• 0

    posted a message on Today I found this really big cave under the ocean..
    The problem with this thread is that you told us about a personal experience of yours, and then asked us to talk about it.

    the thread isn't titled 'spelunking in large caves yields a lot of minerals!', or similar. It's a poorly written blog entry. Yet you expect us to find something interesting in it, and to lead our own discussion about it. Not going to happen.
    Posted in: Survival Mode
  • 0

    posted a message on Redstone contraption to break the world
    releasing water onto complicated surfaces that cause a lot of branching

    flooding crops so the wheat pops up (items on ground cause lagg, can be very severe as I recently learned when trying to make a semi-automatic wheat farm)
    Posted in: Survival Mode
  • 0

    posted a message on Holy Crap. I need to stop this fire quick.
    mcedit and remove a sufficiently wide ring of trees from around the area?
    Posted in: Survival Mode
  • 0

    posted a message on Harvesting wheat with water now drops seeds.
    The benefit is that you don't have to pop the crops yourself. You can place a water block and flood the crops to a single collection point, then remove the water, and replant the seeds. It's not fully automatic, but it is faster. Also with rather likely addition of pistons, we will be able to control the water with levers / buttons.

    EDIT: also you don't have to walk over the tilled soil to collect the crops, since it is washed away automatically. This means crops can be more densely packed.
    Posted in: Survival Mode
  • 0

    posted a message on Beta 1.5 Discoveries & Discussion!
    Does the detector only detect carts with riders?
    Posted in: Survival Mode
  • 0

    posted a message on pez dispencer for minecarts
    I don't understand exactly what you want... You want a vertical stack of carts on the door itself? Generally pez dispensers that incorporate door boosters work like this: A stack of carts is kept on a half-block. A track parallel to the half block is what the door-booster cart rides on, and the door opening releases the cart which is then boosted by another cart, to take carts off of the half-block stack. At least, that is how I generally do it.
    Posted in: Survival Mode
  • 0

    posted a message on I can't take anymore. It's not bacon you assholes.
    http://www.google.com/images?hl=en&q=canadian%20bacon

    Your conceptualization of bacon does not include, for instance, the Canadian formulation of the food. I offer this search engine result as a collection of photographic evidence for the position that some people do in fact refer to slabs of meat as bacon (which do resemble the minecraft item in question).
    Posted in: Survival Mode
  • 0

    posted a message on Torches on crafting tables/furnaces! And techno!
    What's more useful is that utilizing this method you can place things like torches, ladders, signs, and redstone to any right-click interactive block, whether it be stoves, chests, tnt, note blocks, dispensers, etc.
    Posted in: Survival Mode
  • 0

    posted a message on Optimal lighting configurations
    I posted the image after my initial post. Thanks for finding the correct distances, more useful than just the theory
    Posted in: Survival Mode
  • 0

    posted a message on Optimal lighting configurations
    Quote from NikLink »
    Quote from assassin10 »
    That is in a tunnel. OP wants a large flat area.


    I understand what you mean, but it is the same in principle.


    No it is not. I assume that you wanted the OP to tile the one dimensional arrangement of torches in a grid-like pattern. Torch light decreases in strength as a function of radial distance from its source. This means that the point at the center of a square arrangement of torches will be significantly darker than the midpoints of the sides of the square. The solution for a flat, two dimensional area is relatively much more complicated.

    On topic,



    Assuming each torch creates a diamond shaped area of coverage of sufficient light to prevent monsters from spawning [left], you could place torches in this pattern [right] and have no overlap (no one square is 'protected' by more than one torch, meaning it is optimal). I outlined the protective area cast by each torch for your convenience. I do not claim that torches have this exact protective area, merely this shape. I've heard that hostile mobs won't spawn below light level seven, and that torches emit light level 14, but this gives the basic idea.
    Posted in: Survival Mode
  • 0

    posted a message on Portal Confusion
    Quote from GoodOldGamer »
    That's why I always carry a compass when I go into the Nether. Ya never know where you'll end up when you go back through. Can't count on the portals actually doing what they're supposed to.

    When beds finally set spawn, I want to explore far from my original base, set up another Portal in the Nether, and then link the two there as a short cut. I'm worried though that the idea will fail. Good thing I plan to set up a minecart track in the regular world linking the bases anyway. >_>



    Did you actually read the post? I'm not sure how a compass would help when the problem is that he has been transported to what is essentially a parallel universe
    Posted in: Survival Mode
  • 0

    posted a message on Doubling the 128 Limit
    With the recent move over to the new file system, I can see this being possible. It would probably require a one time conversion for old maps. For simplicity, explored areas should not have any of their blocks changed. this means that the adminium layer present on current maps would remain. however, the sky limit would go higher. It might also be possible to replace all adminium on current maps with stone before converting, so that already explored areas could go down further.

    There should be some way of choosing what type of map you'd like when you spawn a new world. mountainous, tropical, etc corresponding to different sea levels, and this would be a good opportunity to include biome-choosing support.
    Posted in: Suggestions
  • 0

    posted a message on Combatting minecart rotation upon exit
    Quote from Abdiel »
    Quote from Smapla »
    So this is purely for disembarking, right? that is, a player has arrived here coming from the left and will get out, and then their cart will be taken away to the right?

    what you could do is use the backwards push system right where the two plates currently are.

    caution though, I have no idea what happens if a player idles there for a long time and then another one falls in on top of them. I know zombies in carts stack, but I'm not sure what happens with players. Though, with your current system it also gets messed up if players idle too long and another comes along.


    I haven't seen this solved in any "multiplayer" station designs I've seen so far. The obvious solution is to make a holding area, and redirect incoming carts there while the arrivals pressure plate is pressed. Of course, if someone goes AFK on arrival, the station will jam.


    (possibly aim a dispenser with arrows on the arrivals, and hook it up to a timer to fire after several seconds of someone sitting there?)



    Well that's what I was working on with my arrivals station. It can handle a lot of incoming traffic and doesn't allow you to idle for too long since you get forwarded after a fixed amount of time. Someone who went afk would just go through the whole loop over and over again
    Posted in: Survival Mode
  • 0

    posted a message on Combatting minecart rotation upon exit
    So this is purely for disembarking, right? that is, a player has arrived here coming from the left and will get out, and then their cart will be taken away to the right?

    what you could do is use the backwards push system right where the two plates currently are.

    caution though, I have no idea what happens if a player idles there for a long time and then another one falls in on top of them. I know zombies in carts stack, but I'm not sure what happens with players. Though, with your current system it also gets messed up if players idle too long and another comes along.
    Posted in: Survival Mode
  • 0

    posted a message on Combatting minecart rotation upon exit
    I can't figure out a good way to prevent it, so I started using a different system to allow players to exit the minecart that involves them just falling through it into an open hallway or platform. the problem is that if they are in the air above a ladder they can't be over a button, but you could make it so that when they fall out of the cart they land on a button, triggering the cart collector


    Within the first 40 seconds I demonstrate falling through the cart into an arrival hallway.


    EDIT: I forgot, I used another method before. Basically I had the rider fall onto a piece of track where once they disembarked they would have to walk onto a half step or stair. This would cause the cart to be pushed backwards, and then it would be boosted to the pez dispenser or whatever it is you use to hold carts. It seems impossible to get out of the cart without pushing it backwards.

    Posted in: Survival Mode
  • To post a comment, please or register a new account.