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    posted a message on Tornado
    Tornados. There's already thunderstorms. If they get bad enough tornados should form.

    Other than a spinning air texture, and some random movement along the ground. All that is needed is to pull you to the center of the tornado flow, then fling you out the top really high into the sky with some random horizontal effects too. They would only affect mobs and other entities. It wouldn't be hard to map out a very strong upward corkscrew flow pattern, but it's not really needed. Just up, up, and over some direction would do well enough.

    It might also be nice to have splash potions that spawn them or something, but that'd mostly be for different online games ect.
    Posted in: Suggestions
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    posted a message on Best level to get Silk Touch?
    At level 30, even if everything goes wrong. You have every chance of getting silk touch. It's level 25 min. And you can lose 25% and gain only 1 level from the item you use and 1 at default. You lose 7 and gain 2, putting you at total of Level 25 enchant which has the possibility of having silk touch. Then you just need to beat the long shot odds.
    Posted in: Survival Mode
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    posted a message on Triangulation
    How this for an achievement. I found the fortress the eyes pointed to by triangulation. It literally took two throws to find it, and a bunch of math to plot out line and solve for the coordinates.
    Posted in: Achievements & Stats
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    posted a message on Beta 1.6 Discoveries, Bugs & Discussion!
    Quote from Ranyx47

    Okay, so I'm not sure if this is a 1.6 bug, but when I loaded up my world I was surrounded by pigs. I remembering experimenting with new texture packs, then it got stuck on "building terrain" for a few seconds. No mods or anything installed at the moment.


    Coolest bug ever. Impossible to reproduce I'm sure. But, awesomeness.
    Posted in: Survival Mode
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    posted a message on Beta 1.6 Discoveries, Bugs & Discussion!
    Quote from DoubleGale

    Nether Portals in SMP heal you for some reason.
    Good going Notch. :tongue.gif:


    Don't be fooled! They *PRETEND* to heal you. Knock yourself down to about a heart. Then go through, appearing healed. Then eat a bit of bread. The healing is client side only. It shows the wrong number of hearts, but you're still as close to dead as you were originally.
    Posted in: Survival Mode
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    posted a message on Beta 1.6 Discoveries, Bugs & Discussion!
    Quote from MamiyaOtaru

    This has nothing to do with Java. Another language could be more efficient, but Java is very object oriented, and this stuff with one change affecting a dozen unrelated things should not be happening


    The problem is that the object oriented-ness of Java *IS* the reason minecraft rocks. The fact is you can see the hierarchy of objects and how there are versions it's that essential interaction between objects that makes for a sandbox game in the first place. Without inheritances and flags it would be effectually impossible to code Minecraft. If you added anything, you'd need to recode every interaction with everything in the entire game. But, by letting glass (for example) be a type of solid air, or water and lava be various types of liquid, he can just edit the necessary bits without any serious issue. If he wanted to add anything like a spawning block of honey, or redstone blocks that obey the rules to Conway's Game of Life it would be as simple as adding a class code and *ALL* the other interactions are dealt with.

    Sometimes it does odd things like glass as a type of air, means that when you put glass in a hole any floating objects didn't get properly evicted, or objects should interact in a way not specified by their ancestors. It would be *MUCH* harder to write this in a non-OOP. Java is, infact, a fine language to use.

    If he wanted to do it better he should make it more OOP and optimize the engine and switch to a module based paradigm more and give us a good API and recode most of the objects in the game to be more simple modules. But, more generally this would allow him to simplify the engine and FFS optimize the code more. I'm sorry but if your graphics are on par with Doom2, you don't need 99% of my CPUs. There's something you're doing poorly and wasting gobs, and his optimizations seem to be attempts to speed up a world engine paradigm that is somehow wrong.
    Posted in: Survival Mode
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    posted a message on Beta 1.6 Discoveries, Bugs & Discussion!
    Everybody says that dropping your pick and picking it back up, then having it break in a single hit is a bug. It's not! It's a revenge feature. Am I the only one who recalls the immortal armor and constantly healed tools?

    This is just to even things up a bit. See? It's the exact opposite of that previous bug everybody loved.
    Posted in: Survival Mode
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    posted a message on Beta 1.6 Discoveries, Bugs & Discussion!
    Quote from bandoonparade

    Haven't seen this posted after a quick search function check, so:

    After leaving the nether in my SMP game, I suddenly have full health again. It's happened multiple times. I'm not *upset* about it, but it seems like a bug.


    You should be, I ran into that bug. It's *ONLY* client side. You think you're healthy but really you're still almost dead. It's luring you into a false sense of security.
    Posted in: Survival Mode
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    posted a message on Beta 1.6 Discoveries, Bugs & Discussion!
    Mine went from playable on the server to unplayable. It's the same error as I had in 1.3 without the superlag. The time seems fine but it refuses to give me the chunks and so I'm doomed to whatever tiny island of world actually bothered to load.

    Posted in: Survival Mode
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    posted a message on Redstone Block, Conway's Game of Life
    It's way more about the Game of Life than Redstone blocks. Using redstone blocks would make sense. Conway's Game of Life is the cool part.
    Posted in: Suggestions
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    posted a message on Redstone Block, Conway's Game of Life
    A block should be added that energizes specifically based on the rules of Conway's game of Life.

    http://en.wikipedia.org/wiki/Conway%27s_game_of_life

    Any live cell with fewer than two live neighbours dies, as if caused by under-population.
    Any live cell with two or three live neighbours lives on to the next generation.
    Any live cell with more than three live neighbours dies, as if by overcrowding.
    Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.

