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    posted a message on HOT SPRINGS!!!
    Quote from GreyAcumen »
    Did you seriously just tell me that Hot Spring =/= Lava when Lava IS SPECIFICALLY the heat source for the hot springs in all of these? If the lava in minecraft is not hot enough to cook your character to death immediately on touching it, and also isn't hot enough to injure you when you're standing directly above it, then why would it heat up a hotspring to the point that it would injure you?


    In the same way that holding your hand about a foot or two over a stove provides a nice warm feeling but sticking your hand over a boiling pot of water is much more painful.

    I mean I see what he's saying but I agree with you, there shouldn't be a cool down period, it shouldn't do damage, those kind of negate the purpose of such a device. You SHOULD be able to go AFK in this thing if you want to - if you're down to your last piece of health and it's going to take 10 minutes of you sitting in there to get healed again - I EXPECT every reasonable player to go make a sandwich or something (In real life, not in game).
    Posted in: Suggestions
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    posted a message on Water Ecosystem
    Quote from theicychameleon »
    Quote from MrTorus »
    Notch doesn't like the idea of hostile animals, even sharks. He does want to include aquatic creatures, including sharks, but they will probably be docile.


    Are you sure about that? I could have sworn he said he was planning sharks on his blog. Can't find it though :sad.gif: Whether hes planning it or not it would be terrifying if it did come in.

    LoL. Look at who you're quoting!

    MrTorus has done the forum an amazing service by consolidating all Notch Sources into a single regularly updated thread, which is the big red link in his signature.

    Sounds like Sharks were mentioned in a livestream as a passive mob, not aggressive.
    Posted in: Suggestions
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    posted a message on My New MineCraft Soundtracks & Ideas
    Quote from theicychameleon »
    If he doesn't though I'd love to see them in a mod.


    I think it would help with a total conversion mod to separate it from the main game more. I don't actually have the ability to listen to the music right now but the other comments seem positive - I'm sure its really.

    Like Runecraft seems to get a lot of popularity, if they decide to go a different route than Notch wants to go (like a complex Stat system or something) then I could see them using different music.
    Posted in: Suggestions
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    posted a message on Water Ecosystem
    Quote from MrTorus »
    Notch doesn't like the idea of hostile animals, even sharks.


    Yeah, someone brought up the idea of Wolves and he was all like "Yeah! Tame them to be pets!"
    Posted in: Suggestions
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    posted a message on HOT SPRINGS!!!
    Quote from GreyAcumen »
    Hrmm.. how deep was the lava? that might have something to do with it.


    Actually thinking back on my post that might have been it. I might be grabbing source blocks below the one I originally took. It was a discovered lake, not one I made myself...
    Posted in: Suggestions
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    posted a message on HOT SPRINGS!!!
    Quote from GreyAcumen »

    This is still inaccurate. If you create a 2x2 grid of water, it will be capable of producing infinite water, but lava never produces new spring blocks(the block that can actually be picked up in a bucket)


    That is inaccurate. Lava DOES reproduce itself in some of the larger lakes, though not in the same way a 2x2 grid does. I've managed to place 8 or so lava springs from the same 2 blocks from a lava lake.

    Whether this is a bug or intended effect, not sure.
    Posted in: Suggestions
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    posted a message on Finalize structure.
    I can't decide if I like this or not. I'm trying to poke some holes but every time I prod my finger it doesn't punch through.
    Posted in: Suggestions
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    posted a message on HOT SPRINGS!!!
    My two cents:

    A not bad idea. I HAVE had a situation where I had water over top of a lava source - it's already rare in the game but not impossible. You just need to explore the 0-10 level range where all the diamond sits long enough, you'll eventually find a natural cavern or dungeon that has water in it only a level or two above lava.

    I don't think the size of the pool should affect the healing rate - why not? There would really be no point. If I decide I'm going to make myself a hot tub - It's not going to be very difficult, no matter what size. I can either place it right Above the lava Level, which makes sense, I have an infinite source of Lava so all I need to do is create an infinite water supply nearby and then its dump dump dump and I have a great health renewal source right by one of the most dangerous sections in the game - not to mention it'd put out the fire if I fell in.

    As such, I think it should be a slow healing process, maybe a heart a minute, when you can't do anything else that'll feel dreadfully slow for even something like 2 hearts. That way it satisfies the purpose of being an area you can fall back to - to regen health and continue on without food without being an abusable method (like lying down in that other thread).

    *thumbs up*
    Posted in: Suggestions
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    posted a message on Manual block placement mode
    @Mystify

    My thoughts exactly.

    Let's keep Mine craft intuitive.
    Posted in: Suggestions
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    posted a message on lying down slowly recovers health!
    Quote from weylin6 »
    The only problem...


    Well that would be the only problem if you didn't want to punish players for a mistake for longer than 15 seconds.

