This makes perfect sense. You can break down steel tracks with your bare hands but a giant fireball cannot.
..If you would like to walk down that road; Minecraft in and of itself doesn't make any sense on almost all aspects.
Edit: (Forgot to actually add substance to the thread). Ya, destructible tracks is cool. Perhaps we can work off my other "powered track" idea, which are tracks made of pure iron, that aren't destructible.
Boosters in any way shape or form would not be needed if Notch would buff the powered Minecarts. Those are supposed to be what give your carts speed, but Notch seems to have forgotten that he was supposed to fix em.
This is exactly what I was trying to say; just fix the engine carts from the get-go. Forget about making it go slow up hills or fast down hills, just make it go at a moderate pace that would create an average speed overall. Also, as far as roller coasters go. There should be no powered cart, but instead special " powered chain track", just like a real wooden roller coaster would have.
For fun though, perhaps we can make pure iron tracks:
[]
[]
That could be used in mag-lev type tracks that allow a (single form) regular no engine cart to move at high speed. That way regular "industrial" engine carts still have purpose since they can move heavy loads. Also, each craft produces 4 metal tracks. The initial cost alone could make up for the fact there would be no "fuel" or upkeep cost.
Personally, I think that the whole fun of the minecarts in Minecraft is in the designing and riding. Throwing in some kind of upkeep doesn't really add to that. You've seen the front page of Minecraft.net. Even Notch enjoys the rollercoaster aspect of the minecarts.
The only thing missing from that front video is the engine cart, where my main focus was on. But, what the hell, how about this, build an engine cart, it comes with a flip switch built on the side. Flip the switch it goes forward (I give up, but hey, no boosters, no coal.)
I'll take this in reverse. I appreciate the fact that you can get a long distance going through hell but that's literally what you're doing. You're going through hell. I want to set up a high speed, reliably transportation system on my over world, especially considering the enormous distances they can grow to. The same thing that gave Rome the ability to dominate in it's heyday gives us the ability to dominate and control our world: a system of roads and relatively fast travel.
One thing is for sure, travel through hell at this time is certainly not reliable. Not to say that the current issues won't be resolved in the future (they will) but I just want to get from mining operation A to B, man. I don't want to have to travel through parallel universes to do it. I just want a fast transit system. It would be even more irksome if I had to resort to hell to do it because I have a perfectly functional alternative already built, debugged, and working like a champ: Minecarts. If I had to travel through hell to get an accelerated rate of travel because an already working system (glitched though it may be) was dismantled for god knows whatever reason, I think I'd have to stab my own eyes out with a fork.
To this idea about powered minecarts: am I the only guy around here who shudders at the idea of my fully automated transit system relying on chunks of coal for fuel? If at some point I ran out of coal and wanted to travel a far distance to Base Camp Awesome, you're saying I'd first have to go mine some coal just to do it? That's about as tedious as walking the entire distance. The idea of having to constantly worry about supplying power to my transit system just sounds incredibly tedious and mind numbing to me. Certain aspects of the game should require repetitive activity. Travel over vast distances should not be one of them. Call me lazy or whatever but I rather like the idea of all my impossible perpetual energy machines.
Besides if minecarts have to have a diminishing power source, you might as well start trying to figure out where red stone gets it's power, or correcting water source blocks because having an unending flow of water originate from a single point on the ground is silly. No. Just no. I reject carts powered by coal with every fiber of my nerd being.
Fair enough, but I feel there should be *some* upkeep cost, though a detractor and undesrible. From my perspective though its almost comes in the same manner that "man, I wish I had a full set of diamond armor" which really isn't too too hard, but at the same time it is a depletable resource (albeit a long lasting one, which could apply in the same manner that I think should be implemented into powered minecarts to even things out). Theoretically, in due time this will mean at one point in time, super awesome castle land estates will run out of natural resources, but this should be taken into consideration ahead of time to compensate when that very, very long moment into the future actually does occur. Besides if we make the powered carts efficient to a point where its not exactly set and forgot nor every other time you feel like you're filling the thing up; everything should be peachy. I like the fact that I have to strive for resources and here's a little sampler that takes it a bit much. I had no idea that losing all equipped items on death was a glitch. Having played a "hard" game such as EVE online (that was almost a year ago) such a loss didn't turn into heading to the nearest Best Buy to get a new keyboard and monitor, but instead a proposed challenge and real sense of danger/lose. Then again this way is more maintenance, more difficult, and most likely not the "most popular" way to address the issue. (For the record though, I've only created a single hardcore character in Diablo 2, that's just a little too hardcore for me).
