- Registered Member
Member for 9 years, 5 months, and 18 days
Last active Thu, Aug, 21 2014 04:57:15
- 0 Followers
- 26 Total Posts
- 0 Thanks
Mar 15, 2011Posted in: Survival ModeQuote from CTeakettle »I'm guessing he just filled it with blocks then just removed those blocks.
That's how I do when I need to get rid of water.
Close. The water level of the lake actually wasn't that deep, though, so I only had to build a few layers of blocks -- that removed the water source blocks, and the rest of the water below drained away automatically once they were gone.
Mar 15, 2011I got a little bored tonight (latest base has basically taken over the valley it's situated in, and yielded up enough goodies that there's not much excitement to be had out of it), and decided to go for a little hike. As I came down over a nearby mountain, I saw a lake:Posted in: Survival Mode
And as I was walking around it, I noticed an odd-looking depression:
Unfortunately the screenshot I took when I realized what it was doesn't do it justice; it's perfectly rectangular and the dimensions kinda jumped out at me. So I went for a swim, planted some glowstone at the bottom and noticed... cobblestone walls:
Yup. A dungeon, under the lake. The sand at the lake's bottom had of course collapsed into it, flooding it with water. Now, this posed a puzzle: how to get at it profitably? I could just swim down, uncover the chests (the spawner was covered by sand, and so posed no threat), loot it and move on. But this is MINECRAFT. So I built a caisson, and cleared out the water, then looted the chests (and took the mossy cobblestone, too):
The first chest was a bit disappointing, just some gunpowder. The second one, though, had three saddles, so I'm going to go hop on a pig here in a bit.
And if it's a bit hard to see, that's a little miniature skeleton spinning around in the spawner. So now I have a skeleton spawner in the middle of a hole in a lake. Obviously I'm going to turn this into a trap now, because hey, free arrows.
Feb 24, 2011Gonna say this again: a beta version released to your external testers is not the place to discover "can't launch the program at all on a major supported platform". Saying that some crappy sweatshop game developer does that doesn't make it right. And there are, judging from screenshots posted around this forum, quite a lot of people playing Minecraft on Macs, which means that every time it breaks there's a lot of time and effort wasted on a ton of duplicate "Minecraft doesn't work on my Mac" reports, instead of on finding and fixing the less-obvious stuff beta is supposed to catch. And since time is money, well, Notch might as well just whip out a hundred-euro note and light it on fire every time this happens.Posted in: Legacy Support
Anyway. What's more frightening is that this isn't the first time around for this issue; new versions of Minecraft have a history of works-on-10.6-but-not-on-10.5 issues, which means we're seeing a bug fixed and then reintroduced. Regression testing, it is your friend.
Feb 23, 2011Posted in: Legacy SupportQuote from Goose_ »Quote from Axex »Wow, ok, so, severs don't work on mac 10.4, still not fixed, apparently a simple code error.. instead we get beds, impressive and helpful I'm sure. All these cosmetic changes are stupid without core fixes. And now single player doesn't work on Mac 10.5, so another successive update.. they are slowly killing minecraft with game ruining updates that make things prettier without actually fixing things that were wrong..
I'm sick of this, its ruining the game for me, and really, I've had enough of Notch simply not doing enough to fix the problems the entire Mac userbase is having..
That's why they call it Beta
In the software world, the idea behind beta is not that anything goes and you just say "LOL BETA NOBODY GETS TO EXPECT ANYTHING". Beta is the stage where you should be confident that you've got the basics working, and you turn to your group of beta testers to try to shake out the less-obvious bugs and help fine-tune things.
So before you ever even think about the possibility of the hint of the suspicion of the notion that you might consider releasing a beta version, you make sure things like "can launch the program successfully on major supported platforms" have been taken care of, because that's not the type of bug beta testing is meant to catch. It's the type of bug your own internal testing was supposed to catch long, long, long before the beta release ever got out to testers. The fact that Mojang has consistently failed at this does not make me feel warm and fuzzy about Minecraft's future.
Feb 8, 2011Posted in: Survival ModeQuote from Pattoe »Out of interest, how much glass does one of those standard shelters take to make? It seems that's the only material you use in the forts which requires smelting, and therefore something ud have to plan in advance, collecting sand during the day and smelting it at night in the current fort and then having enough glass for the next night's fort... Sounds like a fun travelling experience...
It takes 114 glass to toss up one of these forts. But the improved visibility from having plenty of windows more than makes up for the hassle of smelting it all.
Anyway, I know when I need one of these (since there'll be a spot where I find myself having to stop and dig a hole at night), so I make a note of it, then when I get to the next base I gather up the materials, make the tools to leave in the fort, etc., then go back and build it.
Feb 8, 2011Posted in: Survival ModeQuote from matthew8348 »Your "standard forts" are almost as big as some of my main bases. I would very much like to see what your major bases look like.
Mostly, I like to find mountains with convenient arches or openings in them, and build into the terrain.
Here's one example, in a secluded little valley near the sandstone fort (the bit visible in the lower left is part of a tunnel system that goes out of the valley and into a dock on the shore of a small sea):
Here's another one, this time carved into a natural cleft in a mountain:
There are tunnels going through to the other side of that mountain, and a couple of lookout towers, along with a bridge across the valley to a spot where I'm working on some new construction and a mining operation:
Quote from Prestonium »Can you manage to find them ok? Because whenever I make small bases between locations I have trouble finding them again. This means that i have to build rather tall bulky towers with large lanterns at the top for visibility. Which is rather time consuming.
