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    posted a message on No more sand generators?!
    Quote from joonatan1998



    I haven't tested this (not sure if it works) and it is very expensive and slow.


    That generator, while it did work for 1.5.x, stopped working in 1.6 and definitely doesn't work in 1.7.

    For myself, I thought it was ingenuous and very limited in application and IMHO should have been left alone, but it was almost immediately reported as a bug and fixed.

    As for those who say "use a shovel", I say you are just being silly. In addition to limited resource maps, there is an aesthetic about being able to generate resources in some machines where you lay in a bunch of redstone and have it do something interesting. That is like complaining about cobblestone generators, yet there are whole mountains of stone that you can excavate out if you really want to get the stacks of cobblestone. Regardless, some rather elaborate cobblestone generators still exist. Why not sand generators?

    If you would rather use a shovel on a desert, go ahead. Some people like to be perhaps a little more creative. I'm not saying that the block duplication was even a good thing, but I am saying that another related mechanic could be introduced into the game that would enable some sort of creation of sand blocks for those players who want to build such machines.
    Posted in: Recent Updates and Snapshots
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    posted a message on How does the addition of Searge and TheMogMiner change the game?
    Quote from MineCrak

    Thanks for all of this info King Korihor! I've managed to remain blissfully ignorant of all of this until stumbling upon your thread.

    I could definitely use more info on the native base class overriding system/method for a project that would take great changes to Forge to make it into a Forge mod (still wish to do so eventually though), but in the meanwhile would like to have be as compatible with everything as is possible despite changing many base classes. This method seems to be a way to achieve that?


    I need to learn more information about the actual protocol involved here, but as far as I know you can insert/change individual methods in base classes now, not just whole classes. Like I said, this really needs a whole bunch more documentation and frankly support from Mojang as well. I'm not expecting Dinnerbone to write all of the documentation on how to use this interface, but the Mojang developers should be willing to answer questions about parameters and help explain a few of the trickier points of this part of the API... if not to everybody then at least a core group of volunteers who are active in developing the documentation. Expecting volunteers to reverse engineer the software just to be able to understand the protocol when it is expected to be standard... even legally required... to be using this system when modding Minecraft is demonstrating a sort of mushroom management attitude towards the mod community.
    Posted in: Future Updates
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    posted a message on World Gen Option - Go back to alpha without losing the latest items!
    Quote from Dewydbb

    But why not go back and play the original version itself?


    Because it is a pain to keep switching back and forth between different versions of the game when you are exploring, but want to use newer items added to the game like say stained clay blocks and colored glass.

    There is some charm with some of the beta world generation algorithms, including how beaches were introduced into the game by Notch that are now nerfed and do some very different things. You also have the huge oceans of the earlier versions of Minecraft that Jeb has dumped in the current version of Minecraft.

    Yes, I like this idea in general, and it wouldn't be overly difficult to put that into a mod/plug-in (when the time comes). While you won't necessarily get all of the biomes or even all of the content that you can obtain with the newer generators, there certainly can be the ability to play in the current version of the game with earlier versions of the world generator. I've written alternate world generators before, so doing the earlier version of Minecraft are trivial other than mostly copying Notch's old code (possible copyright violation?) As a general suggestion, it might even be fun to see something like this introduced into the game as some optional downloadable content for Minecraft.
    Posted in: Suggestions
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    posted a message on Podzol spread *now with poll*
    Quote from creeperskelly

    No support - you might as well ask that dirt, gravel, or sand to also have the ability to spread.


    I, for one, would love to see some sort of mechanic in the game to turn dirt, gravel, and sand into renewable resources in some fashion. It doesn't need to be easy, and I would agree that having a gravel block "spread" to some cobblestone or stone blocks with the same mechanic as grass spreads from one block to another is silly. But other kinds of mechanics for how that could be done can and IMHO should be introduced into the game as well.

    For example, throwing vegetables (aka potatoes, carrots, even sugar cane) into a caldron and letting it "ferment" or "cook" for awhile and turn into compost would be a very useful way to create dirt in some situations. Besides, that would also make caldrons something useful as well. Cobblestone or stone could be "eroded" over time when moving water (not full source blocks) runs over those blocks and randomly turns cobblestone into gravel or possibly even into sand.

    You can get creative here, and please read the rest of the thread if you really think this is just about making it easy to get tons of this block.
    Posted in: Suggestions
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    posted a message on How does the addition of Searge and TheMogMiner change the game?
    Quote from KyoShinda

    Yeah, because when I saw this in a tutorial my head exploded:

    *SNIP*

    It just concerns me that Searge said 'all you modders will hate me, but then like it later' kind of thing.


