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    posted a message on Ore generation Overhaul: Your very own Gold Mine! (or diamond mine, etc.)
    Quote from VampArcher

    I'd really like ore generation where ore spawn in chunks but I feel like it wouldn't be reasonable to suggest a complete change ore generation that has been the same since forever. Perhaps an option in world generation?

    This would make a great option indeed. Currently present in the 1.8 world customization options are sliders for various ore types; though they can be sized up to fifty blocks per vein, the veins still spawn randomly. Just as with stone, to accomodate larger sections or ores, a different kind of algorithm is needed to preserve realism. (A huge chunk of diamonds next to a huge chunk of coal wouldn't make sense now, would it?) So this could likely be incorporated as a world generation option that would go along with different stone sections.
    Quote from 4HeadTiger



    Yeah, I abstained from discussing new rock types, since I felt it falls outside of the scope of this suggestion. That said, it could work quite nicely. The reason I suggested the biome weighting system is to make some kind of connection between the above and below ground. You could for example, explore above ground for a swamp, then mine under the swamp in search of coal.

    Overall, I think that if different rock types were added, the best solution would be to first tweak the probability of different types of rock spawning around each biome, and then slightly tweak the rate at which certain ores (or ore mines) spawn within each type of rock. That way, this particular dynamic would not be lost (aka 10% more iron in granite, 10% more granite under hills biomes).

    This could really pan out quite well!
    Posted in: Suggestions
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    posted a message on Ore generation Overhaul: Your very own Gold Mine! (or diamond mine, etc.)
    Quote from 4HeadTiger

    I really like the idea of having ores spawn less in random clusters, and then having to actually explore if you want to find enough of the stuff to really expand. I also like how well this would work in servers. Think of how much depth it could add to the in game economy!

    Another thing you could experiment with would be to increase the abundance of ores in certain biomes. For example, there may be a 0.1% chance of a coal mine spawning in a chunk, but this would go up to a 0.3% chance in jungles and swamps.

    Support x10

    Or, perhaps instead of biomes, the ore could spawn somewhat based on the rock that it's within. (sandstone, limestone, granite, diorite, andesite) This of course would require integration of the aforementioned rock types into standard world generation. (Right now, granite, diorite, and andesite generate as ores.)
    Posted in: Suggestions
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    posted a message on Ore generation Overhaul: Your very own Gold Mine! (or diamond mine, etc.)
    This is a great idea! It would certainly add a great deal of realism to the game, not only more closely resembling mineral formation in the real world, but making the mining process more realistic as well. In the real world, surface samples are collected for analysis. While this would not fit the spirit of minecraft, sparse, 1-block "veins" of ore near the surface would still get the job done. For some players, this might be annoying, but scouting out the surface of a world before mining could certainly be interesting.

    In fact, this is the kind of thing that would greatly benefit from the new 1.8 world customization options. Perhaps, in one world, large quantities of ores could be concentrated into small areas but scattered several hundred blocks apart, while in another, they could more closely resemble current ore generation. The possibilities with the new generation options are really endless. This could also work quite well with the idea I had to concentrate rock types into large areas; certain types of ores could abound in certain regions of rock. The boundaries between rock types could very well be the boundaries between ore types!

    Needless to say, I strongly support this.
    Posted in: Suggestions
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    posted a message on Integration of "Ores" into Normal World Generation (Clay, Gravel, Granite, Diorite, Andesite)
    I suggest adding the option to integrate the generation of various "ores" including clay, gravel, and the new rock types, into normal terrain generation. This would produce larger, more natural sections of material.

    I was excited to hear that new rock types were going to be added to Minecraft. However, it appears that their generation is similar to that of gravel and dirt. For some, this may be desirable, as diorite, which the other types of rock can be crafted from, requires nether quartz to craft; only spawning it in pockets would make it more difficult to obtain. However, this generation is far from realistic, and seeing that these rocks currently have no other use unique to stone besides decoration, making them more common would leave gameplay unnafected.

    The new terrain customizations available are great. Among them is the ability to control the sizes and spawn frequencies of gravel and all the new rock types with the exception of clay. However, these parameters are limited, and for good reason. Attempting to generate large sections of material using an algorithm meant for the generation of ores simply will not work.

    The two closest examples existing in the game today are in deep oceans and mesas. Deep oceans have large, unbroken sections of gravel covering their floor. Mesas have layers of differently-colored hardened clay.

    I suggest the generation of new rock types be similar to that of mesas; large, unbroken sections of granite, diorite, or andesite in mountains. Occuring more rarely could be combinations of the three in layers. In addition, the rock formations should extend down and out. Perhaps, on one front, the rock could extend down all the way to bedrock, while another section could open up to a large lava lake. Other types of rock could even extend up into the mountain itself.

    The possibilites are almost limitless, but they also ought to be refined a bit. The type of the rock ought to be respected to some degree. For example, sandstone could be kept near the surface, and the rock known as "Stone," which is most likely limestone, could be placed under hills. Granite is much more flexible, being a metamorphic rock, as it could occur anywhere from the deepest depths to parts of the highest mountains. Diorite, being an intrusive igneous rock, ought to form around large, enclosed lava formations, while andesite, being extrusive, could, like granite, also form in exposed sections of mountains.