    I personally think that getting a health regen makes the whole food thing pointless, it's too easy to erect a quick wall and tear it down as it is.
    Posted in: Suggestions
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    posted a message on lying down slowly recovers health!
    Quote from fatalkeyv »
    carrying a few bacons/pork chops takes slots,each slot holds whooping 64 blocks of blocks.

    imagine if you're lost with only 1 heart left ,and have tons of :Diamond:,there are no :Pig: around. surviving this is gonna be hard.


    Congratulations, you ran the risk of entering danger without health supplies, or did not accurately gauge how much you would need. You've discovered the game mechanic known as Health and Inventory management!

    Minecraft needs to be made harder, not easier, I vote no to this.
    Posted in: Suggestions
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    posted a message on Middle Mouseclick and Chests
    I'd rather there be a smorgasbord of handy functions with complete customization on what key presses or mouse-click combinations you want to use personally.

    But that's just because I'm probably the product of a different Era, where PC games let you set your own control scheme.
    Posted in: Suggestions
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    posted a message on No more distinct map edges
    There is fog already implemented in the game - and it actually causes a lot of complaints because for most people its not far enough (go figure).

    What graphics card do you have?

    (and did you disable fog settings on the graphics card for other games?)
    Posted in: Suggestions
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    posted a message on Generating Ruins by using other save files
    Quote from zagzaggr »
    Quote from monkeedude »
    Is there any particular reason why you're placing them at a random height and then trying to drop them instead of choosing a random location - finding the ground, and placing the ruin there?


    Not really, no. It's not that big a deal to change too. I'll try it next, but it won't look much better.
    The problem is that there are too many floating bits anyway, with the decay and all. There needs to be a way to drop things down consistently either way.


    Well the height was just to keep it from spawning a tower in mid air - and you won't have any issues with the ruin being the height of the map if you limit how high it can go, so nothing fancy needs to be done to determine solo floating blocks and dropping them.

    I am currently brainstorming ways to deal with the groups of floating blocks.

    First off, the way you determine the "ruin size" is right now Random. If perhaps you did a pass of the Chunk where you determined where the Ruins are, and determined the actual bounds of the structure, you could pass in that instead of the random area it selects - this way the only "Air" blocks that get sent through are the ones inside the ruined building.

    You start by stepping through the chunk block by block. When you hit Cobblestone you've probably hit a vertice. Test in all 6 directions. Ideally, the cobblestone will be a perfect corner and there will be cobble stone in 3 other directions, so if it does in fact have cobblestone in 3 other directions, you continue along those directions individually until you don't hit cobblestone, and those are the bounds of your structure. One known problem with this is that crenellation are exceedingly popular in minecraft - which would mean if they had the upper part of the crenellation on the corner, it will only step through 1 or 2 steps of the chain and assume thats the bounds of the structure and it will set the ruin to be just the corner. Or it won't detect any linked cobblestone near it because the gap in the crenellation happens to be right beside your corners, if you build that way. Setting a minumum on the length of the chain to check for would keep the first case from happening, though checking for crenelations would be a complex matter for another time.

    Another issue is of course if your upper part of your building is bigger than your lower, or if you have an L shaped or Dome shaped structure. A way around this would be to run the same test from 8 different directions. As in, Starting a the top, progressing from the negative X to the positive X of the chunk, is 1 test. THe next is the positive x to the negative x. Thex next is the negative z to the positive Z. Then Pos z to neg Z. Then the bottom (negative Z) for those 4 again, and then you just take the whole area in between each of those verticies and consider that your ruin.

    (I can start coding this part up if you think it sounds good, but I don't have any sort of editting environment set up for Minecraft right now, so I can't really test my own code.)

    Either way - it determines the bounds of your structure ruin, so you can transfer just those blocks to the new map, you won't be getting any of the air beside your ruin transported to the new map.

    So - now if you've gone through an old map, found a structure, taken the bounds of the structure, test for an area to put it in the new map, place it on the ground in the new map, All that's left is to take that chunk now - and apply the decay effects. You did very well in your latest example - but I'm a little confused as to why a lot of your floating blocks are dirt blocks. Are those ones from the old world that are getting transfered but not destroyed in the ruining process? Perhaps try removing all Dirt when doing the Decay process, then you can add it all on later. I also think the previously mentioned "bounds of the ruined structure" approach will help keep that from happening. Also if I think the process right now should simply be to get the structure from 1 map the other - then applying the Decay process will be easy because you can do the cobblestone, planks, glass, etc etc to the entire chunk and then handle dirt later - or do it strictly to the structure, whichever is easier.

    I'm at home and I'll be around all night, if you want me for anything.
    Posted in: Suggestions
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    posted a message on Generating Ruins by using other save files
    Is there any particular reason why you're placing them at a random height and then trying to drop them instead of choosing a random location - finding the ground, and placing the ruin there?

    I think the whole "Random Height" thing doesn't work so well, unless you want to fill everything below the ruin with dirt and stone, to make it on a hill.
    Posted in: Suggestions
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