• 1

    posted a message on No More "Void-Plane"? Sun/Moon Visible?

    I honesty don't know what to call this but it's been in the game for quite a while, but you know when you look out towards the horizon and the sun/moon just vanishes behind nothing? Well, apparently, Mojang decided to remove this "Void-Plane" from maps. I felt a bit strange starting my 1.9 world in 1.10, as I felt that my world somehow felt more "spacey" than normal and I noticed that the sun/moon are now visible at any height! Has anyone know of if it the same in other maps as well?

    What a small thing that they changed, but no-one has ever noticed, it's not even on the wiki about it. The screenshot below shows that the sun/moon are visible at small Y values, but it disappears as usual if one falls into the void.

    Isn't it a bit odd how they didn't mention it?

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on [1.9] Borderlined - Worldborder Survival Map.
    Hello fellow Minecraftians! Littleman9Mew2 here for something that can surely be challenge to you. I present ye with:

    In Borderlined you're stuck inside a small 16x16 chunk section. This is nothing too special about it, it's just a chunk size section, as you look you may notice your precious wood outside the boundary, alas you can't acquire it....yet. As you delve into the chunk, you may encounter a couple caves and some...*ahem*....unwelcomed visitors, when you slay a mob, the boundary expands a bit. You must slay mobs to expand the border, but be careful, as NOT slaying any mobs will cause it to shrink back to the original size it was.


    It can provide something new to survival mode, and as a challenge to you. Slay mobs to make the border larger, the larger it is, the more you can gather and the more you gather the better the chances are to defeating the dragon. The chest can provide some basic materials to delve deep inside the chunk.


    Screenshots:

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    --

    --

    --


    Some things to note:
    You may notice that the worldborder only shrinks in the overworld, this is intended because of the fact the clock that causes the shrinking effect unloads and stops working if you move too far away in the Nether or in the End so it only effects the overworld and to compensate for this, the Nether Mobs and End Mobs don't grow the border much.

    The map starts in peaceful, but luckily you can easily change the difficulty to anything you want!

    Sometimes the border wont increase, this is most likely due to the "kill.entity.(mob)" not being set properly, I'll look into this for workarounds!

    The mobs will NOT effect the growth of the border will be:
    -Golems

    -Wither

    -Enderdragon


    Challenges:

    -A Cobble Farm.

    -A Mob farm.

    -A farm for er...farming...

    -Complete the game achievements.

    -Make it to the end city dungeons.

    -Have the border 1000 blocks wide at least.

    -Conquer and ocean monument.


    Posted in: Maps
  • 1

    posted a message on [1.9]The Sneak-Through Door! Survival Friendly!

    I noticed that in 1.9, when the player sneaks, has there hitbox get smaller while sneaking. Under most circumstances, this didn't effect any gaps, you cannot go through a set of trap doors on the ceiling and floor. But you can walk through a gap with the trap door on the ceiling/floor without sneaking. However I noticed something when I build a entrance with a carpet and trap door combo:
    --
    The first screen shot is me standing up, nothing all too special about it. I have hitboxes on to demonstrate what my hitbox is:
    --

    The second screen shot is me sneaking, now look at the hitbox: It's smaller! Small enough for me to fit right on through!
    --

    It's really simple to build, all you need is:
    1 Trapdoor (Wood/Iron, doesn't matter, but Iron is preferred for PvP)

    1 Carpet/Redstone Repeater/2 Snow Layers stacked (All of these work well)

    1. You place the Trapdoor on the top block.
    2. You place the other item on the bottom of the block
    And you're done, it's quite simple and all you do is hold sneak and go right on through! Two block tall mobs cannot get through!
    (This is for 1.9, so it wont work in earlier versions)

    Best place is for carpeted rooms, as it makes it hard to get through without sneaking

    Posted in: Creative Mode
  • 1

    posted a message on Why won't they fix the graphics issue?

