• 0

    posted a message on Mysterious Chicken
    i don't care if you faked this... it is still AWESOME!
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on TNT Cannon vs Ghast
    YAY!!!!!!!! Cant wait for video/pics
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on PIC OF FISH
    Quote from scooter3790 »
    FISH!
    http://filesmelt.com/dl/FISH1.png

    I was randomly clicking my rod underwater when this poped up. No hack, I'm sure you can do it too.


    No hack? then why arn't you breathing? huh? :SSSS:
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on This just occured to me...
    Quote from superdude097 »
    It has been confirmed that the ratio of "normal-world" meters (blocks) to "hell-world" meters (blocks) will be 16:1. This revelation presents (to me anyway) the following question: What would happen if one were to build two portals next to each other in the normal-world?

    Visual Aid:

    [] :obsidian: :obsidian: :obsidian: :obsidian: [] :obsidian: :obsidian: :obsidian: :obsidian: []
    [] :obsidian: :Violet: :Violet: :obsidian: [] :obsidian: :Violet: :Violet: :obsidian: []
    [] :obsidian: :Violet: :Violet: :obsidian: [] :obsidian: :Violet: :Violet: :obsidian: []
    [] :obsidian: :Violet: :Violet: :obsidian: [] :obsidian: :Violet: :Violet: :obsidian: []
    :grass: :obsidian: :obsidian: :obsidian: :obsidian: :grass: :obsidian: :obsidian: :obsidian: :obsidian: :grass:

    or even:

    [] :obsidian: :obsidian: :obsidian: :obsidian: :obsidian: :obsidian: :obsidian: []
    [] :obsidian: :Violet: :Violet: :obsidian: :Violet: :Violet: :obsidian: []
    [] :obsidian: :Violet: :Violet: :obsidian: :Violet: :Violet: :obsidian: []
    [] :obsidian: :Violet: :Violet: :obsidian: :Violet: :Violet: :obsidian: []
    :grass: :obsidian: :obsidian: :obsidian: :obsidian: :obsidian: :obsidian: :obsidian: :grass:

    What would the other side ("hell-world" side) look like? In theory, the portals should over-lap on the "hell-world" side, but is this possible? Would the portals not function? Will the game only allow for 1 active portal per "normal-world" chunk? I'm just curious.


    oh... ****, i dunno. I'm stumped... D:
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on Other names for hell
    Quote from GoodOldGamer »
    I wouldn't mind if it were called the Core. Ya know, like the center of the earth. That deep, dark place beyond the impenetrable "void", where portals are the only ways to get there and back. You can't get there by just digging down, as either bedrock or the void would stop you. Well, the void would go so far as to kill you. And same goes for digging up from inside the Core. Can't just get back out that way either. Yet, travel would be faster, because as it's the core of the world, it's smaller than the land above it.'

    (And I know MC's worlds are "flat"... doesn't matter. They're called "worlds". They're supposedly 8 x larger than Earth and round. And regardless of how small the Core is in comparison to the normal world, you can just account for the difference with the "void". :oP

    Anyhoo, just a thought. The Core would still be an uber-dangerous place, but Notch could practically do whatever he wants with it without restricted to limitations that "Hell" implies. :oP


    You're a genius :iapprove:
    Posted in: Alpha - Minecraft Halloween Update
  • 0

    posted a message on Slime problem
    Quote from Bl4ck5tar836 »
    CHEATING


    No ty i got ma stuff back in teh end (and got 14 extra gems (without cheating)
    Posted in: Legacy Support
  • 0

    posted a message on Dusty Textures [DISCONTINUED: see thread for new pack url]
    I love it but i still think the cobblestone is a little too brown for my tastes.
    Posted in: Resource Packs
  • 0

    posted a message on Better Grass Mod v0.4
    I like it, it gives it a nice and normal look. but i am still not going to use it, I think the green and brown hills are part of minecraft life.
    Posted in: Mods Discussion
  • 0

    posted a message on Emperorr's Texture Pack
    I like your style, realistic and kinda RPG at the same time. I think this texture pack is gonna be worth the wait
    Posted in: Resource Packs
  • 0

    posted a message on Hidden temples and wonders
    Quote from dragavan »
    I've been thinking of something that included something similar to this idea.

