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    posted a message on Unmanned Minecarts... whats the deal?
    Thanks for the replies. I did some tinkering of my own and found that minecarts with chests still travel as far as a manned minecart, while unmanned minecarts don't travel very far, possibly to keep them from becoming run away minecarts xD

    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.
    Posted in: Recent Updates and Snapshots
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    posted a message on Unmanned Minecarts... whats the deal?
    I'm wondering if anyone else noticed that unmanned minecarts have reverted back to their old behavior when passing over powered rails? Somewhere around the 1.4 or 1.5 update, unmanned minecarts started going much farther when accelerated by powered rails. Now, suddenly, with the 1.6.2 update, they've gone back to to the old behavior, where they only travel about 14 blocks after reaching full speed. Has anyone else had this problem?
    Posted in: Recent Updates and Snapshots
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    posted a message on Need Help With Some Kind of Redstone Behavior Change
    I see! Thanks, munin. I read your post just after I accidentally discovered that you CAN still make sticky pistons behave the way that I need, but I only had figured it out by placing a redstone torch next to the piston and destroying it quickly. It makes a little more since after what you said.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need Help With Some Kind of Redstone Behavior Change
    The piston is supposed to push the block into its new position and retract without bringing the block with it, effectively acting like a regular old piston when pushing. When activated again, its supposed to bring the block back. With the update, it seems that they have eliminated this behavior of sticky pistons, making them push and pull the block back no matter how fast the signal is.

    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.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need Help With Some Kind of Redstone Behavior Change
    I'm not a redstone master. I don't make computers, but I do like to create neat contraptions. Sorry for the lengthy explanation.

    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?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Issue with Hostile Mob Spawn : Mob Control Plugin
    I'm looking for a mob control plugin for my bukkit server that will allow me to control hostile mob spawning in the overworld(I'll get into specifics once I've explained the problem I'm having). The amount of hostile mobs that spawn is extremely sparce, even when only one person is on. I don't have very many plugins running on the server currently, the only one that effects any mobs is SafeCreeper, and all the settings are pretty much default for it. Most "mob control" plugins only focus on controlling mob spawners and XP farming. That's not what I'm looking for. I need something that will allow me to increase the amount of mobs that spawn naturally, or at least have them spawn near players and not underground in caves where no one will run into them.

    Any help or suggestions is appreciated.
    Posted in: Server Support and Administration
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    posted a message on 12w40a Snapshot Ready For Testing!
    Me likey! Some changes in there that I really like! Hope the teleporting pet bug being fixed means I can leave them sitting and they will stay sitting even if I travel far away... I want my dog kennel to work.
    Posted in: Minecraft News
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    posted a message on Ender dragon flop! Where is it?
    I've been running a small SMP Craftbukkit server for some time now. It is a mostly vanilla server. We finally found a stronghold recently and rallied everyone on the server together to take down the ender dragon. We jump in and there is no dragon!

    Can anyone tell me why an ender dragon doesn't spawn on my CraftBukkit server?
    Posted in: Server Support and Administration
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    posted a message on Did the Terrain Become BORING? (UPDATE 6/5/13 - 1.7 is a biome update?)
    This is a very long thread, so obviously I haven't read very much of it except the beginning, but I agree that there is a big difference in the way terrain used to spawn. The algorithm was changed in 1.8, and again changed right before or just after 1.0. It seems perfectly possible for them to include both algorithms and make it an option which algorithm to use when creating a map, just like the options for superflat and the new-ish "large biomes". If this topic captures any mojang employee's attention as being a community outcry, it seems like making it an option would be the fastest solution to please the most people.

    So again, make alternative terrain generation algorithms available as an option at world creation.
    Posted in: Discussion
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    posted a message on I think XP farms are kindof cheating.
    here's my 2 cents: I play on vanilla survival servers. Its a time and resource consuming process to build one legit. It adds an extra element of excitement upon finding a dungeon or cave spider spawners. For example: once I found 2 cave spider spawners that had spawned about 4 blocks away from each other. It wasn't easy and took a whole lot of engineering to trick the spiders to go up so that they could fall from the right height, since spiders can see through walls. What I'm trying to say is, you can build anything that you can dream up and anything you can figure out.

    Perhaps 1.3 will make XP farms seem like less of an advantage since practically everything you do will give you xp.
    Posted in: Survival Mode
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    posted a message on 9 biome suggestions (pictures)
    Great job on the pictures. Out of all of these, I like the tropical/desert islands, the "wild west" type deserts, and the savannah. The others seem a little unnecessary or out of place. I'd love to see functioning volcanoes on desert island chains though. Savannahs would be a great place to see a whole load of new wild life mobs.

    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.
    Posted in: Suggestions
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    posted a message on An official way to move vertically quicker.
    I had 2 ideas that would easily blend in with minecraft.

    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.
    Posted in: Suggestions
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    posted a message on Desert Life!
    I absolutely agree with this. More "life" in general would be a great thing. Having certain biomes be more dangerous in survival due to wildlife would be really exciting to see. Its this sort of thing that would make SMP that much more fun.

    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.
    Posted in: Suggestions
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    posted a message on Sail boats, Pirate ships, and cannons!
    I had a similar idea except that in order to construct a larger boat, you would need to create the parts for it and then construct it out of the parts. This way it takes an appropriate amount of materials to construct a larger boat.
    Posted in: Suggestions
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    posted a message on Need a new server
    I'm currently looking to join a small survival server with 4 - 8 player capacity. I'm just looking to play vanilla minecraft, or with very few game altering plugins (mcmmo is fine). I'm looking for other players like me who just want to build cool structures and explore all by means of materials gathered through mining. I am also willing to pay a small price to join someone's private server. I could also, possibly, split the costs of starting up a new server if someone else is interested in the same sort of minecraft experience. Please email me at the link provided on my profile.
    Posted in: Minecraft Survival Servers (archive)
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