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Sister: Why are you so annoying?
Me: Because I dont give a f...
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Me: Uh oh...I just realized I DO give a f...!
- Katashan
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FlogTheDonkey posted a message on Stupidity in Minecraft(idiot) - I just found two spawner's and it had this river thing and a big room with a platform, weirdest thing ever.Posted in: Discussion
(me) - that's my grinder, use it if you want.
(idiot) - how do I use it?
(me) - umm kill the skellies as they spawn, get loot and xp
(idiot) - but I destroyed the spawner's -
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Comrade_Dispenser posted a message on Let's Talk About StrongholdsWhen a server first starts it seems to be a lot of players’ goals to be the first to find the stronghold and fight the enderdragon. That, in some players’ minds, is the sole purpose of finding a stronghold in the first place. But really, other than the ender portal and the accomplishment of finding a rare structure, what reason do players have to go to or seek out a stronghold? The loot isn’t too good, when you think that you have the chance of getting better loot from the dungeons, desert and jungle temples, abandoned mine shafts and even villager blacksmith chests, and all of these can appear more than three times in a world, making the Stronghold appear very limited The strongholds have the potential to be a good base, but often times aren eaten away by caverns and torn apart by ravines, even to the point of the end portal being rendered useless by the damages.Posted in: Suggestions
Strongholds are supposed to be strong, I could see a ravine ripping through the ground or a cave eating through stone during its formation, but surely these strongholds weren’t build so long ago that full fledged caves have been able to eat through their bricks, along with the abandoned mineshafts tearing through a stronghold. If these shafts were made by the owners of the stronghold, I doubt they’d mine straight through their home, and any actual miner should suspect there’s no ore to be find by tearing straight through the inside of a subterranean fortress. Maybe less, or no caves even could generate around the areas of Strongholds, along with mines and ravines, improving the integrity of the building, and they could act as a clue to allow an observant player to guess there’s possibly a stronghold nearby, without the use of an ender eye.
The player should have more reasons to seek out a stronghold, they should be large, impressive complexes, I mean, take a look at the Nether Fortresses, they're magnificent, and provide the resources of blaze rods and netherwart, along with a place for Wither skeletons to spawn. The stronghold could use a larger variety of rooms, perhaps a dining hall, with tables and benches, a high grand ceiling and chests of food items. A blacksmith’s forge, with a lava pool, multiple furnaces, chests filled with smithing related goodies, maybe even a (slightly damaged?) anvil. There could be a wizard’s study, like a small library with chests containing books and paper, with a rare chance of enchanted books, and an even rarer chance of finding and enchanted item or bottle of enchanting, perhaps they could have an enchanting table, unless people think those should stay player made only. There could be barracks and/or dormitories that the past residents could reside in, a place with beds and chest serving as footlockers.
There could even be an armory, a grand hall, with weapons and armor hanging on the walls in item frames, chest filled with weapons related loot, arrows and such, this could even be a place for the armor stand/mannequins I’ve heard of people asking for to be implemented. Suits of armor could be along the walls serving as eternal sentries to watch over their home, well, until an enterprising player comes and removes the armor from its ancient stand. The armor and weapons could even be found with enchantments on them, with items bearing particularly high level enchantments having a randomly generated name to give the feel of “This is an artifact of a lost civilization” unless people don’t think that fits with the theme or balance of minecraft.
There are three end portals but that doesn’t mean there has to be only three strongholds, perhaps they could be found more often (though still extremely rarely) just without a portal in them, and the ones lacking portals would probably be smaller than the ones with. And who remembers the image we were first shown of a stronghold?
Strongholds that generated with an entrance above ground, I’d like to see a return of this, or at least this happen more often if it still does (like a mushroom biome, I’ve never actually seen a stronghold that generated above ground) this would allow the player to randomly stumble upon a stronghold, rather than need to make a bunch of ender eyes and go actively hunting for one, give a little bit more reason and reward to random exploration of the world. This would, preferably, come with the added benefit of Strongholds not spawning at the bottom of the ocean, sure its mystery and cool though as to how they got there, but really, what purpose would a submerged stronghold serve when you can build a much more effective one on land?
Just some ideas I’ve had, first major suggestion I’ve made for this game, tell me what you think and go ahead and suggest your own ideas.
Examples I've made for what the new rooms could look like, I'm not that good of an architect so if you want to make your own rendition go ahead!
Blacksmith:
Dining Hall:
A throne room:
Room Ideas by BodOwen!
