you're not being a jerk or a cheater, there's no reason for me to complain about you acting immature or whiny or whatever. Because, let's face it - none of us were mature at the age of 12 either. And just look at Minecraft itself for a moment; do you expect that game to only attract a community of 20-year-olds?
The whole point of the game is to be for all ages. So if you really are a "mature adult", be tolerant of the other players, especially if the only thing you have to complain about is their age.
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Slowing down again from lack of suggestions.
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It's very impressive in scale, but it's a bit lacking in depth and detail. Maybe add some more decor on the walls, or some pillars made from logs? Just a bit of something.
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Introduction
There have been lots of complaints in the past regarding the mob-spawning system added in the Adventure Update (the original 1.8); more specifically, passive mob spawning. Before this update, passive mobs spawned much like hostile mobs, except they spawned in high light levels instead of low ones. However, this system was flawed; mobs would be constantly spawning and despawning, making large farms impossible. So in 1.8, a new system was made. Passive mobs now spawn upon the world's generation, in 1/10 chunks, in groups of 4. While this solved the problem, it added a new one, animals are much, much more rare, and only 10 can be spawned at any time in a range of 289 chunks. This means that the world will almost always look, sound, and feel completely and utterly dead.
Instead of just "re-add the old system" (like the first time I made a suggestion regarding this), I have come up with a compromise that takes the best of both systems and combines it.
The Suggestion
The biggest and most important issue is the fact that passive mobs are so rare. To combat this, every single chunk can spawn passive mobs. Passive mobs will be able to spawn in any area open to the sky and with a high light level. However, every chunk also has a "natural spawn cap". When this is reached, passive mobs will no longer naturally spawn. Animals can still be spawned through breeding and spawners, though, which solves the problem with the farms. Mobs will never despawn; they'll simply stop spawning altogether.
This suggestion isn't really complex; however, I feel it will solve the issue of the world feeling dead and static, in a way which solves both problems with both systems simultaneously. I'm really not well-acquainted with the technicalities of both systems, so if you find any mistakes or oversights, feel free to let me know.
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I see where you're coming from. But here's the thing; I'm not talking about just copy/pasting the old mechanics back into the current code. I'm talking about a compromise, where the best of each side is combined. Maybe for every chunk, there's a natural passive-mob-spawning cap, and when that's reached passive mobs won't spawn naturally anymore. However, player aided methods (like breeding) will still work. I dunno, something on those lines.
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Y'know, I do agree with you on the new spawn mechanics. The world feels incredibly dead. Unfortunately, I doubt things will ever change. Which is really a bit of a shame.
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Microsoft doesn't own Minecraft, it owns Mojang, and they have little to no say in what they add to the game.
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It does if you set the music to play only in a certain radius with the volume controller. I've already seen servers that use custom music, so this really doesn't seem to have a point. Especially since you can add an infinite number of songs with a resource pack (that you can force the player to use when they join your server).
No Support
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No pics, no clicks. All you have is some MS Paint art and a screenshot of a lab that isn't yours.