My interpretation is that they are the next step for resource packs and something of a Minecraft mod API. Instead of a Java API, this is what we are getting, and that is the clear direction that commands and custom Minecraft content are going. Data packs could be the first step in what could lead to providing more advanced ways to create custom content for Minecraft on a level similar to what we see with Forge mods (the ability to add custom blocks and items, game mechanics, etc.). But this is just pure speculation of course.
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Anyway, incase you all didn't know, minecarts save their momentum upon entering unloaded chunks now. This means that you can send a chest minecart on a track that is farther than the current loaded chunks. Its progress will be halted when it enters an unloaded chunk, but the next time the chunk is loaded, the minecart begins to move along the rail at the speed it was moving, and it will eventually arrive at its destination without needing to be pushed. This was definitely not a feature of minecarts before 1.2 or 1.3.
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So its not the signal that's the problem, or the "toggle" effect that I'm looking for. What I need is a new way of switching the emerald block for the wool block that doesn't use this old trick that clearly doesn't work and was considered to be "bug" behavior worthy of fixing, apparently.
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About a year ago I had my own vanilla survival server that a few friends and I played on. I had built a Hall of the Dead, and I thought it would be neat if its eyes and mouth(door) closed during the day and opened at night. So I developed a redstone system that did just that, but could never get any of the pre 1.5 day-night redstone sensor techniques to work right, especially once the chunks were unloaded with redstone still active. So naturally, with 1.5 bringing an actual daylight sensor into the picture, I was excited to give it a go and revive the project.
Here is an image of what it looks like at night:
However with the 1.5 update, it seems that one of the crucial redstone components was effected and now no longer works the way I was using it. I don't know what its called, but I do know that it converts any redstone signal (constant or otherwise) into a single pulse signal. That pulse signal used to (before 1.5) fire sticky pistons so quickly, that the sticky piston would push the block into place and retract without pulling the block back. When fired again, it would pull the block back. I first saw this used by someone as a redstone toggle switch that could be activated with a button or any signal-type you send to it. I saw that this behavior could be used for my Hall of the Dead's eyes, using a timed ballet of three sticky pistons that traded out the emerald block for a black wool block and vice-versa once activated again. Unfortunately, it seems that with the update, the sticky piston no longer behaves this way, and the block being pushed and pulled simply stays "attached" to the piston, breaking the whole effect.
Here is the structure I was using to create the pulse signal:
Does anyone know if there is anyway to get sticky pistons to do this again in 1.5, or if I'm out of luck, and have to come up with a new way to get the desired effect?
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Any help or suggestions is appreciated.
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Can anyone tell me why an ender dragon doesn't spawn on my CraftBukkit server?
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So again, make alternative terrain generation algorithms available as an option at world creation.
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Perhaps 1.3 will make XP farms seem like less of an advantage since practically everything you do will give you xp.
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But as long as we're adding more biomes, why not make it more realistic which biomes can spawn next to one another. Such as: Tropical islands can only exist when surrounded on all 4 sides by ocean biomes. Or tundra/snow biomes can not spawn next to deserts or jungles. Mountain and plains biomes are much more likely to spawn next to "wild west" deserts, where as savannahs and mountains would spawn next to normal deserts.
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1: Create a redstone powered device, like a bucket raised by pully rope, or a piece of rail that a minecart can stop on and be lifted by pully and rope to another track where you could install a piston to push the minecart onto a powered rail, sending it on its way. This would essentially take up only 1x1 or 2x1 space, depending on how it would function using redstone. Right now, as it stands, the worlds I've played in spawn loads of redstone without much practical use for it, this would add a new use for it while also solving the need for virtical travel, all without adding anything too "technological" to mine craft. Really, pully operated elevators have been aroound for centuries. Even before electricity, mules were used to lift large loads from mines using pully/rope systems.
2: If that's not good enough for you, there is always the potential for the addition of spells. As is, minecraft only has 1 use for paper. Why not create paper enchantment system using the enchantment table? This would of course include "town portal" type spells which could be used to teleport the player to they're bed, or perhaps, to a location previously designated by a new craftable block, like a "teleportation beacon". Essentially, for anyone collecting the resources and experience orbs, these spell scrolls would be a relitively cheap way to travel.
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You could also have hawks be able to perch on cacti without taking damage.
I don't know that I like the snake skin armor idea, doesn't seem to be necessary with all the other options. Maybe snake skin could be some kind of potion ingredient. There is still the potential for a lot of new potions.
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