My favorite part has been watching the development to see what happens next. The transparency has been quite entertaining.
Ultimately Mojang has pretty much ignored the common definitions of "alpha", "beta" and (most likely) "release" versions of software so I'm curious to see where Minecraft goes.
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I found this a little annoying and noticed others complaining as well. My immediate thought is that the button should keep the door open for longer (2-3 seconds?). Of course the obvious problem with that is that buttons are used for redstone circuits and changing the signal length would change it's function in everything else redstone related.
So my question is primarily should buttons be changed to send a longer signal (thus keeping the door open longer)? But also asking if this would mess up other redstone circuits (I actually don't see many that use buttons but I'm no pro in that realm). And of course I'm wondering if there is another way to solve this and make doors stay open longer with out changing the button function.
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Though if we do end up getting to retrieve lost XP the multiple value orbs is a great idea. If we had 1x, 10x and 100x orbs the game could easily calculate how many of each to drop. This could be done for NPCs as well. So a creeper would just drop a 10x and two 1x orbs (or however much xp they drop).
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I think the one Stronghold per world is because eventually it will be part of the Adventure Mode "End Game" (this is just a personal guess though). So that will probably remain. I agree mineshafts need to stop cutting into Strongholds (and everything else).
I'm surprised the Volcano seed Stronghold is pretty far underground. I thought they were supposed to stick out of the surface to make them locatable. Some world-gen tweaking is still needed I guess.
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I feel like PvP folks should be testing that stuff out and judging how the new combat/health system as a whole has changed.
All that said, I know a lot of people are going to be unhappy with the hunger system. It was a bold addition to the game as most players don't like hunger in any game. It would be nice if it was optional but it would be too complicated to have both systems. Hopefully we will get potions that do direct healing at some point (or modded in).
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If some ancient civilization dug those tunnels there should be cities on the surface.
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I'm pretty into this idea of a mineshaft containing everything you need to live. I'm certainly not going to do this but it's an interesting thought.
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Mineshaft chest could include basic items like coal, torches, ores and tools. Strongholds could hold higher tier equipment like armor and weapons. Maybe even increase the chances of better equipment deeper down on the map they are spawned.
Has anyone heard anything about anything like this? I haven't seen anything on the current 1.8 or 1.9 confirmed lists but it seems like something that will need to be done to reward exploring these locales and set them apart from each other.
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There is a very obvious resource I'm planning on acquiring in mines; minecart tracks! It will be interesting to see the quantity of tracks in mines and the condition of paths. maybe we will be able to patch them up and have pre built rides :smile.gif:
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My only compatibility issue is that I'm also using a water shader mod and the cyber trees I guess use the same shader as water so get funky. No fault of either mod, just something for some to consider.
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I think I paid about $12 for Minecraft during early Alpha stage. I bought it with the mindset of "If this is as complete as the game ever gets, right now, will I get my money's worth?" And I did, and everything since then has just increased the value of my purchase.
Buying a product before it is developed is like gambling in the stock market. There is a certain amount of investment risk involved.