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    posted a message on Would This Design Still Work?
    No. The system, while theoretically practical, would be far too expensive to implement and maintain. Building the system would be impossible in most cities, as the required reworking of infrastructure would be practically unfeasible (just repaving a road takes months of pain and misery!). On top of that, this would be a structural nightmare - how would the underground streets be cleaned and repaved? How would they be ventilated? Our subway systems are already fiendishly dirty and slovenly, what would happen if we put the entire personal transportation system underground? In addition, modern automobiles travel much faster (and in greater numbers) - crashes and congestion would be a recipe for disaster. What happens when you crash a bus into a support pillar, and how do you clean that up?

    There are too many impracticalities in this system to make it desirable to build, not even regarding the difficulty in building it in the first place. I cringe at the structural mechanics required to build modern skyscrapers over streets and parking garages - we don't even do that now!
    Posted in: General Off Topic
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    posted a message on Yet Another "Done Loading"
    One bump before I completely give up on this damn thing.
    Posted in: Legacy Support
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    posted a message on Yet Another "Done Loading"
    All right, got the Java Console running on the browser version. Here's the error I get:

    Exception in thread "Thread-12" java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft
    at java.lang.Class.getDeclaredConstructors0(Native Method)
    at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
    at java.lang.Class.getConstructor0(Unknown Source)
    at java.lang.Class.newInstance0(Unknown Source)
    at java.lang.Class.newInstance(Unknown Source)
    at net.minecraft.GameUpdater.createApplet(GameUpdater.java:424)
    at net.minecraft.Launcher$1.run(Launcher.java:87)
    Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 7 more
    Caused by: java.io.EOFException: Detect premature EOF
    at sun.misc.Resource.getBytes(Unknown Source)
    at java.net.URLClassLoader.defineClass(Unknown Source)
    at java.net.URLClassLoader.access$000(Unknown Source)
    ... 12 more
    Posted in: Legacy Support
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    posted a message on Yet Another "Done Loading"
    Quote from iPROxP1ST4x

    when loging in click options click force update and click done and go into minecraft.. if it still doesnt work i dont know what to tell you

    Force update causes the game to automatically re-download the latest .jar file... which leads to the "Divide By Zero" error.
    Posted in: Legacy Support
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    posted a message on Yet Another "Done Loading"
    Quote from RZBMinecraft

    it's the firewall... google how to turn off/bypass it :biggrin.gif:

    Did I mention that I am contractually obligated to refrain from messing with the filter, and attempts to disable or modify it will result in, at best, removal from the lease program or, at worst, suspension/expulsion?

    It shouldn't be the firewall - the files are already downloaded and run fine on other platforms.
    Posted in: Legacy Support
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    posted a message on Yet Another "Done Loading"
    Alrighty. My school issues laptops for student use (lease program, they're ours after graduation and are decent machines). Unfortunately, there's a leftover content filter which I'm supposed to have clearance over (certain classes get admin rights for convenience), but some residual code seems to be screwing with Minecraft running.

    When I attempt to download the .jar file, either in browser or through the launcher, I immediately am smacked with a "Error(4):Divide by Zero." As I've gleaned from others with this issue, this error stems from no files being downloaded - I think that MC is, for some reason, being blocked by the filter.

    So, I tried transferring the .minecraft file from my home PC, with all the necessary files already downloaded and running fine. Transferred to USB to laptop, along with the .exe. All runs well an dandy after login (browser or launcher), but the game freezes when the "Done Loading" message in the loading screen occurs.

    I've tried redownloading the .minecraft folder and trying anew, but I'm still hitting the same issue. Again, these same files work fine when run on my home PC - it's only on the laptop that they fail to go to the menu.

    Classic works fine. Maddeningly, I can get ~112 FPS on this machine at max settings (and 3D anaglyph!).

    Lenovo 0873
    Windows 7
    AMD Athlon II processor
    2 GB RAM
    Posted in: Legacy Support
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    posted a message on Fatal Error
    Two things:
    1. No, that's not the issue. I haven't even played MC yet on this computer, and currently it occupies a tidy little .exe file. It hasn't even downloaded the .jar files, as the error occurs while trying to connect.
    2. Don't post twice in a row, or three times for that matter. There's an "edit" button for a reason.
    Posted in: Legacy Support
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    posted a message on Fatal Error
    Recently, I got a new laptop, and I've gone about downloading Minecraft so I can play on the go. Downloaded the .exe no problem, started up the launcher, but every time I try to connect, I get this error:

    "Fatal error occurred (4):/ Divide by zero"

    Anyone know the cause or solution to this error? Can provide additional info as necessary.
    Posted in: Legacy Support
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    posted a message on Should Endermen Teleport?
    I think that the teleportation scheme is good, as long as it's not into a well-lit area - maybe into areas lit above spawn-darkness, but not well lit houses and such. It'd be like a weeping angel even more - it can get at you super fast if you look away or can't see it, but as long as there's light and your eyes you're safe.