    Concerning clay and gravel, it is important to note the generation of deep oceans. Deep oceans make an excellent case for natural aquatic generation; their floors are completely covered in a layer of gravel. I suggest to make all bodies of water similar to this. Of course, their floors could be covered in something other than gravel, but such layers should occur in large, unbroken sections. In the real world, clay tends to occur in thin layers on the floors of lakes. As clay is already so common in Minecraft, but it extends down several layers in its patches, gameplay would not so greatly be affected if clay was generated in large, spread out layers accross bodies of water but with a thickness of only one block.

    These are my suggestions for the generation of worlds with large but sparse "ores." This is not meant to be the only way a world could be generated. With the new terrain customizations available in 1.8, I can see both worlds dominated by limestone and scattered with small sections of other rock types and worlds dominated by no one type of rock alone.
    Posted in: Suggestions
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    posted a message on Ubuntu help
    Quote from Neos_DoesGaming

    hey dude, how do i install a rpm?
    i want to get adobe flash but when i download it i get a .rpm and when i double click it i just unzip it

    please help, i am kinda of a noob at this

    I'm actually not sure how you install an rpm, but I'm pretty sure I saw a package you could download to do it. Speaking of which, it's generally a much better idea to install something via the Ubuntu Software Center. (or apt if you're using the terminal) A quick search reveals that Adobe Flash Player is indeed in the official repositories. If you absolutely must manually install something, deb files install easily, (double-click) as they are meant for Debian, which Ubuntu is based on. You can alternately download the source (more useful is you're a developer) and usually install it with the following commands: (run out of the directory in which you unpacked a usually tar.gz file)
    ./config
    make
    sudo make install
    sudo ldconfig

    As I said earlier, though, there's probably packages that can install things a bit more--easily. Again, try to only resort to this when
    • The program does not have an official repository.
    • The official repository is not regularly updated.
    Good luck; Ubuntu is a great operating system which I primarily use.
    Posted in: Hardware & Software Support
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    posted a message on Highrise Plays Minecraft
    Episode 01

    This marks the beginning of a new, stable series. I begin playing on my new computer and set up a shelter for the first few nights.

    Posted in: Let's Plays
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    posted a message on Is the minecraft world really infinite?
    The Minecraft world is not infinite, but it is very large. Unfortunately, there's actually not much to see at the boundary. Basically, the world appears to be there, but the blocks do not clip with anything. The ocean floor turns to dirt and there are no trees or animals. In order to get there, you'll want to make a creative world with cheats. Build a nether portal, and teleport yourself as far as you can within the nether. I went to 7777777 256 7777777, but other distances might work as the portal would have to be built in a suitable location and the world does not exist beyond the boudary. You will most likely enter the overworld in a cave, but I have only done this on two worlds, so you could very well arrive somewhere else. However, you should be able to notice a distinctive line where the ocean floor turns entirely to dirt. If this fails, then you can always fly around and see if you clip with the ground.
    Posted in: Discussion
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    posted a message on Highrise Plays Minecraft
    I mine obsidian, enter the nether, and talk about miscellaneous matters.

    Posted in: Let's Plays
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    posted a message on Highrise Plays Minecraft

    In this video, I build some temporary farms and build a tunnel to recognize my subscribers. Also, in future videos, I will be able to record clips of any length as I've updated Microsoft Expression Encoder to Service Pack 2, removing time constraints.

    Posted in: Let's Plays
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    posted a message on 1.3.1 is Now Live!
    Noticed two bugs within a few minutes of playing:
    1. arrows sometimes bounce back after hitting targets
    2. chunk errors that don't seem to resolve themselves after relogging
    Posted in: Minecraft News
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    posted a message on Highrise Plays Minecraft

    I strike diamond and explore an abandoned mineshaft.

    Posted in: Let's Plays
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    posted a message on Bugs we DON'T want fixed.
    I'm unsure if these are bugs, but it would be sad to see if they were taken out.
    Various technical "bugs" related to redstone and pistons allowing things such as BUD switches.
    In multiplayer, and Efficiency IV shovel rips through dirt, gravel, and sand, and all shovels can harvest snow at astounding rates. These bugs are quite enjoyable, as they have been nerfed in singleplayer.
    Posted in: Recent Updates and Snapshots
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    posted a message on Highrise Plays Minecraft

    I encounter a ravine while branch mining and start a wheat farm to get the achievement for crafting bread.

    Posted in: Let's Plays
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    posted a message on Do you believe Minecraft's stearing away from its purpose?
    I haven't really noticed any more restrictions added to the game since I started playing back in 1.6.6. Hunger may be a bit of a pain, but it's balanced out with regenerating health and sprinting. Experience is easy enough to get with a mob grinder, and it will become much easier with 1.3, and nothing other than enchantments rely on it. The only enchantment that does affect building is silk touch, which allows more block types to be obtained, rather than restricting them. Finally, Minecraft was due for a good boss fight, and the enderdragon made a good addition. There might be more bosses in the future, and it was never intended to be the true end of the game.
    Posted in: Discussion
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    posted a message on Mobs Gone Wild
    I'm sure pretty much everyone has had to have seen a mob spinning on a fence before. What I've noticed lately is that wolves are much more broken in single player: they sometimes appear to be standing while actually sitting and cannot be toggled, but they sometimes manage to teleport.
    Posted in: Survival Mode
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