    It's typically done in 2d but 3d would work fine. Just make redstone blocks that obey the rules.

    The game already has ticks, energizing, glowing, blocks and everything needed, it's just a special and somewhat quick set of behaviors. Conway's game of life is a rather old and very geek loved setup. In fact, it's Turing Complete even with just the four behavior rules.

    The ease of implementation to geekgasm ratio should merit serious consideration.
    Posted in: Suggestions
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    posted a message on Why Your RPG Ideas Will Not Work For Minecraft
    Minecraft shouldn't be an RPG game. But, it should be fully able to be made into one. While certainly there are design issues with RPG games, economy issues, and spell/skill issues, and elements of good and bad design. Those are design issues, they are not Minecraft issues.

    Generally there are some elements of Minecraft that would lend themselves to MUD (smaller typically text based games of old) namely the block system, the physics system, and loading from the server, and out of the box functionality. There are other issues that don't lend themselves well, like the changing the world aspect. Any reasonable RPG would generally not allow players to modify the world. What's the point of building a large city if various people can blow up the shops? But, those are game choices.

    The relevancy to Minecraft is not to build an RPG, or even the framework for an RPG, but rather to build the ability to modify it such that it could be made into that. If I wanted to, at the server level, rip out most of the game and replace it with an extremely complex and elegant RPG could I do that? What is stopping it from working? Not the whining about potential terrible design, assume I'm really a fantastic programmer and designer, what is missing that prevents that from happening. -- Whatever is missing for such a large modification is also missing for any other large modifications (so it's not really specifically RPG based). Could I implement Pac-Man? Could I make a board where I run around picking up dots being chased by ghasts in a pretty specific pattern? I'm not saying I would ever care about that, or ever want to play such a silly game. But, I'd like it to be totally possible.

    Having Minecraft add dozens of silly weapons is a waste. But, why couldn't the server modification add such items and have it reflected for the client. Can a server modification give people an aura? Can a server modification give a secondary stat like HP (Mana)? Can a server modification make radically different mobs exist? The point of a sandbox game is to allow for anything, and frankly anybody with a lot of time, should be able to nestle a very functional RPG into that if it's built right. Right now a good amount of that functionality doesn't exist. What would be needed, to make it possible to make a really good framework for an RPG or other radically modified implementation.

    Many of the ideas bantered about are well beyond the scope of Minecraft, but they should be within the scope of the Minecraft engine, and yeah, people can make crap. But, some people can make rather fantastic worlds if given half a chance.

    If your best idea for a game is prevented me from being able to cut down a birch tree until I have enough experience with normal trees and then a lot of birch trees until I can successfully chop down a pine tree, that's just you being lame. If you want to give players, having reached sufficient level, the ability to cast invisibility and vanish briefly, that's awesome. Yeah, people can make crap but they can also make awesome. And the whole point of a sandbox is to just make it feasible. Nobody should request an RPG game, but they should request the tools needed to make a good one.
    Posted in: Suggestions
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    posted a message on It's too dark at night
    No. My problem is that night is exactly the same as day but with a different amounts of black. If you turn up your gamma, you can see as well during the night as you can during the day. You can run home from a distance at night without torches looking at the pretty mountains in the distance. That information should not be available to players regardless if they change their gamma. I was previously stuck without being able to see which direction I was even facing, and now I easily can see minerals in caves without a lick of light.

    I went back through some of my other caves after changing my gamma. It looked like it was mined by Mr. Magoo. There were minerals everywhere in my fully mined cave because I was too blind to see the walls were made of iron.

    It's not that it's too dark at night, it's that the darkness is wrong. It's a different amount of light between different computers where one player can see easily another is completely blind. And a tweak in your settings can turn night into a slightly more gloomy form of day. You shouldn't be able to see what you shouldn't be able to see.

    It's not making things dark. It's changing the color to be blacker.
    Posted in: Discussion
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    posted a message on It's too dark at night
    I've seen the game on different monitors. It's ridiculous. Some people can see far mountains at night. I can't see three squares. I went into my nVidia settings and turned up the gamma for the desktop settings, and now I can see ridiculously far. You can change your nVidia graphics to go from 2 blocks to seeing mountains. That's wrong.

    Having had enough computer graphics in college, I can say, the lighting is done wrongly. It's tweaking the damned gamma up and down for night and day but gamma on different screens is very significantly different, LCDs will go completely dark under this scheme because typically the definition in the grays are weak. It needs to be consistent between all players. At night the mountains should not even be available for viewing. It shouldn't be that I just can't see two meters. It should be that something like ten meters away should be unable to be seen regardless what I turn my brightness to. The darkness should be like the fog. It should turn things black at a reasonable distance. It shouldn't tweak the contrast so one player can run home at night and another has to build a tower because two blocks away there could be a zombie and it wouldn't be seen.

    If you have too much darkness, turn up your gamma. It's pathetic how far these people can see. It's like daylight at night. And they are claiming we're complaining too much. But it's 2 blocks max. Sure you navigated home at night, I can't tell if I'm facing up or down. There's as much information in night as in day, depending on your gamma correction. That's wrong. It's not that the game is too dark, it's that the game looks completely different for different people.

    //LCD 22 inch widescreen.
    Posted in: Discussion
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