I have an idea...call me crazy...but how about we just wait for Notch to fix minecarts so they fulfill their proper intended use. No magnets, boosters, spaceships, twinkies, etc. Engine carts should work as as follows:
Have a engine cart that can push several fully loaded carts (storage carts/people) up a 1/1 incline at a modest rate. (Let's say 3 blocks/sec)(Still powered by coal). On a flat surface the engine cart will pick up speed to say a maximum of 4 b/sec. When going downhill the cart will pick up momentum to maximum speed of say 6 b/sec. When an engine cart going down a hill enters a flat surface track there should be a smooth and appropriate decline back to 4/b sec and the same when going from flat surface to an incline. Now you have totally static, no glitch, no bull, hard coded numbers that never ever vary other than the temporary adjustment of speed when approaching an incline or decline. No magnets, boosters, spaceships, and certainly no twinkies. That's it, done, working as intended and thematically as possible.
So you're saying no more stations or high speed travel over long distances?
Screw. That.
Perhaps this will tickle your pickle then. I was going to say, perhaps we can have *two* engine carts. Just take the one I've mentioned and call it the tugger cart. Next in line is the bullet cart. The bullet cart can travel 15 b/sec but there's a catch, it uses 2x the coal and cannot go up any track on any incline or decline...dead level all the way. Maybe it'll have a engine with a little diamond augmented to achieve "super speeds". Also, very extremely long distances, that's what hell portals are for.
I have an idea...call me crazy...but how about we just wait for Notch to fix minecarts so they fulfill their proper intended use. No magnets, boosters, spaceships, twinkies, etc. Engine carts should work as as follows:
Have a engine cart that can push several fully loaded carts (storage carts/people) up a 1/1 incline at a modest rate. (Let's say 3 blocks/sec)(Still powered by coal). On a flat surface the engine cart will pick up speed to say a maximum of 4 b/sec. When going downhill the cart will pick up momentum to maximum speed of say 6 b/sec. When an engine cart going down a hill enters a flat surface track there should be a smooth and appropriate decline back to 4/b sec and the same when going from flat surface to an incline. Now you have totally static, no glitch, no bull, hard coded numbers that never ever vary other than the temporary adjustment of speed when approaching an incline or decline. No magnets, boosters, spaceships, and certainly no twinkies. That's it, done, working as intended and thematically as possible.
Correct me if I'm wrong, but if boosters are implemented...what would be the point of having the "engine" cart that uses coal? Unless boosters themselves require coal. Basically there should be no "free rides" IMO.
Funny thing is...I built my super castle/light tower/home base 75% of the way at night. Now, this was before the patch and lighting does seem to be a little different now, but I really don't experience the issue you're describing.
Mod locked the other thread for I don't know what reason as almost everyone save a few people AGREED and called everyone that paid money and disliked this update "chumps".
SteGriff: I guess we can't create a thread about the Halloween update in the MINECRAFT HALLOWEEN UPDATE forum. You do realize you insinuated that we are all chumps. Not very mature for a moderator... oh wait, your 17 my bad.
Kudos to Llama. One person, with no budget, no company, and no access to the source code, created an AMAZING "rune" mod which does SO MANY FUN AND COOL THINGS, and is virtually bug free, AND works perfectly in SMP, yet the "amazing" Notch can't even get the sides of grass to match the tops in SINGLE PLAYER.
Give me a break, alpha or not this is some pretty shoddy work. Notch, I am disappointed! Anyone agree?!
This thread deserves to remain unlocked just as much as all the other "zomg this update is amazing" threads.
Give me a break, alpha or not this is some pretty shoddy work.
FYI Alpha, is Alpha is Alpha regardless. I honestly can't tell if your being facetious or not. Also, don't get upset that you gave some guy some cash to basically purchase an alpha product...which where most "upset" complaints roll into. Also, do what I just did, save & quit and throw the towel in for a week or two when fixes are implemented. I'm sure you can find something else to do in the meantime.
This game is in alpha bro, most things are never perfect the first time and they take time to hash out.
This forum is ripe with QQ'ing.
I felt this needed a nice restating. Although its understandably easy to forget, a lot people need to press F3 while playing and read what it says on the top left.
Maybe instead there is a rare chance, say 1 in 500 that when the moon starts to rise, it rises as a deep red colored moon. This should indicate a blood moon...*cough PC term could just be "red moon" cough* that guarantees a true fort night ahead. Zombies spawns will be 5x greater, with a mix of "super zombies" that can destroy most blocks, maybe except gold and obsidian.
THE GAME NEEDZ COOKIEZ!!!!
