Not really sure there is a point to this. The textures are by far the easiest and most well-supported aspect of the game to modify. If someone finds the default textures too simple they can just change them.
But. If they are looking to change a single texture in the default texture pack, the most obvious thing that should be changed is the Andesite texture. Andesite is virtually useless for decoration because it looks almost identical to regular smooth stone. In my own texture mod I made it a black stone to give an option for black construction materials that aren't flammable and aren't partially purple the way obsidian is.
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That's what I meant, sorry if it wasn't clear. You have one empty space between the ceiling and the floor, which themselves are one block each, so 3 blocks total.
Also, I was not expecting the blocks to have the signature "redstone dust glow". However, that does bring up an issue, which is that you want the blocks not to show the glow, but at the same time that makes it hard to know which blocks are redstone-wired later on.
I would solve this problem by making it so that when you are holding redstone dust in your hand, it causes the redstone-wired blocks to glow. Otherwise, they look the same as their non-wired versions.
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This is something I have wanted for a long time. The way I see it, the simplest way of doing this that involves the least amount of code rewriting is just to add new blocks for every possible combination of 2 different slab types. This would require a large number of block slabs to allow this for. So if they allow only combining oak wood slabs and stone slabs, then it would require creating 2 new blocks (one for oak on top, one for stone on top). If they allow for all the wood types, mixed with each other and with stone slabs, (I think, math may be off) it would require 56 new blocks. Currently there are 15 slab types, but if they were to add slabs for all the missing solid blocks (like andesite/diorite/granite, obsidian, all the concrete and hardened clay types) then the number would be a lot larger, probably around a thousand new block types. I think this is still easier than rewriting the code to allow for actually combining two different block types into one space. The process of adding these new block types can probably be automated.
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While it is possible to build some pretty elaborate stuff in Minecraft using redstone, it typically requires a ton of space. In addition the game has poor support for sending power up or down.
For example, if you want a building with multiple floors and each room has a lever or button that turns on an overhead light in the room, it requires that the space between the ceiling and the floor above be 3 blocks thick (one layer for the ceiling, one layer of air that the redstone goes in, and then one layer for the floor of the room above). This is a tremendous waste of building space. And if you are trying to create something that incorporates an if|then|else structure, it's going to basically require building a room just to handle that.
The solution is obvious. Allow all solid, non-transparent blocks to have two versions: for wired vs. non-wired. You make a block wired by putting it in the crafting table with redstone. What comes out looks the same (or perhaps has a small 2x2 pixel redstone bump on each surface to denote that it has changed) but is named something like "oak wood planks (r)" with the r meaning it has redstone embedded in it. A block that is wired, if receiving power from any one direction, outputs power in all 6 directions. So a chain of these mixed in with the regular blocks in your floor/ceiling allows redstone power to be sent along that line. And the floor/ceiling only needs to be 1 block thick instead of 3. And you can send power up and down without having to use some wonky work-around.
I am not proposing to replace the redstone system we have already with this. I don't want to break existing stuff people have built. I just think they should add this in addition to what we have now to allow for redstone that is cleaner, more compact, and more easily hidden.
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So I have my pens that are stuffed with animals. Typically I go and feed a stack of hay to each group, and then I drop in and kill about half the adults for their goods. Only problem now is that the swords do sweep attacks hitting everything next to the target, and I'm losing the baby animals as well. It's especially bad with chickens because chickens don't take much to kill.
There has to be some kind of solution, this is really frustrating.
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Does such an example exist?
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And I can't really think of any good argument for why they shouldn't be in the vanilla game. Remember when pistons were a mod and that was the only way to get them? Any argument leveled against adding these types of control blocks in Ugo to the game could have just as equally been leveled against adding pistons to the game.
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That would be valid if they had never said they were going to add the modding API, or even if 1.5 was the first version that they suggested they would add it in. But they've been suggesting this since 1.0, with apologies that it hadn't come out yet by 1.2 and promises that it was coming in 1.3, followed by again being delayed to 1.4, followed by yet again a promise that 1.5 would be dedicated purely to the modding API. I'm sorry, but this boy has cried wolf too many times. Of course Mojang is not required to create a modding API; they are not required to do anything else besides the game that already exists. But they really need to stop putting out a notice for every update that they are adding a much-desired feature only to later say "fooled you!" again and again. It's not professional behavior, and it's disruptive to the modding community, as many modders may decide not to take on a modding project "the old way" due to a promise by Mojang that the official API is coming out in the next version.
