Let me know if you find any alternatives that look promising. I'll be looking for a second home site to post updates on my maps. I've got them on Curse.com, but I really don't like the forums there so I'll probably keep it project only.
- danaphanous
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Member for 11 years, 11 months, and 3 days
Last active Thu, Nov, 23 2023 18:14:34
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May 27, 2019danaphanous posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
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May 25, 2019danaphanous posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
Will really miss this forum. Nothing quite like it in the diversity of communities. Especially liked the maps forum and the survival forum.
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Aug 5, 2015danaphanous posted a message on Community Creations: Search for Steve (Adventure Map)Posted in: News
Come on guys, just be happy for the creator!
It may be a smaller map, but it's well done and pretty unique. Don't judge before you check it out! It's actually a hybrid survival/adventure map and it's quite difficult to stay alive. I've enjoyed playing it a lot! -
Dec 17, 2014danaphanous posted a message on Minecraft Windows Launcher Needs YOUR Testing and Feedback!Great! now all thoe n00bs that complain about lag because they have an old or non-optimized version of Java will shut up. Minecraft will match and optimize for them. This is really a good change though all joking aside.Posted in: News
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I agree with other commenters that fighting mobs and brewing potions isn't that difficult and enjoy the search for nether ingredients. I don't want it to be too much easier. A villager that sells potions would be fine by me though.
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With enough time you could survive by punching through rock until you found an abandoned mineshaft as stated above...but that would suck if it took awhile. I predict frequent starvation, or was it a hardcore challenge?
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Have you checked the code to know for sure? Maybe you just got unlucky...minecraft is a sometimes with random generation.
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And I am definately in favor of layer-spawning biomes...sounds awesome.
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Didn't even realize the date on this lol. Thanks for the etiquette tip.
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could've been worded more nicely. It just seems to me that the idea of resources being (too common) is relative. Different players accumulate different things based on what they do and what they like to collect. I don't think this means we should add more uses for things like seeds (though it would be better if chickens could be fed all types of seeds). Carry on.
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Looks like you've put a good deal of work into this, like the texture packs!
I also agree with some other players though that Biome's should stay more like places and not be based on seasons (like autumn). Also the Frost Biome seems kind of similar to the Taiga Biome, just different trees and landscape. I'm in favor of anything that adds more of a reason to explore...region-specific resources are a huge bonus for me and I really enjoy this phase of minecraft.
~Danaphanous
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I definitely think that if something already exists in code it should be finished out in survival though I'm sure the recipes could be varied/improved. I've seen lots of valid suggestions. I think the important thing is potions feel unfinished and we'd like to see closure there.
Good post btw, looks like you put a lot of time into it.
~Danaphanous
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There were some gripes about how this would add lag having to check for another item/block collision or proximity, but that's inaccurate. Items already have a timer based on their despawning in five minutes. A simple check at the time of despawning could allow a seed to instead root if it realized it was on farmland, introducing virtually no lag and eliminating the problem of seeds re-rooting immediately after harvest.
~Danaphanous
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However, as said above there is more complication then first realized. For instance, seeds replanting themselves immediately. A more realistic way to do this and not cause lag as suggested above is to completely remove a game check for seeds touching farmland. As fellow coders will know there is more than one way to do something like this. For instance, the game already has a timer on dropped objects. (they despawn in five minutes so they have to have a timer) It would be simpler if when the game begins to despawn seeds it first checks to see if the seed is lying on available farmland. If so, the seed roots and becomes a first-stage growth of the respective plant. This is also more realistic because growing takes time in the real world. If it is a true timer (I haven't checked the code) then you could also make it root in shorter times, say 2 minutes or so. I like the time delay idea because it allows the planting the be purposeful, you simply leave the seeds there and walk away. It also delays the process of automation with a dispenser/hopper transport setup to make the people that gripe about things being too fast with machines happy.
~Danaphanous
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If it really bugs you that much build a lava pool, fireplace, or cactus shute in your house and toss all the unwanted items in. Viola! Mess cleaned up. I personally like building with lapiz. It has a weird texture but looks good with certain color schemes (try snow and lapiz together or redstone blocks and lapiz together)
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However, this is easily fixed by isolating your devices. I don't see a huge reason to add something like this unless the filter will allow types of items to be diverted different ways. Say, sorting them into different chests for you. That would be something I'd support and would simplify some of the work I've had to do with isolation.
~Dan
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I'm a big redstone guy and love inventing new devices.
The only plants currently un-automatable are seed-based: (aka: wheat, potatoes, carrots, and nether wart) water farms can currently harvest, collect, and store these crops without untilling and shorten the tending time considerably, so the only link missing would be a successful planter. And this would still leave some challenges since these plants have random-based growth stages. You'd have to get the timing just right, bc BUD's wouldn't work (8-16 growth phases all produce updates). I'd probably settle on a slightly-long piston clock and accept the slow growth losses. Otherwise you're wasting potential in the quick-growing spots.
This is a perfectly reasonable suggestion, with enough remaining work that I don't think the average player will find it takes away all the work as some have suggested.
~Danaphanous