    Because they take a big pill of "icontcare" in the morning and immediatly resolves it as a the persons fault and they can't do anything.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Why won't they fix the graphics issue?

    it's a bug that the chunks are rendering more worse than anything. I have to press "F3+A" to reload chunks everytime I venture far. This is the only workaround that temporary fixes the issue. This IS a bug, in the early 1.9 snapshots (about 15w93a) , it wasn't an issue. Now in and about 15w40's it came to be the issue. I load the snapshot right before and the chunks loaded fine like no problem. I even have a card that's up-to-date that's been running MC fine for the past 30 snapshots and 4 Major updates so it's not the card, it must be an ingame issue with rendering/culling of blocks.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on The many advantages of Elytra wings

    The most coolest thing is to go on a very aplified or caves of chaos customized world and play this while flying.

    Posted in: Recent Updates and Snapshots
  • 6

    posted a message on [Surv] Skyblock

    EDIT: FOUND 2.1 LINKS!



    2.1: http://www.mediafire.com/?jza5a4zayealz7x



    2.1 Hardcore: http://www.mediafire.com/?0t7dzllkzs3i71n

    Posted in: Maps
  • 4

    posted a message on Looking at it from both sides:1.9 Combat update
    TAKING A LOOK FROM BOTH SIDES 1.9

    After seeing both the Twitter feed and the hate/love mail of the combat update. I personally went around the community and try to pull as much stuff as possible to see what the community thinks. Whether if XXXXX feature is broken because of YYYYY is destroyed. But what would truely be effected?

    I try to look at what the positives people have said both on and around the forums. Not only that, I also took a look into the negatives of what people didn't like about the update. Not just "I hate it" but truly what they think is just not too good for the community.Mojang has made some mistakes and people are going to say that. They know that they did and may or may not change it, but we all make mistakes. Right? Anyway to what many have said in a summed up topic.
    Do we need something?;
    The combat in Minecraft has been....well....let's face it, when was the last time something changed for JUST the Player and NOT the world/blocks/mobs/items/etc? Something like the armor system, sprinting and enchanting, that sort of thing.

    Bountiful update? No, that brought something to mainly redstone users and ocean monuments to the table but not something to the player in terms of new game turning mechanics.

    TUTCTW? No, but it did brought on the 30+ new biome types, along with packed ice, better chunk rendering and savanna villages.

    Horse Update? Little bit, but not so much to the player, Horses were added and it brought forth new transportation and storage for items.

    Pretty Scary Update? Well, it DID bring a new boss, but it DIDN'T bring a feature that was FOR the player. The Wither did make a nice addition to the family. It did brought forth the beacon, which did bring a new thing to brighten our day with new status effects and a cool beam of light.

    1.1? Yes, this brought forth something that many people back then said the game is going to flop. It was the end of Minecraft as we know it. No I'm not talking about Duel Wielding, it was Brewing, enchanting, and (not really important) the Void! This has been the thing that would kill the game. Looking back at this version makes me laugh, because it was like "We had to do THAT?". With the enchanting mechanic added, it added new stats to armor, bows being more OP along with swords. New effects, new resistances and much more. Dinnerbone even caught on with this and said this:

    https://twitter.com/Dinnerbone/status/634084676068614144


    The pros from what the community said;


    Shield-
    The Shield really does add something to both passive gameplay and combat gameplay. That's been a new revelation, being able to be defended while blocking and not. Something in the 1.9 update is the new armor system as described below.
    Armor System-
    The armor system in 1.8 always been "Full Diamond Armor at 1% durability=80% damage resistance", now the armor points now are based on both Armor Point and Durability, and this means a (really) worn down set of diamond armor will only provide 4/20 points of armor and this makes up for it with enchantments, as the enchantment are fixed, nothing effects them from some (random) variable. This balances the gameplay since many PVP servers have a match that last up to 15 min, but are you really taking damage every second? No, so the armor would still be on par even after a fight or three
    Offhand Slot-
    I'm quite surprised into how very few "WE WANT DUEL WIELDING!" topics there was even before the 1.9 announcements of the mechanic. This has obviously been a big risk to Mojang (Whether positive or negative), as the game has only the right arm for 4 years. This essentially allows another 28th slot in the inventory to carry anything, it takes a bit of getting used to, but it's quite helpful in caving/organizing arrows.
    The End-
    Possibly the only thing that not many have been complaining about, the End in console is a better fight, you have to worry about the dragon shooting at you and you must pillar up the pillar to destroy the highest most crystals. This introduces new combat that really helps "spice" up the fight. The new islands are quite wonderful as well, it brings new areas into the end that doesn't require a reset of the world for old vets to play on and this "End City" brings to the table a new status effect that the Map Makers are bringing in and the OP loot in the chests.
    Redstone/CMD_Blocks-
    Introducing the new command block types along with the old ones actually brought forth some new helpful things. For one: people can make more things with them for survival maps that are 500% more efficient that the old ones can keep up with. Another thing is the deadly thing that people always talk about: LAG! The amount of lag is drastically reduced, I should know this because I have two computers (one is 8 years outdated) and the new blocks now allow me to run 20 more things from cmd_blocks than 1.8 versions. This help improve both the framerate and the speed of multiple (command block) machines at once.