I also did my take on the armory:
as you can see the armory has spawners, it has a 75% chance to be a zombie and 25% chance to be a skeleton spawner.
I also have an idea for a potions room, these will just be a bunch of bookshelves with "tables" and cauldrons, along with a chest with a few potion ingredients.
sometimes destroyed rooms will spawn in the stronghold, these "collapsed rooms" will be filled with stone or dirt , it also has a chest or two in it, but you have to dig it out.
"Collapsed Room" Screenshots.
The stone and dirt is not seen in here, this is what it would look like if it was "cleared out"
Others coming eventually.
A great concept by Badprenup for how a new generation system could work
Quote from Badprenup
In all honesty, I think structures like this should not be fully randomly generated. Instead, they should be pseudo randomly generated like so:
1. There are 3-10 Stronghold Hallway patterns stored in the game. These are the most bare-bones versions of the Stonghold, and only have the Portal Room and hallways. At this point, the Stronghold has no rooms, only markers of where rooms can be. These would be at any room entrances that we see in the current Strongholds.
Using patterns like this costs a fraction of the randomness, but ensures you don't have any "stupid" generation, such as hallways leading to nothing but themselves and crap like that we have seen. And the Randomness will be restored later.
2. Next, the game looks at how many markers of potential rooms are in that Stronghold, and chooses to generate any of the potential rooms based on the Seed. Each room type would have X amounts of times it can generate, based on the type of room it is. For example, there could be a maximum of 3 Dormitories, but only 1 Armory per Stronghold. Similar to the Hallway pattern, each room has a marker to ensure they align properly.
This returns the randomness of the generation, but in a more logical way. It would be silly to see a Stronghold filled with nothing but Dining Halls. Where did the people sleep? Also, it adds balance. No stumbling into a Stronghold filled with 20 Armories.
3. Next, the game places a room by lining up it's marker with a marker in the Stronghold Hallway pattern. This ensures that everything is lined up properly, and prevents structures from overlapping. Once it chooses a room and generates it, it removes one instance of that room from the potential rooms. It also removes the marker from the Hallway pattern so it doesn't double generate.
4. The game repeats step 3 until there are no more markers in the Hallway pattern.
5. After all markers are complete, the game generates 3-4 layers of Stone/Dirt/Ore to overwrite any other generation that had happened (optional)
If people like this concept, I can make some pictures. Pictures in the spoiler directly below this.
Quote from Badprenup
Alright, I made some quick and dirty mockups with Creative Mode and MCEdit, and it shows a basic implementation of what I was getting at. So I'll go over what I said before, but with images to go with it.
1. An example of a bare-bones hallway pattern. This one is just a tiny one I made, and only has space for 5 rooms. But Mojang could easily make them larger or take up several floors as they do now. This is just a simple design. You might notice the Redstone and Lapis Blocks, those are examples of the markers that help align the rooms to the structures, more on those later. And in place of the Silverfish spawner I used a Jukebox so I could have music while I worked. Also, you may note that I only used one Brick type, that was strictly for simplicity's sake.
2. Here is a close up of the Portal Room, just to show it off.
3. Finally, a close up of a set of markers. The Redstone Block is always right in the doorway oh the hallway pattern, and the Lapis Block is always one block inside the room. This assures everything always lines up correctly.
4. Now, here are some quick and dirty rooms I made. If you didn't see what I said before, each room could have a specific number of times it can generate per Stronghold, which would be based on the loot that can be found or the usefulness of the room. I will note how many times each one can appear:
Throne Room (1 Time)
Sleeping Quarters (2 Times)
Note that there could be a chance that some beds or chests had rotted away over time, so each time this room spawned the number of beds/chests could vary slightly, as could loot in the chests.
Enchanting Room (1 Time)
The same thing that happens with the Sleeping Quarters could happen here as well. You could find this room 100% complete, or it could be missing bookshelves or even the Enchanting Table
Forge (2 Times)
As with the above two rooms, the Anvil could be a different damage level or gone completely, and there could be randomized loot/fuel in the Furnaces
5. So as you can see, each room had markers like the hallway, a blue one that is in the room and a red one that denotes where the hall is. With this system or a similar one, it assures that the rooms are rotated properly and aligned every time, unless the actual room or hallway file stored in the code was built incorrectly. Here is a GIF of showing how a room lines up:
6. So as you saw from the first image, there were 5 places where rooms could be generated, but a total of 6 possible rooms (1 each of the Throne Room and Enchanting Room, and 2 possible Forges and Sleeping Quarters each). This is where the random generation comes in, so let's see how they happened to generate this time:
So that is how it happened to generate that time, but a different seed could have generated differently.
