• 0

    posted a message on River Biomes
    Quote from TheMasterCaver»
    Yes, I know that is a pre-1.7 world but the same thing happens in 1.7 and later as well; you can also use Customized to change rivers without changing biome size (river "size" controls the spacing between rivers, not the actual size) because they are independently generated.

    Where do you get a nice picture like that? I mean AMIDST is pretty great, but this is much nicer. Or does that only show words from their level.dat or some such?

    EDIT: And that's 42. Guess I'm done posting. >.<
    Posted in: Suggestions
  • 0

    posted a message on River Biomes
    Quote from Aderonius»
    Partial support.

    Rivers look ugly so this is going to be decent. But....

    Yeah. That would make rivers uglier than they are now.


    While I know little to nothing of the way MineCraft generates its maps, it seems to me after a little more thought the best way to deal with this problem is to do away with rivers as their own biome and instead cut trenches in the landscape and fill them with water at the end of map generation.

    EDIT: Water which would naturally freeze-over when in a cold biome. At the interface of a cold and warm biome it would look a little weird being half-frozen, but it looks weird enough anyway.

    As for dry rivers in deserts, that might be neat, but I don't really have a problem with actual rivers in deserts, they just tend to seem a little bit too common (which thankfully, customized world type lets me kinda sorta fix). Also, aren't there any sub-y63 'valleys'? Those effectively are dried up river/lake beds.
    Posted in: Suggestions
  • 0

    posted a message on River Biomes
    Quote from Ouatcheur»

    Each actual side of the river needs to be generated according to the biome it is adjacent to.

    Yup, exactly.
    Posted in: Suggestions
  • 5

    posted a message on River Biomes
    I was going to make this in General Discussion, but it felt kind of suggestive, so I figured maybe this was a better place.

    Am I the only person seriously bugged by how badly river biomes mesh with their surrounding biome (unless that biome is plains or forest)? It's hideous in Mesa, it's totally disconnecting in Ice Mountains and Cold Taigas thanks to rain/snow weathers (seriously, how do they not get Ice rivers instead of normal rivers?!). Why can't we have a river sub-biome (like Ice River)for each of the major biome types so the land doesn't look so totally screwy? =-\ And, you know, extend Ice River to all the snowy biomes...
    Posted in: Suggestions
  • 0

    posted a message on Minecraft 1.8 - Reason to keep Playing
    Quote from TagAnimationz

    Now,I dont know if its just me,but I feel after you goto the END,defeat the end and defeat the ender dragon...that there really is no objective afterwords.


    Am I right? I mean unless you wanna try and build yourself a beacon and fight the Wither,on a Single Player map,there really isnt much to do.


    This has really made my mind think about what could be done to allow people to continuously play and not get extremely bored and so here are a few ideas.


    There's plenty to do. Sounds to me like you're looking for a "Theme park" game, rather than a sandbox game. There are plenty of the former without trying to contaminate the precious few of the latter with the former's elements.
    Posted in: Suggestions
  • 0

    posted a message on Golden Hopper
    Quote from PatDay

    I like this. Sure, you can do filtering now with normal hoppers, but it's complicated and takes a lot of space.


    I don't see how moving the 'filter' to the hopper rather than the chest is more complicated or space-consuming.
    Posted in: Suggestions
  • 0

    posted a message on Climbing

    That I can support, but make it impossible to climb up while not jumping, to prevent climbing 3 blocks high.


    Yes, naturally. You would run into all sorts of unwanted changes to mobility if you climbed the virtual ladder while *not* depressing the jump key.

    And yes! Climbing fences would be a great side-effect, I hadn't even considered that!
    Posted in: Suggestions
  • 0

    posted a message on Golden Hopper
    Quote from alxWarlord

    It would be placed exactly like a hoper, but once opened it would show the Hopper inventory and also one extra group of slots called "Filter". The hopper would only suck Items that matches one of the items in the filter.


    Can't you obtain this same functionality by pre-filling the chest with single-stacks of the items you want it to hold?

    Honest question, I've not fooled with hoppers much, but I watched a video or two when they were released and I'd have sworn you could already kind of do this
    Posted in: Suggestions
  • 0

    posted a message on Climbing
    Quote from NeoGeo4

    We carry around fifty thousand pounds of random crap at any given moment and can still jump a meter high. Be thankful that our pockets don't crush us under our own weight.