    The Cons of what people from the community said;
    Yikes the cons, this is what I've been reading (and notice that some people over sighted some) comments about the new changes in 1.9, some features are addressed and others are not. I'm here to address what the community has said as whole.

    Shield-
    It's clunky, the recipe doesn't seem to make any sense in terms of the shields' design and the amount of materials you need, and it also took the place of the swords blocking mechanic. This has been disheartening for players as the blocking of the sword was right in their hand.
    Duel Wielding-
    I'm just going to say what Mojang said how the duel wielding would work: "You can use the sword AND block with the shield at the same time"
    Heard that? The SAME time! This means you could of block and used the sword. Neat right? Well the problem is that the feature either isn't going to be added or isn't added yet. This would make the whole mechanic of blocking useful, in 1.8 you couldn't attack and block at the same time. This would be the thing that would bring it back.

    DW (part 2)
    The fact that there's an offhand slot for the items is odd, "We can't use the item in our left hand with left clicking", I can understand that. There's a technical limitation for it and it's this: The mouse only has two primary buttons and the game wouldn't know what to do if you had a sword in you left hand and a pick in the other. It just wouldn't know to mine or to attack. It would also make two swords useless, the one player being attacked would recieve the damage of one sword because of the invincibility frames that proceed after the hit.

    Armor System-
    Armor has been nerfed, and alot has been said about that. Diamond armor now is nerfed quite a bit and this can be heart breaking to many a PVP-er and having to hear that can really be hard. The enchantments can help boost this, but can it truely help? We must wait to find out.

    The End-
    Trying to find posts that had people hate about the End was quite difficult, but it certainly had it's share of hate with. Mainly it was the change of the E.D. how it's a bit harder and now "breaks" the way we can get XP in survival quickly. This makes it broken for XP farms, and make it so that having to do the fight again and again is boring. The End City Dungeons have loot that are already useless since you already can make it. The shulkers are annoying into how much they shoot in 5 seconds.

    Redstone/CMD_blocks-
    Like the 1.8 update, it received alot of boos with this section. It makes sense, it's something that some Survival Player/PVP -er Hardcore Players wouldn't care about, mainly it was the command block in general that receive the boos of the hate side of the MC community. While others are quite liking the feature, such as Gamemode 4 and Sethbling are taking a liking to the new blocks.

    The Transition and the "ruin" of PVP?;
    Like what Dinnerbone said:
    https://twitter.com/Dinnerbone/status/634084676068614144
    The 1.9 update is most likely going to pass just like when the XP system was added. Many of the big-time servers like Mineplex, Hypixel and many others are going to transition to the update well. I've actually went further to say that the peeps on the servers' forums say that it was going to be a shaky transition, but they think it's going to be even better on the PVP end with a bit more fun than 1.8 could offer. Item's can now have changes to the speed and damage, which can easily bring back a "Spam Click" sword. I've been actually working on something that brings the 1.8 tools with there damage and "spam" clicking back, but it wont be released till 1.9 completely comes out. Sorry Guys!

    Many times have something been added, we always want to try it out, like buying a video game and wanting to play it as soon as you get home and we judge the game by how something in it makes you happy or angry. The same way we all been doing on the game Minecraft for four years, we see something new and we judge how the update is going to go, even before the update is out. Their will always be people who dislike the game for something it has. It's been like that for the whole lifetime of any game. But it's something like them that would shape the game in a way that 80% of the community would be happy for, and not 40% of the community.