    Thankfully, I build all my structures underground. Mines of Moria FTW.
    Posted in: 1.8 Update Discussion
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    posted a message on Any one still use the old launcher?
    Old launcher, here. Like the guys above, I don't use SMP or want to see the Twitter/FB feeds, and I get any news straight from Notch's blog or elsewhere.
    Posted in: Survival Mode
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    posted a message on If you had to choose 1 apocalypse, which would it be?
    Choices, choices...
    1. Zombie. Lord knows I'm mentally prepared, if a little lacking in resources. Colorado or bust.
    2. Mel Bay. As in, "ZOMGWTF FLAMING GATOR TSUNAMI," because that'd just be awesome. Cool guys don't look at explosio-holy ****, look at the size of that fireball!
    3. Nuclear. Either I die in a giant, radioactive inferno (WHOO!) or I die in a shootout with other survivors over the last Twinkie.
    4. "I Am Legend." Assuming I'm immune, of course, wiping out 96% of the world population, turning 2.9% into zombie vampires, and being among the remaining few thousand humans would be pretty boss.
    Posted in: General Off Topic
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    posted a message on [Poll] Should Torches Burn Out
    The thing is, there's a real difference between torches used in homes and torches used for exploration. It wouldn't make sense for the torches in your house to burn out regularly, because those are legitimately safe - however, torches placed in old cave systems make no sense being permanent.

    The cost of making lanterns as opposed to torches should be done so that, in certain areas, they won't ever/rarely burn out, but away from those areas they burn out every few in-game days. Maybe an upgrade to the redstone system to have lightbulb-esque circuits, or "oil reservoirs" that would keep all torches within X blocks lit.

    Come to think, I like that oil reservoir idea. Make them on the same crafting tier as iron tools and you have a mid-game feature that is hard enough to obtain but not so hard that burning torches are a constant annoyance.
    Posted in: Survival Mode
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    posted a message on What kinds of houses do you like to build? Not a Poll.
    Because my computer doesn't let me appreciate the view of an outdoor home, I build almost exclusively subterranean abodes. I wander around the first day, and wherever I hit coal first I dig straight into the mountain, then dig long hallway 3x3. Into the walls I dig hollows for crafting benches and the like, and I build additional rooms on the top level as storage chambers - 5x4 rooms with 4 chests each, marked at the entrance for a specific type of material (Stone, Ores, Misc, etc).

    To defend the entrance (until I get the food and wood farms going, making surface trips unnecessary), I build a 3 high, 3 deep wall of stone with a dirt center (all the appearance, half the cost). Several sets of doors and vantage points let me venture out into the courtyard even in the middle of the night, though beds have made waiting out the night useless.

    From there, I have a practical, mob-protected base from which to start a project in.
    Posted in: Survival Mode
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    posted a message on Book Of Stealth [v0.3]
    [i]Thorgold's Journal of Gentleman Thievery[/i]
    I thieve not because I have want for diamonds or iron, I have enough of those in secret storerooms to last a lifetime. Rather, I steal from others for the sheer thrill of it and the knowledge that I [i]did[/i] rip them off. Giant puzzle room? Beat it. Room full of pressure plates that trigger a 500 TNT explosion if tampered with? Dealt with it. My pride is not in the theft itself, but in the knowledge that I outwitted your security system! Most of the time, I return all or part of the loot, depending on how good the security was (chest in the roof? forget it. Indiana Jones temple? Extra!).

    [i]The [u]Gentleman[/i] Thief's Code of Conduct[/i]
    1. Only refined ores, diamonds, and tools may be stolen. We're high class folks, nothing else is worth the time.
    2. Steal no more than necessary to prove your presence - empty a chest and leave a note!
    3. Do not frame others for your work. If you're caught, you're caught.
    4. Do not bypass traps by brute force if they can be passed with finesse - sure, you can cross a pressure-plate trap with a dirt bridge, but there's no pride in that!
    5. Stolen goods can be returned once the theft is realized - putting them back is as difficult as stealing them. Leave proof that you returned them.

    The Gentleman's Creed: I steal not for want of goods, nor out of contempt for my fellow player, but as a display of my skills at infiltration and stealth. My purpose is to prove superiority over the traps and mazes of security systems and exalt myself as the master of theft.

    [i]On Hideouts[/i]
    Your hideout should not be a true house. Your hideout is for function, not for form - therefore, it should have the same general appearance as a night one hovel, as to minimize space consumed and discourage interest by anyone who might stumble across it.