MmMmMmMmMm.... :smile.gif:
Perhaps bread crafted with the makings of a new block "sugar cane" which creates...sugar! Not only that, eating a cookie will give you a total speed boost...faster running/mining/tilling etc.
I could only see this being necessary if Notch adds a God mode where Creepers suicide bomb player placed bricks. And hostile mobs actively home in on a character from a very wide radius.
One question though... How would we get them? Crafting? Some thought to that might make this more receivable.
With regards to your second question, in my first paragraph:
You can craft them by crafting a full set of armor (helm, chest, legs, etc,)(which can also affect how resilient they are, say if you fit them with all diamond armor as opposed to iron) and placing that in the workbench crafting area while possibly including X amount of gold (though using gold may make them limited, which could be a good thing too).
With regards to the first post, I'm actually about 2~3 hours into the game and realistically, as is, I'm not seeing a whole lot to worry about already (ironically, I'm more concerned about getting a decent farm going than enemies). Again, this is all under the assumption that additional enemies with varying difficulties come into the game where having. But I'm happy about the constructive criticism because it made me think of another "easier" way to manage mercs. Perhaps you need to instead construct a barracks (which can we crafted from say four chests, purely example at this point) which, like a workbench lets you craft mercs. The barracks would also have a secondary role for storing food for all mercs within it's range (instead of the stomach idea for individual mercs). You can limit the number of mercs per barracks to say four and limit another barracks being placed within the same range as another barracks (to prevent mega armies/tower defense simulator).
Having done a search for "merc" and finding nothing relevant I thought I'd put this idea out there. Assuming more enemies will come along the lines, perhaps some fairly nasty ones that are capable of destroying your (precious) castle/hut/hole in the wall, I though about deployable Mercenaries. As a start you can deploy your run of the mill footman or bowman. You can craft them by crafting a full set of armor (helm, chest, legs, etc,)(which can also affect how resilient they are, say if you fit them with all diamond armor as opposed to iron) and placing that in the workbench crafting area while possibly including X amount of gold (though using gold may make them limited, which could be a good thing too).
Once crafted you may place them to fit your needs. Each merc, when placing, will have a visible "range" that they will respond to if any threats enter their "attack zone". This can be adjusted, with bowman having a larger attack radius than footmen (seems to make sense). Now, I was curious if an upkeep cost should be involved, such as providing food/water (maybe just food). When you right click them it opens up their tummy and you drop some food in like items into chest. Over time, like a furnace, they will start to consume the food. To make it not that much of a PITA the consumption rate can be set fairly low so you actually do something other than feed them every day. When their out of food they can go into a sitting position and have their attack radius reduced to just the square they're on (effectively making them do nothing, even if a threat starts to attack them directly).
Overall it'll enable greater challenges to enter the game with another level of immersion and resource control.
For payed AV I recommend Kaspersky Internet Security (You can get it really cheap on buy.com/amazon and it comes with a neat gaming mode). You can also run Windows Live Scanner, found here (actually not bad): http://onecare.live.com/site/en-us/default.htm
Another free resident AV that works well is Avast which also has a gaming mode.
Also if you have a 32-bit OS you can try using ComboFix to remove any possible rootkits/bad things.
Before doing any of this I recommend using Ccleaner.
Who knows, this somehow might even fix any weird Minecraft game issues.
0
..If you would like to walk down that road; Minecraft in and of itself doesn't make any sense on almost all aspects.
Edit: (Forgot to actually add substance to the thread). Ya, destructible tracks is cool. Perhaps we can work off my other "powered track" idea, which are tracks made of pure iron, that aren't destructible.
0
This is exactly what I was trying to say; just fix the engine carts from the get-go. Forget about making it go slow up hills or fast down hills, just make it go at a moderate pace that would create an average speed overall. Also, as far as roller coasters go. There should be no powered cart, but instead special " powered chain track", just like a real wooden roller coaster would have.
For fun though, perhaps we can make pure iron tracks:
[]
[]
That could be used in mag-lev type tracks that allow a (single form) regular no engine cart to move at high speed. That way regular "industrial" engine carts still have purpose since they can move heavy loads. Also, each craft produces 4 metal tracks. The initial cost alone could make up for the fact there would be no "fuel" or upkeep cost.
0
The only thing missing from that front video is the engine cart, where my main focus was on. But, what the hell, how about this, build an engine cart, it comes with a flip switch built on the side. Flip the switch it goes forward (I give up, but hey, no boosters, no coal.)
