- Hypevosa
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Member for 13 years, 5 months, and 3 days
Last active Mon, Sep, 30 2013 23:54:33
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- 428 Total Posts
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Nov 3, 2011Hypevosa posted a message on MineCon Contest Winners AnnouncedI'd like to post to say I exist too, I still haven't gotten my e-mail though, so I'm a bit... concerned?Posted in: News
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Aug 18, 2011Hypevosa posted a message on 1.8 Updates: First Ravines, Now RiversI hope the rivers have flowing water instead of still water.Posted in: News
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Aug 17, 2011Hypevosa posted a message on What's Going On: Lawsuits, Creeper Carsscrew paying for lawyers, this is how things should be done.Posted in: News
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Jul 26, 2011Hypevosa posted a message on 1.8 Updates: New Mob...Revealed?My guess is that they dismantle environmental blocks, meaning not ones a real house should be made of. So if a player is trying to create a makeshift shelter out of dirt and sand blocks, it won't work anymore. It would be cruel if they could actually dismantle blocks one would appropriately make a house with, like wood or stone.Posted in: News
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Jul 12, 2011Hypevosa posted a message on Digital Diamond: Interactive Input DisplayI love how the really old computers were the size of an entire room, and in minecraft we make computers that are the size of a football stadium.Posted in: News
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Unless runecraft has changed alot in the last year, this is still a very different beast in its entirety than the simple arranging of blocks to exert an effect...
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The transition block would simply be the null matter block (unless I'm misinterpreting the question).
Placing essence would work like with a treasure chest - right clicking (while separated) opening a user interface that allows the player to place some essence inside the block. Once the player leaves the interface (closes it, is lagged/logged out) is when the game should run the check to see what has been placed inside, and then the block should be converted. For SMP purposes, once one person is using said interface others should be locked out of it to prevent griefing and prevent the game from getting messed up when one player leaves the interface and the other hasn't yet.
Problem solved?
If you're wondering about the interface and someone overloading a block with essence, I would suggest making the interface allow only 1 block (no stacking) in each of its slots and to have 3 or 4 slots (depending on how complex the combinations get). This may not be a possibility, in which case the null matter block could simply not convert if it doesn't have the right proportions of materials in it and they could be used as storage space for essence already harvested - it breaks the game logic though since the null matter blocks just shouldn't be stable holding all that essence. Perhaps it would automatically vomit the blocks back up instead? We already have that function for extra items in crafting grids - it might be workable.
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Slightly more complicated, but makes more sense: Player has a boat, and crafts one iron bar to the side of it - this creates a little holder on the side. Right clicking the little holder will bring up a small inventory screen and the player can drop a stack of up to 64 reeds into the slot on the boat, this then shows what looks like a circular hose on the side of the boat. The player can then wear in their helmet slot a glass bowl with a hole in the top, and, on getting near a boat with a reed hose, the player will get the hose attached to their helmet and gain the ability to dive.
Or we can just use potions at this point...
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1. They hunt in packs. If you look at one, every single enderman in that "pack" turns and stares at you, the hunt only begins once you look away.
2. They randomly teleport behind you in the middle of a fight so that backstrafing isn't so perfectly effective.
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