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    posted a message on Is this a new biome type?
    Quote from KyoShinda

    Yeah, and in plains biomes there are really spread out trees when there shouldn't be any at all.


    If you are refering to the stands of trees (aka forest biomes) that are placed in the middle of plains to break up the monotony, those are perfectly natural and were introduced in 1.1.



    Also, I have confirmed that in swamps trees only generate in 1 block deep of water and not on land...



    Back to 1.1 for now.
    Posted in: 1.1 Update Discussion
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    posted a message on Is this a new biome type?
    Quote from KyoShinda

    Going through the new terrain, there seems to be a ton of snow everywhere, it's almost like ocean being everywhere. Has anyone found a taiga yet in the new gen?


    Guess what?

    I just downloaded the newest version of AMIDST (a world mapping software which shows biomes and few other things for a given seed).
    According to AMIDST what I have shown in the picture in my first post is a Taiga biome.
    So apparently they generate without trees???



    ---------------------------------------------


    Here is another interesting screenshot.
    This is a forest biome.
    Tell me what you notice about the trees.



    There is no tree above 6 blocks of wood tall in the whole forest.
    Additionally I haven't found a multi-branched oak tree in any other biome, yet.

    Some big glitches related to tree generation in the 12w07b...
    Posted in: 1.1 Update Discussion
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    posted a message on A couple bugs I noticed in the new snapshot
    I've seen 5 block tall cacti before this update, so it is not new.
    Even then it is not really a bad glitch, sort of cool.


    I have noticed the strange clear water on mine as well. It must have something to do with the lighting glitches in the new file format.
    Posted in: 1.1 Update Discussion
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    posted a message on Is this a new biome type?
    Alright, I was testing out the 12w07b map generation on seeds that I had previously tested in 1.1.

    The seed '7200' in 1.1 generates a large island comprised of two biomes (Taiga and Plains). When I tried this seed in 12w07a it generated the same island formation with Jungle replacing the Taiga and something else that I couldn't identify replacing the plains.

    Check it out. It looks like a taiga without any trees on it...



    So I am assuming this is a terrain generation glitch and not a new biome type. (I tested it a second time and got the same result.) I thought that somebody before posted a swamp biome with no trees outside of the water.

    Also, this is not a tundra because there are no trees in it and it took the place of one of the 'continental' biomes from 1.1.

    So is this a glitch?
    Posted in: 1.1 Update Discussion
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    posted a message on 9 biome suggestions (pictures)
    I like these ideas, in particular the tropical islands (just island biomes in general) and the savannah biomes.

    I'm not too keen on the 'Darklands' as really that is what the nether is and it feels like another dimension.
    I would suggest changing the darklands to Volcanic Mountains. Which would resemble barren extreme hills with 10x the lava flows and would fit much better with the typical minecraft world.
    Posted in: Suggestions
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    posted a message on American Desert Biome
    Maybe just apply extreme hills terrain generation to desert biome land cover (and maybe a few other land cover types)


    Voila.




    A different coloured sandstone /sand block could be interesting though.

    Also, since most species of cactus are native to the Americas isn't the stereotypical desert found in minecraft already American enough? :wink.gif:
    Posted in: Suggestions
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    posted a message on Better Maps / Easier Mapping
    I was exploring / mapping out the surface of my world (looking for an extreme hills biome)
    and I realized that I was going to reach the end of my current map. I wanted to continue exploring, but I wanted to record it.

    The problem was that if I created a map at the edge of the current map it would mean that it would half overlap with my original map that I started in my base and it would feel like a waste of half a map to me.

    I have some simple ideas that would make map making in minecraft easier and more orderly.

    1) Upon creation of a map give a menu that would allow you to specify where you want your current position to be located on the map. The default would be the center of the map like it was before, but the other options could be one of the 4 corners or the center of each of the 4 N,E,S,W sides. No need to go to the dead center of the next map (without mapping it) if you want a non-overlapping map set when exploring.

    So for example if you wanted to explore past the western edge of your map you could create a new map at that edge, but indicate that your position is on the east side of the new map.

    2) The ability to add short names / nicknames to your map that would appear as a tooltip when looked at in the inventory. (We don't really need text covering the map itself) This will make it easier to keep track of where maps are relative to spawn. (map_3 isn't very descriptive)

    There you have it, any thoughts?
    Posted in: Suggestions
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    posted a message on Almost All Mob Traps Broken with 1.0.0 and On?
    Quote from Chelidda

    Would it be viable to build a normal trap with water channels, and then build a minecart track going around it with a glass wall in between? That way you could do laps around the spawning pads, being more than 24 blocks away from one part of the spawning chamber at any given time so mobs could spawn, and then when you come back to that part, mobs would move around a bit and hopefully fall in the water channel.