    The one part that I have a problem with in regards to Searge and some of the other major modders (LexManos comes to mind here too) is how they start to criticize mod developers who are tweaking base classes who give instructions to users which open the "minecraft.jar" file in their mod usage instructions. How they criticize Risugami especially (even worse... on Risu's own thread) for giving those kind of instructions is just downright insulting. I think it is neat that this feature has been added to Minecraft so far as it is theoretically possible to insert changes in base classes. What is insulting is presuming that with no documentation, heck no real official announcement that this is the way it should be done.

    The only "official" notice on this new way of changing base mods is a tweet by one of the Mojanistas (I can't remember right off the top of my head, but it was said) that cracking open the jar files is a violation of the terms of service and license granted by Mojang for people using Minecraft. That is of course ignoring the fact that has been the way to install mods in the past. Assuming somebody has purchased a legal copy of Minecraft (as opposed to a pirated version) I really fail to see the legal argument here... but I'm also not going to openly defy Mojang either.

    Ultimately, I think it is a better way to tweak Minecraft. Even if as Notch once upon a time suggested when Minecraft no longer brings in the huge bucks for Mojang that they will release the raw source code of Minecraft and place the game under some open content license (like the GPL... it was sort of hinted a long time ago), this way of introducing changed base classes is still technically better. It just needs to be simplified or some sort of generator created that can assist mod developers to make the changes that they need for their individual mods. I do think that will happen (releasing Minecraft as GPL'd software), at least in the tradition that ID Software released some of their early work like Castle Wolfenstein 3D & Doom. I don't expect that to happen for several years though.
    Posted in: Future Updates
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    posted a message on How does the addition of Searge and TheMogMiner change the game?
    Quote from KyoShinda

    That would be pretty cool, I just hope they let use edit base code and it overrides it automatically if I, say, make a mapGenRavine and put no code in it, then no ravines would spawn.


    The ability to put in code that overrides base classes was added to Minecraft 1.6. In other words, it is already a part of the game and you've already been using it in that manner. In fact, Forge uses that ability right now to modify the base classes and introduce the API library calls that come with Forge. Risugami's ModLoader and several other mods don't do that yet in part because this really is a new feature to Minecraft and the documentation on getting that to happen is basically non-existent nor do many of those who've figured out how to get it accomplished want to go into more detail than "figure it out yourself, now get off my lawn".

    I'm sure the documentation will be created by the modding community eventually, and I hope that the process becomes much easier. Indeed I expect that kind of thing to happen, both the documentation and integrating this base class modifications into Minecraft to be made easier to accomplish as a mod developer. The obfuscation of the class names is likely to continue for some time too, which will imply MCP is going to continue for the indefinite future.
    Posted in: Future Updates
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    posted a message on Minecraft Discussion -What you hope of 1.8!-
    Quote from Minecraft139

    No, I always see these topics and I hate them all.


    Why are you bothering to even read topics like this, much less respond in those kind of threads and bump those topics to the top of the discussion queue?
    Posted in: Future Updates
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    posted a message on How does the addition of Searge and TheMogMiner change the game?
    Quote from KyoShinda

    ----I just hope we don't have to do all that extra complex coding in the api to make mods functional with each other. I like not knowing anything about coding and just changing numbers and **POOF**, a mod comes out.


    Based upon what was said at Minecon, the plug-ins that will be using the API are going to be essentially resource packs with a few extra tweaks over time. A whole bunch of stuff is being added into the game right now, where resource packs have certainly become far more complex than simply editing a single bitmap image. Other things like even recipes for various items are likely to be dumped into the resource packs so you can have a custom set of recipes if you want.

    That is the direction modding is going now, where eventually you will be able to include some java code into that same resource pack that will be able to extend Minecraft in some way like introducing a new block or even go so far as modify a major behavior of the game.

    For users of these "resource packs", it shouldn't be anything more complicated than dropping a "mod" into the resource pack folder. I am very much looking forward to seeing how this actually gets implemented. The 1.7 update went a long, long way to getting it to happen. That is sort of the reason why MCP has taken so long to get updated.
    Posted in: Future Updates
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    posted a message on Podzol spread *now with poll*
    Quote from Mobax

    That "baked dirt" can't be acquired in survival at all though, even with dug with a silk shovel, it's still just regular dirt once in your inventory. And there is no way to place it in survival gameplay. And as you said, most of use who support it's spread, want to use the podzol blocks as a permanent dirt path/roadway. :)


    I thought you could get it by cooking dirt in a furnace. Hmmmm.... I'll need to look into that some more.

    It doesn't really matter though. I sort of like how with some blocks you need to be much more creative and use something besides a workbench to create that block. For example, using cobblestone under a layer of water with another layer of air under those blocks to create mossy cobblestone, or doing the same thing with lava over stone bricks to create cracked bricks (something I've seen in a couple of mods). Those are the kind of thing I would love to see added to vanilla Minecraft, and my support of creating podzol is really just more of that same basic creative gameplay.
    Posted in: Suggestions
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    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!
    22595th post!
    Posted in: Forum Games
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    posted a message on 1.7.2 Plugins - Are they updated or not?
    Quote from Bournestorm

    I know, and I didn't mean it as in "When will they be updated?!" Mostly just wanted to see if I was missing something and get as current an answer as possible on the matter. I don't really mind waiting I was just concerned that they had updated and for some reason I wasn't seeing it.
    Thanks for the info!