    How can YOU change/add/remove a feature in 1.9?;
    Just tell them. NO not "Pweez add XXXXX" or "remove YYYYYY" as they're going to say "why?" or "no" and not respond. Give them an argument, be reasonable. Why would the feature be helpful? I'm practically repeating what the "suggestions" section is saying. What's something that would be cool (or not) and WHY it should (or shouldn't) be added? Just pretend your writing to someone in higher office, like the President/Queen/King, or the Pope. Try to make a convincing argument into why something should be added (or removed).


    You would be surprised how much stuff like "plz add ZZZZZ" they must of gotton in the past 3 months, or messages like "remove AAAAAA", let's just say. PLENTY

    This has been a giant sum of what the community said about 1.9.

    _______________________________________________


    SPOILERS, Y U NO WORK?
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on How to summon a command block (with command) with a command block?

    Command blocks can be summoned with Falling Sand, you have to define the falling sand to have the blockdata using the "Command:XXXXX" section of the NBT tag to define what command resides inside.

    If you do "/setblock" like Cosmic said, the command would be:

    /setblock x y z minecraft:command_block 0 {Command:"!!REPLACE ME!!"}

    With falling sand it would be:

    In 1.7:
    /summon FallingSand x y z {TileID:137,Time:1,TileEntityData:{Command:"!!REPLACE ME!!"}}

    In 1.8 and 1.9 Snapshots (They use a new format now):
    /summon FallingSand x y z {Block:minecraft:command_block,Time:1,TileEntityData:{Command:"!!REPLACE ME!!"}}

    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]

    This makes me wonder how the sunlight (and therefor rain) can be calculated. Currently the sunlight is only working from the top (or bottom?) and it goes down doing all the calculations to make areas lit and dark respectively. Right now there are two types of lighting system: block light and sky light. Block light is what torches, lava, and glowstone give off and sky light is light that the sky gives off. (Even at night) Right now it's only calculated vertically from top to bottom. (More or less).

    I was thinking the new lighting system would go something like this:
    Instead the whole world is dark, and the game starts calculating the sunlight from the edges of the chunks and works inwards. Since this would happen in about a second, you wouldn't really notice it unless the hardware you are using is not as reliable. The lighting would work similar to a realistic lighting engine. Instead of islands casting a shadow infinitly downward, the island would cast a shadow that's similar to how water spreads. Every block would cast a shadow that reduces the lighting by 1 (from 15) and the block would calculate the other lighting based on the 20 diagonals of it. A diagram of what I mean is here:


    --
    How the lighting engine would work
    --
    The picture in the spoiler shows how the lighting engne would look with different blocks in different patterns. This is just a cross section, so a slice of a square platform. The red squares would indicate where mobs would start to spawn with complete blackness having no light at all. The green color means it has a (sky) light value of 15.

    Now the game needs a reference point to start the calculations, otherwise it wouldn't tell the difference between a laaarge cave and a laaarge floating island. Now the game right now has the top face of the block being the reference point it goes up till it hits another block and it then judges what to do for the darkness. How this new engine would work is that it calculates from the edges of chunks, that means that the laaarge cave your exploring would still be dark. But if look at the edge of the render distance (on singleplayer!), the cave would appear to be lit on the edges of the chunk rending distance. This of course would be different on multiplayer, the lighting would be calculated by the server rather than by the client. Anyway, the game would calculate from the edge of the render distance inward.

    How would weather work?
    Well since the game already uses block and sky light respectively, we can easily make the weather work off the sky light. Since block light does NOT effect skylight, torches and things wouldn't interfere. The game could easily make use of this sky light and make it so that it rains if it's a value of 15 sky light,no less than that. This makes it so that you wont have "magical" rain inside your house.

    This makes alot of sense into how lighting would work. It also solves the "Island I loaded above me is now unload" problem. This like the cubic chunks in general would require a conversion to a whole new engine. Taking advantage of the 3DRegion format instead.

    Thanks for reading!

    Posted in: Suggestions
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