    Maybe one could even add a water lift and a killing mechanism, and an automatic loot collecting break in the minecart tracks, like a trapdoor that would open at the right time and drop the loot on Steve's head. I don't know if that is even possible, but I'm sure one of the Minecraft gurus could figure out how to do it.


    Another idea that would be interesting to test in mob trap design (to address mobs not moving) is to have piston gates that can flood the spawning chambers, sweeping all mobs inside to the grinder portion/water channels. You could potentially have the gates triggered by a switch (which requires you to be present) or just have them open every once and a while on a redstone clock to sweep whatever mobs have spawned out of the system.

    Note: I've never made a mob spawner, this is just an idea I had off the top of my head.
    Posted in: 1.1 Update Discussion
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    posted a message on Creepers scared by cats ?
    Creepers killed by swords?
    Too Easy!

    :rolleyes: :rolleyes: :rolleyes: :rolleyes:

    If you want a challenge it's as easy not bothering to tame cats.
    Are you that worried that someone else will have the game made too easy for your tastes?
    Posted in: 1.1 Update Discussion
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    posted a message on Wondering about the new height limit
    I'm guessing the height changes will not apply to the nether or the end just the main world, correct?

    Double height nether would be insane. Might be a bit hard on some peoples processors though.
    Posted in: 1.1 Update Discussion
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    posted a message on This is ridiculous.
    LadderPig you so random.

    Someone beat me to it...
    Posted in: 1.1 Update Discussion
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    posted a message on Zombies are griefers?...
    Quote from OSX2000

    It's not like zombies are just targeting random doors to break down. It's more like when mobs use ladders...they don't really mean to, but if it's in their path they'll unintentionally use it.

    What I've noticed is that zombies don't seem to see doors as barriers anymore. So if their pathfinding chooses a spot inside a house while they're randomly wandering, they'll press up against the door thinking nothing's there. 10 seconds later, the door is gone.

    I do see this as buggy behavior though. They should really only break down doors when aggro'd.


    I whole heartedly agree with this statement. Having zombies break down your door while you are nowhere nearby is rather annoying (similar to if creepers blew up for no good reason, but much less extreme) and it should be changed to have them only do it when they are aggro'd by the player or within a certain proximity of the player.
    Posted in: 1.1 Update Discussion
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    posted a message on Why do Zombies only break down doors on hard?
    Maybe they should add another difficulty above hard for all the masochists who play minecraft mainly for the survival aspects and enjoy having to rebuild their structures/environment. It could be called 'Nintendo Hard' or 'Stupid Hard'.

    [sarcasm]

    In this mode you could face all the poorly thought out ideas implemented or even suggested at any time in the past and then some.

    - Not only do zombies break down doors, they can break through most basic materials.
    - Endermen can move any block again. :rolleyes:
    - Torches burn out and must be relit.
    - Skeletons can shoot you accurately from a range of 50 blocks ... just to make the sniper duel achievement fair.
    - Ghasts and enderdragons spawn in the overworld.
    - Every full moon all monsters have their aggro range doubled and can see through walls, it also rains fireballs and blood all night ... for no apparent reason.
    - Iron is as rare as diamond ... diamond doesn't exist.
    - When you kill a creeper it splits into two smaller creepers.
    - Steve? now catches on fire in full sunlight.

    [/sarcasm]

    Yeah, I'm fine with it being restricted to hard mode, I'd even like to see the behavior changed so they only break down your door when the were actually chasing you. Rather than just breaking down a door because it was there.
    Posted in: 1.1 Update Discussion
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    posted a message on Ocean seed w/ epic cliffs.
    Good find, extreme hills islands or coast lines are probably some of my favorite minecraft landscapes currently.
    Posted in: Seeds
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    posted a message on Zombies breaking doors doesn't make the game any more difficult
    Quote from Samsonguy920

    For those who don't want to be bothered by zombies, why are you playing on survival?


    I think this is an important question to answer because like the issue with enderman moving blocks some people can't quite grasp other people's play style. As minecraft is a very free form sandbox style game there are many different ways to play it.

    It seems every time that a change comes up that inconveniences players who build creative/aesthetic structures in survival mode, several people will ignorantly quip 'play on creative'.

    So reasons that I play on survival rather than creative:

    1) Gathering resources to build your creations is a challenge --> More satisfaction at completion
    2) Being able to switch between different 'modes' of gameplay at a whim. Exploration, creative building, slaying monsters, getting loot, farming etc ... all of these things can be done on the same save file rather than having to switch between different maps. Sort of the best of both worlds (all in one world)

    So having a newly introduced feature that adds negligible to no additional difficulty to the survival aspect but constrains creative building aesthetics is sort of a downer.
    Posted in: 1.1 Update Discussion
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