    I don't know what you're talking about; my pockets are portals to a small 'pocket' dimension where I store all my stuff. <.<

    Quote from ThizBoss

    I don't think that this would be a good idea at all. The animation would make much sense, and personally I just can't imagine seeing that in the game.


    Because the ladder-climbing animation looks SOOOO good and SOOOOO realistic, amirite?


    ITT: A bunch of people who can't read and/or have not played System Shock 2. I would take the blame for presuming too much knowledge of the audience, but that's no excuse to be rude instead of asking "Well jee, Photrius, I've never played that game; care to elaborate?"

    I'm not talking about making ladders useless. I guess in the simplest terms I'm talking about blocks with the top-face exposed to air having one 'virtual' ladder block (with no collision) on each exposed face. So I can jump up to a block one level above my feet and 'pull myself up' to a block two levels above my feet. Or catch myself from a fall on a ledge I barely miss. The climbing could/should be half or a third of what it is for ladders.


    The sense of freedom of movement granted by such a change would be like when they added sprint to the game, and would make navigating Extreme Hills (without affecting the landscape) quite a bit more easy.
    Posted in: Suggestions
  • 0

    posted a message on Climbing
    So, I've been playing System Shock 2 a bit of late and after gorging myself on it, I realize how restricted I feel in most first person games with limited/realistic jump heights because I can't just hold the jump button pressing my face against a surface to scramble up a ledge I can't quite jump onto, and I think it would be awesome if I could take MineCraft off that list.




    EDIT: Since people typically CBA to read the whole first page before knee-jerk responding...

    Quote from PhotriusPyrelus

    I'm not talking about making ladders useless. I guess in the simplest terms I'm talking about blocks with the top-face exposed to air having one 'virtual' ladder block (with no collision) on each exposed face. So I can jump up to a block one level above my feet and 'pull myself up' to a block two levels above my feet. Or catch myself from a fall on a ledge I barely miss. The climbing could/should be half or a third of what it is for ladders.

    The sense of freedom of movement granted by such a change would be like when they added sprint to the game, and would make navigating Extreme Hills (without affecting the landscape) quite a bit more easy.
    Posted in: Suggestions
  • 0

    posted a message on Redstone Conducting Piston
    They could keep the Redstone Block and still add this, it might be a little redundant, but not *totally*.

    The Redstone-Conducting Piston would only power the block that touches the piston, and only when extended (I just realized that one of the functions I want from this requires the piston to also be able to be sticky).

    The Redstone Block emits power all the time wether extedned or not (though as you point out, takes up an extra block), which I can imagine also having uses.
    Posted in: Suggestions
  • 0

    posted a message on Redstone Conducting Piston
    So I heard 1.5 was "The Redstone Update", I was hoping this suggestion would have made it in, but apparently not (yet). So, am I still relatively alone in wanting these? =P
    Posted in: Suggestions
  • 0

    posted a message on Nether Portal Problem
    I figured that was the problem, but I didn't really understand why. The solution seems to be that I have to calculate the distance from the 'perfect match' (in this case of Portal A) in the nether, rather than the direct distance calculation of overworld coordinates to underworld coordinates (because the Y coordinate is not compressed/expanded like that X and Z coordinates).
    Posted in: Survival Mode
  • 0

    posted a message on Nether Portal Problem
    I'm tearing my hair out over here over this problem. I don't even know why this behavior is happening, much less how to fix it. The answer to both is probably obvious (actually, I know how to fix it, but first I want to know WHY it is happening).

    So the problem is we've got overworld portals A and B and underworld portals X and Y.

    I want A->X and X->A.

    However,

    X->A, but A->Y, and Y->B (and B->Y).

    Coords:
    A: (2425,64,-1175.5)
    B: (2092, 64, -1238.5)

    X: (303, 118, -148.5)
    Y: (263, 50, -155.5)


    I've done a distance calculation between A<->X and A<->Y, with 2358.077 and 2390.573 being the results, so why the cake is A sending me to Y when it's farther away!?
    Posted in: Survival Mode
  • 0

    posted a message on Alternative to Drag-and-Drop Workbench
    I don't really see how this is lazy. Or how you can sit there and disparage this while saying shift-clicking armour is good.
    Posted in: Suggestions
  • To post a comment, please .