0
Fair enough, but I feel there should be *some* upkeep cost, though a detractor and undesrible. From my perspective though its almost comes in the same manner that "man, I wish I had a full set of diamond armor" which really isn't too too hard, but at the same time it is a depletable resource (albeit a long lasting one, which could apply in the same manner that I think should be implemented into powered minecarts to even things out). Theoretically, in due time this will mean at one point in time, super awesome castle land estates will run out of natural resources, but this should be taken into consideration ahead of time to compensate when that very, very long moment into the future actually does occur. Besides if we make the powered carts efficient to a point where its not exactly set and forgot nor every other time you feel like you're filling the thing up; everything should be peachy. I like the fact that I have to strive for resources and here's a little sampler that takes it a bit much. I had no idea that losing all equipped items on death was a glitch. Having played a "hard" game such as EVE online (that was almost a year ago) such a loss didn't turn into heading to the nearest Best Buy to get a new keyboard and monitor, but instead a proposed challenge and real sense of danger/lose. Then again this way is more maintenance, more difficult, and most likely not the "most popular" way to address the issue. (For the record though, I've only created a single hardcore character in Diablo 2, that's just a little too hardcore for me).
0
Perhaps this will tickle your pickle then. I was going to say, perhaps we can have *two* engine carts. Just take the one I've mentioned and call it the tugger cart. Next in line is the bullet cart. The bullet cart can travel 15 b/sec but there's a catch, it uses 2x the coal and cannot go up any track on any incline or decline...dead level all the way. Maybe it'll have a engine with a little diamond augmented to achieve "super speeds". Also, very extremely long distances, that's what hell portals are for.
0
Have a engine cart that can push several fully loaded carts (storage carts/people) up a 1/1 incline at a modest rate. (Let's say 3 blocks/sec)(Still powered by coal). On a flat surface the engine cart will pick up speed to say a maximum of 4 b/sec. When going downhill the cart will pick up momentum to maximum speed of say 6 b/sec. When an engine cart going down a hill enters a flat surface track there should be a smooth and appropriate decline back to 4/b sec and the same when going from flat surface to an incline. Now you have totally static, no glitch, no bull, hard coded numbers that never ever vary other than the temporary adjustment of speed when approaching an incline or decline. No magnets, boosters, spaceships, and certainly no twinkies. That's it, done, working as intended and thematically as possible.
0
0
0
FYI Alpha, is Alpha is Alpha regardless. I honestly can't tell if your being facetious or not. Also, don't get upset that you gave some guy some cash to basically purchase an alpha product...which where most "upset" complaints roll into. Also, do what I just did, save & quit and throw the towel in for a week or two when fixes are implemented. I'm sure you can find something else to do in the meantime.
0
I felt this needed a nice restating. Although its understandably easy to forget, a lot people need to press F3 while playing and read what it says on the top left.
0
0
Perhaps bread crafted with the makings of a new block "sugar cane" which creates...sugar! Not only that, eating a cookie will give you a total speed boost...faster running/mining/tilling etc.
0
With regards to your second question, in my first paragraph:
With regards to the first post, I'm actually about 2~3 hours into the game and realistically, as is, I'm not seeing a whole lot to worry about already (ironically, I'm more concerned about getting a decent farm going than enemies). Again, this is all under the assumption that additional enemies with varying difficulties come into the game where having. But I'm happy about the constructive criticism because it made me think of another "easier" way to manage mercs. Perhaps you need to instead construct a barracks (which can we crafted from say four chests, purely example at this point) which, like a workbench lets you craft mercs. The barracks would also have a secondary role for storing food for all mercs within it's range (instead of the stomach idea for individual mercs). You can limit the number of mercs per barracks to say four and limit another barracks being placed within the same range as another barracks (to prevent mega armies/tower defense simulator).
0
Once crafted you may place them to fit your needs. Each merc, when placing, will have a visible "range" that they will respond to if any threats enter their "attack zone". This can be adjusted, with bowman having a larger attack radius than footmen (seems to make sense). Now, I was curious if an upkeep cost should be involved, such as providing food/water (maybe just food). When you right click them it opens up their tummy and you drop some food in like items into chest. Over time, like a furnace, they will start to consume the food. To make it not that much of a PITA the consumption rate can be set fairly low so you actually do something other than feed them every day. When their out of food they can go into a sitting position and have their attack radius reduced to just the square they're on (effectively making them do nothing, even if a threat starts to attack them directly).
Overall it'll enable greater challenges to enter the game with another level of immersion and resource control.
0
Another free resident AV that works well is Avast which also has a gaming mode.
Also if you have a 32-bit OS you can try using ComboFix to remove any possible rootkits/bad things.
Before doing any of this I recommend using Ccleaner.
Who knows, this somehow might even fix any weird Minecraft game issues.