Room 1: Sleeping Quarters (1 Sleeping Quarters, 4 empty rooms remaining)
Room 2: Forge (1 Forge, 3 empty rooms remaining)
Room 3: Enchanting Room (0 Enchanting Rooms, 2 empty rooms remaining)
Room 4: Sleeping Quarters (0 Sleeping Quarters, 1 empty room remaining)
And finally, with a chance for it to be a Forge or Throne Room (drum roll)...
Room 5: Throne Room (0 Throne Rooms, 0 empty rooms remaining).
7. An image of the finished Stronghold
A great idea by Jakakun!
Quote from Jukakun
I would really want to see a room called Mineshaft Entrance, it's just a room with two Doors (Iron or Wood, i prefer Wood though) that lead to a Mineshaft, the ones we usually see, that would be good for two reasons:
1: It makes sense, i mean, the civilization needs ores don't they?
2: The possibility of the inverse happening, you're exploring a Mineshaft and then you find that Stronghold Room, since both are connected! Oh the glory, that's a cool way to find a Stronghold!
Some more ideas by Dommenick.
Quote from dommenick
As promised, I started working on my version of the Stronghold rooms and corridors, based on the system Badprenup explained, with the connection points in-between corridors and rooms, to prevent overlapping or "stupid" corridors.
For now it are only basic builds. I haven't reached a far enough point to determine if everything works with each other and how many of each room could be added, but I hope to be able to work that out in the future. I'm also really really waiting for SPC and WE for Minecraft 1.7.4, so I can do some copying and I can make an actual stronghold with the pieces. That being said, all the things on the pictures are hand build, block after block, without using any utensil like world edit.
In the pictures the most things are still very bright. I haven't added torches anywhere, except for redstone torches, as I feel like the Stronghold should be a dark and obscure place, long left behind by society, for only ghosts and mobs to dwell... *horror music* ... haha, no but seriously, I tried going for a dark and almost scary atmosphere.
Portal Room:
As you can see, I went for a different approach with the portal room. In stead of having the staircase to the flying portal in the middle, I decided to take it all down and place the portal on floor level, with lava and obsidian below it.
I also put obsidian behind the iron bars. Just a small difference, but I think it makes a great change to the atmosphere. The sponges you can see in the photos are supposed to be mob spawners.
I also changed the lava "pools" into lava "streams" coming from the walls and I gave the entire room a a little more circular feel (or that's what I tried) with the stairs around.
Library:
In the pictures I haven't added cobwebs yet, but apart from that it's finished. It is a one-floored version of the library, I haven't looked into a 2-floored yet.
This (photo above) are all the formations in which bookcases can spawn (they can be mirrored and altered as much as you wish). The biggest one in the middle are two smaller ones combined with a overhang. I believe that if this 'formula' for bookcases is used in stead of the old one, you have opportunities for way better looking and cooler libraries.
As you might have noticed, in the first picture of this library, there are 3 chests and 1 enchantment table to be found. Of course this would be randomized and some things might spawn more often than others. That what you see in the pictures above:
There will always spawn 1 chest, and on top of that you have 50% chance on a second chest and 25% chance on a third one. Also, an enchantment table or brewing stand can spawn, but only 1 of those two (maximum) per library!
Armory / Blacksmith:
I've had fun with this room! To be honest, I think it turned out great! The black thing on the left is a tool forge or something like that, in the back you have an anvil (take a look at the last picture for that ), on the right of that a little shelf with a chest and a cauldron, and in the corner a little lava "pit" and some furnaces.
Just like the enchantment table and the chests in the library, this item at the place the anvil is at, is random. In the picture above you see the items it can contain, including nothing. If it happens to be an anvil, you have 20% chance on a non-damaged anvil, 30% chance on a slightly damaged anvil and 50% chance on a very damaged anvil.
Bedroom / Barracks:
As suggested in the original post, the barracks! I also gave these a shot, and the out-come is a semi-two-floored bedroom with supporting wood and beds downstairs and bedrolls upstairs.
Junction / Intersection:
We've all seen them, the boring plain-looking intersections (see picture above). I always thought that particular room was extremely boring and should be way better.. So I gave it a go!
This is another build that really suited me. I - for some reason - absolutely love the idea of having supporting wooden beams, so that is what I did. The sponge in the middle is, once again, supposed to be a mobspawner.