    With the addition of Biomes coming, which would add different areas to the map as it grows that contain different properties (and can be different sizes). It would be interesting to see one of the more rare and smaller biomes to be the inclusion of special areas, which would match the area they are connected to in general climate and appearance but contain rare treats. These could include structures (like temples, ruins, large dungeons, pyramids, and other buildings), special monsters (like giant creatures we already have, "boss"-like monsters, and other specialty rare monsters), rare environmental effects (like giant trees, rivers, volcanoes, water spouts, large chasms, and others).

    These would take on the basic properties of the biome they appear next to (and possibly spawn at least a little more of the same basic biome next it on the other sides) so they would blend seamlessly into the environment. Certain types of them might also be tied to certain biomes or sets of biomes, only appearing next to certain kinds (like great trees wouldn't appear in deserts or Giant Spiders wouldn't appear in open seas). These would just be tags on them when the randomizer runs, based on the biome they are growing next to. There might also be some variations within each kind based on the biome type they are in (like volcanoes in open watery areas form small islands, while mountainous region ones grow higher up towards the sky).

    The environmental ones should be more common (and much simpler to understand how they would work), so that things like rivers and chasms would appear more often than signs of previous intelligent life on the planet. While the highly valuable treasure containing ones should be more rare, so each land wouldn't be littered with temples and pyramids. Although it might be interesting to see one specific type of structure appear more often than the other kinds (chosen randomly when the world is created), so it might give a certain flavor or feel to who once lived in the land. Imagine if you came across a few brick pyramids as you explored the land, but not much in the way of cobblestone temples. That would give you a certain feel about the past history of your land.

    Each type of structure would have certain special properties and include certain possible things, but should still have a sense of randomness to them. The simplest way to do this would to have a set number of "templates" for each kind of structure and the program simply randomly chooses one of them to plop into the world and fill it with a possible selection of variable options (treasure, monsters, etc.), but that's not the most exciting way to do it. Those who play a lot would eventually come to recognize the ten different Temples and six pyramid internal layouts. A better way (although more complex to program) would be to have special basic generation coding done for each type. That would lead to some strange but cool variables each time one of them shows up. They might be small one time and huge another time, with random chambers and towers and other parts. I would be happy to see either kind done, but the more variety (especially with randomness thrown in) the better.

    Temples should mostly be some kind of intact building with one or more rooms inside that possibly contain monsters (even perhaps spawners) and rewards (chest of special items). Ruins should mostly just be a collection of random building parts sticking up out of the ground, with some more of them still under the ground you have to dig out to find, possibly with a buried treasure of some kind (but not always). Large Dungeons should mostly appear underground (possibly with a surface entrance from time to time) and have a mix of monster spawner filled chambers and connecting hallways, but with several treasure chests found throughout. Pyramids should be similar to temples, but with a distinct external appearance and an internal design like a small dungeon. Any of these might also appear underwater if the biome allows it, although I wouldn't have them be completely flooded inside if they have multiple rooms.

    If Notch decides to add some kind of NPCs to the game as well, they might also appear as one of these structure as well. You could have a farm with a farmer appear. Or a small shop you can trade in. Or some small village with multiple buildings in it. It all depends on how much into this area he wants the game to go. Personally, I like the idea of there not being other people in the world you are exploring (other than the players), at least not any more. The monsters have taken over and left the old structures in ruin or abandoned.