    The big thing that is keeping updates from happening with mods is that MCP hasn't updated yet to 1.7.2. In the past, MCP was usually updated within about a day of the release, or with some of the preview snapshots it might have even been ready prior to the formal release. This time around MCP has been delayed for a number of reasons, not the least of which is that the new block naming system as well as quite a bit of other code that has been on the back burner for some time at Mojang was introduced in the 1.7 updates. Jeb and Dinnerbone overwhelmed the MCP team.

    It also didn't help (in the short term) that Mojang hired Searge away from the MCP team and made him full-time Mojang staff. That brought him to Minecon (mentioned explicitly in the MCP news update about 1.7) and has at least significantly disrupted the release of the 1.7.2 update. IMHO this is a good thing in the end, as once these big ouch things happen with Minecraft it will be much, much easier to maintain mods and it very well may be that the formal API is going to come out with version 1.8 (at least the most bare bones part of the API).

    Until MCP is updated, nothing else will be updated either. I predict it will also require a major rewrite to Bukket and Forge as well due to the substantial changes in both APIs. That Rigusami has also apparently bailed on developing ModLoader is also going to impact a great many mods as well (and Forge has formally announced that they are dumping any ModLoader compatibility except for existing Forge mods that may use some ModLoader features). Mod development is definitely in a huge flux at the moment.
    Posted in: Recent Updates and Snapshots
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    posted a message on Is Lydia REALLY a member of Mojang?
    Quote from BC_Programming

    Regardless of how well she is doing I still don't really know how the heck she managed to get hired.


    Lydia was hired based on some of the interviews she was doing and the stuff she did at the first Minecon, which impressed Notch as well as Carl and felt she was somebody who would be a major asset to Mojang in the future. It didn't matter what credentials she had, there was definitely some enthusiasm that is incredibly infectious when around her and from the videos she is doing.

    Her job duties are more or less doing public relations, which really is a full time job... especially in a company that really doesn't do much advertising except word of mouth and the occasional media interview. She is there to keep fans excited about the company and their products, which is one of the reasons why she is heavily involved with Minecon and other conventions that Mojang gets involved with (like PAX or other gaming conventions). The title "Director of Fun" is simply something whimsical to note she doesn't quite fit into a traditional pigeon hole of standard corporate positions, but instead does whatever Carl and Notch suggest she should do or whatever else she feels like doing that could help out with the company.
    Posted in: Discussion
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    posted a message on Saddles do NOT need a recipe! (POPULAR)
    Quote from StubbyEE

    Wow, this topic has been necro-bumped. I still can't believe the debate is still going, even after Mojang has made their decision.


    The debate never reached anything remotely called consensus... it mostly just died because everything else is just a rehash of previous arguments. I think you still got some strong opinions on this topic and will continue to have such strong opinions into the future.

    One way to sort of resolve this debate is to make the ability for non-techies (aka without even a mod but just simply a text editor) be able to manipulate recipes in the game. If you want to add a recipe for something like this, just add it into the game yourself and be done. Even now, creating a mod for this is trivial and technically doesn't even need Forge nor for that matter even MCP (if you are remotely good enough at such things).
    Posted in: Discussion
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    posted a message on Podzol spread *now with poll*
    Quote from hwh1771

    I'm actually not sure what podzol does, though. Is it a special variant of dirt block? What does it do?


    The primary use of Podzol for those on survival worlds is mainly to use this block (with silk touch shovels) to make roadways rather than using some non-soil type of block. There is of course the baked dirt block now that will similarly work (a dirt block that won't spread anything), but it can be a useful block for aesthetic purposes and definitely adds some contrast to open fields.
    Posted in: Suggestions
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    posted a message on Podzol spread *now with poll*
    Quote from Mobax

    Is a compost block that can spread to dirt such a breach of realism that is has no place in Minecraft? Those of you who still oppose it's support, ask yourself this question; if podzol spread, following the same rules as grass and mycelium, would it have any tangible impact on how you play the game?


    I would be fine with a completely different spreading mechanic, or rather block creation mechanic. Then again, I've been hooked on the mechanics of renewable resource building from within Minecraft (especially limited resource maps like SkyBlock) where having some simple mechanic that could create Podzol blocks like how grass spreads would most definitely have some practical applications.

    As it stands now, Podzol blocks are more rare than diamond ore blocks. That seems weird for what is just a different soil type.
    Posted in: Suggestions
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