    Several areas are perfect for constructing hideouts, and several areas are danger zones that should never be used. In particular, there are three ideal zones for construction and three primary danger zones. The first ideal zone is in the heart of civilization - under a house, for example, with tunnels extending to other homes. While fairly easy to uncover, if it is nestled in a populated enough area it will be impossible to prove anyone's guilt.

    The second ideal zone is on the ocean floor. The wilderness of our world is hard enough to explore, but due to mining exploits and lighting, it is possible to discover even the best hideout eventually. The ocean floor is not only impractical to search, but it is avoided by miners and blocks light. The only difficulty of an ocean hideout is accessibility and engineering - it's difficult to build an underwater base, in addition to making it in close proximity to a target.

    The third ideal zone is in a catacomb. Common mining patterns by players often leave networks of 1x2 tunnels crisscrossing at bedrock which are often abandoned after the area is fully cleared. Abandoned mines carry three advantages - first, people won't question any light, as torches are normally left up to prevent spawning. Second, being underground prevents casual explorers from stumbling on it - who explores strip mines? Third, no one will question the hideout if they happen to stumble upon it from another mineshaft - in fact, they'll avoid it in an attempt to circumvent an already-mined area.

    The first danger zone is the surface. Never, ever, ever use an above-ground house as a den of thievery - even if it's hidden behind a painting and protected by an intricate maze of redstone traps, people will search your house quite effectively if they suspect you of theft. Except in the case of a populated area (see ideal zone one), never have your treasure den connected to your house - instant guilt.

    The second danger zone is any geographical anomaly - a floating island, a large mountain or valley, any place where someone might be tempted to build. Even if your den is a 2x2x2 room in the side of a cliff, if that cliff is conspicuous enough to draw attention, someone will build there and find your den. Your hideout should NOT have a scenic view!

    The third danger zone is caves. Unlike mineshafts, which are man-made and generally common, caves are enough of a novelty that an explorer will be drawn to any cave entrance they have not seen - lit or not. If you light the cave, you lead them right to your hideout - if you don't light the cave, they'll find it anyway. Building a hideout in a cave is like trying to hide in the middle of a hallway and expecting no one to come by.

    [i]On Redstone Traps[/i]
    Traps are often deviously deployed to keep you from harvesting your hard-earned treasure. They are, truthfully, the best part of theft - there's a certain sense of satisfaction in dodging a minefield or escaping a lava trap. However, encountering a trap means that the owner of whatever place you're breaking into intended to kill you! That's uncalled for. Therefore, whenever a trap is encountered, feel free to tamper with it - make the "safe spots" to jump trigger explosives, or make a permanently-shutting door when the owner opens his chest.

    Traps can be well hidden, so look for the following warning areas:
    1. Any place with furnaces used for texture decoration. A dispenser/arrow trap could easily be hidden amongst the real furnaces.
    2. 1x2 hallways. Watch out here, as it's impossible to traverse pressure pads without removing them or mining around them. As well, TNT traps will be extra effective in close quarters.
    3. Gravel or sand floors. These are, without exception, pitfall traps.
    4. Drops in elevation. If you're walking along a hallway and, suddenly, there's a drop of one in height, don't walk over it. Pressure pads can be hidden behind ledges, and due to gravity settings you'll just barely hit them as you walk past.
    Posted in: Survival Mode
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    posted a message on The ghost town effect.
    I hate the overworld, at least, anything above ground. Anything I build in the open air seems desolate, abandoned, eerie. I only make two structures on the surface - a door into a cliff face and a wall around an alcove big enough for trees. Everything else, and even the tree farm eventually, are transfered underground. From my spawn, my home looks like a simple first-night home, but that's before you climb down the mineshaft into my dwarven cities.

    Why do I build underground? It's the only escape from the surface. In the open, I never feel safe or secure - I'm sure my limitation to the second-lowest fog setting (no sky :sad.gif:) adds to this. No matter how big I build my walls, no matter how many torches I throw up, anything on the surface is always foreign. I built a town, once, a tiny port city intended to be the start of my empire. One day, as I walked down the half-block street, I gazed into the distance... each way I turned, there was mist. In an instant, my town had turned against me - the glass windows gazed lifelessly, the stone pathways disappeared into nothingness in the distance.

    The sheer emptiness of the surface is what is terrifying. You are truly and fully alone, but at the same time stalked by a thousand invisible enemies. That is why I build underground - there is never "nothing" down there, if you dig into the wall you will be digging into yet more rock, if you make a great chamber there are no zombies lurking amongst the pillars. Secure, controlled, recognizable.

    I have noticed, even underground, I make things large - I guess that my tension is most eased with a middle ground between tightness and openness. My corridors are 3x3, any useful chambers are at least 4 blocks high and many times as wide and deep. When I go to the surface, it is with all the preparation as an expedition to the Nether. Check the time, leave at dawn, get the supplies, return to the mines.
    Posted in: Survival Mode
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