    Special monsters could also appear, hopefully based somewhat on the biome they are attached to. These would not be some kind of respawning monster that comes out all the time at night, but something truly powerful and rare. Giant Spiders, Dragons, Huge Creeper Queens that look like some kind of mutant plant monster that spawn creepers all around themselves, or other such things. These monsters might wander a little, but mostly stay close to their "home" (be it a nest, web, cave, or whatever) and attack if you get too close. They should be very hard to kill and powerful in different ways, but if you manage to get rid of them they drop something good (like tons of string from a giant spider) or are protecting something good (the dragon was sitting on a chest of 100 gold bars) or even cause some special global tag to get set that helps you (once the Creeper Queen is dead the frequency of Creepers appearing drops by half or more).

    The environmental elements that might appear are much simpler to understand, but let me throw in a few notes about the ones I suggested in my comments above. Giant Trees would simply be like the other trees in the area, but with a far larger trunk (like 2x2 or even 3x3 wide), huge plume at the top (perhaps even with those mutant branches out we sometimes see, but on a larger scale), and possibly some kind of branching root structure made of the wood as well. Rivers could flow down mountains to some kind of still water, through a desert, across a valley, or whatever, but would be made of moving water that uses the games water physics mixes with some special "river" rules for water to make them work. Volcanoes would simply be huge mountains/islands with a hole down the center that would either have a lava pool down in it or would have lava flowing up out of it and down the sides (making one that erupts randomly would be a little too much for Minecraft). Water spouts would be some "tower" of water that makes no logical sense but looks cool. Large Chasms would be strange sudden "cracks" in the landscape with nearly sheer sides down to deep into the earth, which might be anywhere from a small sinkhole up to a huge grand canyon.

    The rarity numbers would have to be tinkered and played with, based on whatever he has planned for the biomes, but my thinking would be something like making a check each time you are about to transition to a new biome on the edge of your map. Most of the time this check would result in a normal biome (of the ones possible from this transition) but perhaps 5% of the time it would be one of these special ones instead. Then, if it's one of these special ones, it's like 70% chance of an environmental one, 20% structure based ones, and 10% special monster ones. Then, within any one of these groups it would depend on the likelihood of what kind would appear in the biome it's appearing in.

    I don't exactly know if this is something Notch would like to add in his plan for Biomes, but I think this would be the best way to implement the appearance of rarer special finds like this.


    I love your idea. :iapprove: +1
    Posted in: Suggestions
  • 0

    posted a message on Cannons? Good? No?
    Your idea is realistic and ballanced :iapprove:

    Quote from Ninja_Duck »
    I've imagined a Minecraft gamemode that is Civilization, but with friendly mob humans. So it's basically Survival but you're building a civilization. You build a town for your people and they can discover new crafting formulas. Then the town can be built into a city then progress.


    That would be so EPIC!!!
    Posted in: Suggestions
  • 0

    posted a message on secret levers
    Quote from awopcxet »
    why a bockcase lever?


    :bookshelf:
    :tnt:


    because I'd love to have the classic hidden spiral staircase behind it.
    Posted in: Suggestions
  • 0

    posted a message on Multiplayer shops
    I do!
    Posted in: Suggestions
  • 0

    posted a message on So, you're thinking of Guns, hm?
    cannons: +1 Crossbows: +1 Balista +1 redstone not being computer: +1
    but guns would be too hard to make.

    :iapprove:
    Posted in: Suggestions
  • 1

    posted a message on secret levers
    It would be awesome if there were secret levers.
    There should be a secret torch lever and/or bookshelf door/lever
    The torch lever would look a little different so if you look closely you can tell its a lever.
    it would be crafted like this:
    [] :Coal: []
    [] :|: []
    [] :cobblestone: []

    The book shelf could either be a hidden door or a lever. Maybe if you clicked a special book then it opened? dunno if thats a good idea. but it would be cool.
    the book shelf door would be made like this:
    :Logs^: :Red: :bookshelf:
    [] [] []
    [] [] []

    :Logs^: = door
    :Red: = redstone

    the book shelf lever would be made like this:
    :bookshelf: :cobblestone: :|:
    [] [] []
    [] [] []

    These dont have to be how they are made cause if you have any ideas I'd be happy to hear them.
    Thoughts?Ideas?
    Posted in: Suggestions
  • To post a comment, please .