The room has four exits, just as in the "vanilla" room, and in the corners you can just find some randomly placed fences, broken support beams, perhaps a crafting bench, whatever you like really. By the way - this room is also supposed to be pretty dark and gloomy, hence the spawner.
Hallways - WIP:
I wasn't sure how to start on these, but after some mental warfare I decided that I would try and create "presets" which could be molded together in as many as possible ways. This is still in a very early stage though. (Some of the walls and ceilings aren't even finished yet, but hey, it'll give you an idea
Plain corridors:
Long corridor (wall-less)
Small corridor (wall-less)
These are both just basic straight corridors, nothing special about them. Next up are the fun ones!
"Special" corridors:
Corridor with a chest in the wall
Corridor with a trapped chest and TNT behind it in the wall
Small corridor with a door (a connecting piece, really)
(I changed the wall into stained glass here to see how the inside is built up.
Collapsed corridor
! I'm having troubles uploading this picture, it'll be there ASAP !
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Mega_Munchy_145 posted a message on Solar Eclipseshow about in minecraft days one every 3 months (91-92 minecraft days)?Posted in: Suggestions -
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Oreomapper posted a message on [1.4.5] [Event] Survival Game - Where everything mattersPosted in: Survival Mode
Maybe I should put that as a weapon.
"Here's a pie, go own some noobs." -
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Pinkamena_314 posted a message on Overused skinsI'll agree with mob-in-a-suit, Steve, Herobrine, and direct copies of YouTubers. But what comes to my mind first is the girl skins with the 2x2 blue eyes, I really dislike those. They're just... trying way too hard to be cute. Do your eyes really need to be so wide, innocent, and sparkly that you don't even have room for whites on them?Posted in: Discussion -
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Epicness1324 posted a message on Minecraft on Steam!The splash on the title screen says "Not on Steam!"Posted in: Suggestions
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BeetBowl posted a message on The biggest Lies You have Heard About MinecraftThis one server being good. Turns out it was actually run by an immature little kid.Posted in: Discussion -
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Pxex posted a message on "...But I'm from Planet minecraft..." and other sad stories of those who try to get O.P.edTwo stories i have to tell, one happened right after the other.Posted in: Discussion
Noob has joined the server.
Me: Welcome
Noob: Hi! Can i be op?
Me: No
Noob: Please
Me: No, now stop asking.
Noob: Why not?
Me: Im not even op or admin.
Noob: Can you tell the admin to op me?
Me: No, your annoying and just joined.
Noob: When i get op im going to ban you for insulting a future admin.
Me: I'm gonna ban you for being annoying and threatening players.
Noob: Lol, your not even op retarted noob.
*I messages the admin who was watching the whole conversation laughing*
Noob has been slain by Me
Noob: OMG im gonna report you and then i will become op and you will be banned!
Me: Banning in 5
Noob: Lol you cant ban me noob.
Me: 4 (counts down)
Me: Banning...
Noob has been banned,
Me and admin brofists.
Imediatly after that....
Noob2 joins
Noob2: Can i be op
Noob2 has been banned -
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chipz_ posted a message on Overused skinsI see alot of skins that copy Minecraft Lets Players. Its really annoying to me.Posted in: Discussion - To post a comment, please login.
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So, here is a new desert mob, the sandworm:
The sandworm would be about 3 blocks long, and 1 block high.
It would spawn in deserts rarely, and may venture on to a nearby savanna if possible.
This creature would be hostile towards players, dealing 4 points of damage on easy, 2 1/2 on normal, and 3 1/2 on hard. (1 point is 1/2 a heart, 2 being a full heart)
It would have 20 points of health (10 full hearts), and would drop leather and raw sandworm meat.
The sandworm meat is poisonous when raw giving 10 seconds of poison 3, but when cooked it restores 8 hunger points (4 full chicken-leg thingies) and would give you the haste 2 effect for 10 seconds, as well as
strength 1 for 20 seconds.
The attack pattern of the sandworm would be erratic, it would jump out of the ground at a hight of up to 4 blocks, and would travel up to 4 blocks as well, depending on how far the player is from it.
The sandworm travels underground, and you can hear it approaching because of the sound it makes, the same sound as a shovel about to break a dirt block. When traveling in a surface block, the same particles emitted when sprinting show, another alert to when it is about to emerge.
Because of this, the sandworm cannot suffocate in earth based blocks, such as dirt, sand, and gravel.
Also, It wouldn't make any sounds. (imagine a worm in real life going SQUEAK! SQUEAK!)
Well, thats the sandworm. Hope you like it .
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