Whether the modding API is coming out in 1.5 or coming out 10 years from now, they need to stop promising it if they aren't certain they can deliver it. Imagine if Blizzard had advertized an expansion for Diablo 3 with new character classes, new areas, etc... and then a day before the release they reveal that the expansion is actually just going to be bug-fixes. Do you really believe players of that game would sit quietly and say "well, they don't owe us anything anyway, so we're not going to complain that they said one thing and did another."?
Even this 12-year-old can see this doesn't work.
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Map Atlas
Crafting Recipe: 3 maps vertical in the middle, bordered by a sheet of paper on each side.
The recipe is easy enough. This creates a single item that contains the three maps as starting content. When the atlas is held and you right-click, it opens the Atlas Window. This window deactivates regular gameplay ability, much like when you use a furnace or chest. This is because you need to be able to use the mouse to scroll through the pages. In the regular non-magical atlas, it simply shows the pages in the order of the item (i.e. map_0, map_1, etc.). If you scroll to a map that you are currently in, it will show your position and direction just like a regular map. However, you will have to find the map in the atlas. An atlas can contain up to 1024 maps.
Magic Atlas
No crafting recipe, but you must already have an atlas. Converting it to a magic atlas is simple. Just put it in the enchanting table, and you must select to use magic level 30. Any less will not work. As there is only one magical enchantment for atlases, you always get the same result: A Magic Atlas.
The magic atlas is similar to the regular one except it makes it much more easy to use. When you open the Atlas, it always defaults to the first map in the atlas that your character is located in. And instead of simply being able to scroll right and left through the indexes of the maps, it gives you the option to scroll up, down, left or right. When you do so, it will attempt to find a map that exactly fits next to the current one (and will find the closest one to that, failing an exact match). All the more reason to make your maps exactly 1024 blocks separate. So in a way, it allows you continuous maps, which makes it much easier to plan where you are going.
In the case of both magical and non-magical atlases, you can add new maps simply by clicking a button in the atlas window that will open the inventory. Then you can click a map and it will be added.
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(links because the images are huge)
http://i45.tinypic.com/2llkfg5.png
http://i50.tinypic.com/118gn5g.png
^ You can see there are strange dark areas encircling where the torchlight coming out the windows falls off.
http://i45.tinypic.com/2ljn5vo.png
http://i48.tinypic.com/23hu8af.png
^ More strange shadows that are almost black in places.
I'm pretty sure the texturepack itself couldn't be the cause of this, and Optifine is the only mod loaded for those screenshots.
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My suggestion is that when you take a screenshot using the advanced rendering options, the game pauses and you can select some options. Most importantly, the options allow the screenshot to be generated with any rendering distance you want. Want to render everything up to 100 km away? That's 100,000 blocks distance, probably involving a volume of somewhere on the order of 2,560,000,000,000 blocks. This is way beyond a playable render distance, and not surprisingly the game doesn't give you the option to do that. But if you are only using that render distance for a screenshot, and don't mind the game pausing for however long it takes to perform that render (maybe an hour or two, I really have no idea), there's no problem provided your computer has sufficient disk space to use for memory requirements beyond whatever RAM you have.
The obvious reason for this... I'm sure you have noticed that whenever someone puts up a youtube video of their impressive skyscraper-filled city, it can only show a very small part at a time, constantly unloading parts of the city as you move around. There is currently no way to get the game to show you the entire city at once. This would solve that problem (although not for videos).
This would also allow screenshots at maximum image settings regarding AA and HD tilesets even for computers that don't normally have the power to play with those. Again, assuming you're willing to wait while it renders.
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None of the mods I am using should affect this. I have Optifine, an Enderman griefing nerf, and a mod that changes the frequency of caves and ravines to make them rarer.
I was going to change the game to Creative and simply force them to spawn, but apparently I left the cheats disabled when I created the game. Is there any way to enable cheats in a game after it has been created? I do not want to have to make a new game because I have already put a bit of time into this one. However, no cows = no enchanted items (or at least, no good enchanted items).