I tend to create landmarks. Sometimes a little pillar of stone, sometimes just a torch on a hilltop. The key is that the next landmark is always visible from the one I'm standing at; then it's just like a trail of breadcrumbs.
Regarding railways: I generally don't bother with them, but even if I did the expenditure of resources to link up the bases would be too much to justify.
Feb 8, 2011So my world's big enough now, and my major bases far enough apart, that I can't walk the distance in an in-game day. The obvious solution -- and the one I've gone with -- is to string little forts along the routes between important locations. And just because it's easier that way, I've settled on a basic standard design that I just replicate any time I need another one; it's easy to build, doesn't require exotic materials, and offers a decent place to camp out for the night (good visibility, easy to defend, etc.).Posted in: Survival Mode
Here's a shot of what it looks like:
And another one, this time in a snowy biome:
Each one is stocked with some essentials (the chest contains a fresh diamond sword and other tools, fresh armor, some food and other utilities):
About the only real variation in these is what they're built with; every so often I decide to mix it up and build one out of materials appropriate to its location, rather than just using a few of the stack of cobblestone I've got lying around. For example, there used to be a bit of forest here until I tossed up a standard fort using the wood:
And since this one was on the edge of a desert, I figured it might as well be built of sandstone (and I'll probably never do that again, since gathering enough sand was way too tedious):
Incidentally, that's the only one that deviates from the standard floor plan, and it's because I couldn't resist building a room (and then digging a mine shaft) under that lava lake:
Anyway, like I said, this is a pretty obvious idea. So I'm sure a bunch of other folks have come up with, and implemented it; if you're one of them, feel free to share your "standard" fort's design here.
Dec 24, 2010So, when I first started playing, I scurried inside at night and always went out heavily armed to protect myself from scary monsters.Posted in: Survival Mode
Then, a couple weeks in, I realized I'd reached a point where the mobs added no actual challenge to the game because, well, they just aren't that challenging. They were just an occasional annoyance: "oh, it's night again, guess I'll keep an eye out while I'm working and shoot anything that comes too close".
Then finally I achieved enlightenment and found a way to play that made me, personally, happy:
[*:mdr4h17g]When I feel nomadic and want to walk for a couple days to some unexplored part of the world and start a new base, I turn on Peaceful because there's no point in having to dig a hole and sit around at night, or in pausing to fight mobs every thirty seconds. Once I've found a new place to settle down, I'll toggle the difficulty back up.
[*:mdr4h17g]Once I've got the new base built and mob-proofed, the difficulty level depends on what I feel like doing. If I want to sit on my battlements and watch skeletons fall into my lava moat, or wander outside the walls and pick a fight, hey, I can do that. Otherwise, Peaceful's fine.
[*:mdr4h17g]When I first start exploring a cave system, I'll leave the mobs turned on to at least make it a bit more interesting, and in case I come across a dungeon.
[*:mdr4h17g]Once I've done some initial scouting through a cave system (to find dungeons and identify spots where I want to come back and mine thoroughly), or gotten a mining operation established, I'll usually switch to Peaceful (and toggle it back off if I find a dungeon I'd missed).
This system works for me, because there are times when I want to hack and slash, and times when I just want to mine and explore and not deal with the tedium of fighting off the mobs. At this point it's not like they're really a threat -- the only time I've died in the last month was when I got completely lost and jumped off a mountain to get back to my spawn -- or any sort of a challenge, so I don't see much point to having them around unless I'm in the mood to zap a few of them.
Dec 20, 2010Posted in: Survival ModeQuote from thezeronumber »Oh shut up. This is the real world where stuff doesn't always go to plan. Beta doesn't need to be 100% perfect, especially after it's, what, 30 minutes old? Beta is for testing and feedback, and testing/giving feedback we are. So once again, enough with the "if i was in that position" nonsense.
No, really. This is the real world, where we hope people are doing their jobs responsibly. That includes stuff like testing for big obvious bugs (like being able to launch the application on supported platforms) before you release it, because "beta" is not carte blanche for "wheee, I don't have to do any testing myself".
Dec 20, 2010Hey dude, seriously? I develop software for a living, and if I released a beta which flat out didn't work on one of the supported platforms (OS X launch bug), I'd have to find a new job.Posted in: Survival Mode
"LOL IT'S BETA" isn't an excuse, and if you think it is you need to grow up and learn how real software development works.
Dec 19, 2010Lots of things only work when you're "nearby", by which we mean "when the chunk is loaded".Posted in: Alpha - Survival Single Player
Your map is broken up into "chunks"; they're 16 blocks square by 128 blocks tall. Only the chunks nearest to where you are right now are loaded at any given moment, and as you move around the map chunks load and unload according to where you are.
In a chunk that's not loaded, nothing happens. Furnaces don't smelt, crops don't grow, etc., etc., and nothing will happen in that chunk until you come back close enough for it to load again.
Nov 25, 2010Old base had walls high enough that mobs couldn't get in, well-lit so they wouldn't spawn in outdoor areas like the farm, and a few strategically-placed cactus fences on spots where the geography just couldn't be made to work. There were three different ways in/out, all with doors and nearby windows so I could check the situation before going outside.Posted in: Alpha - Survival Single Player
New base has the cactus fence again, since I like that, a single door higher up that I don't use very often, and its other entrance/exit is a dock, with some fencing placed in nearby high areas so mobs can't jump off into the water and swim to the dock.
Nov 23, 2010Apologies if this has been covered already, but searching for "dungeon" turns up way too many results to sift through...Posted in: Alpha - Minecraft Halloween Update
Anyway, about two weeks ago I set out from my old base to start exploring and hopefully wander into biome territory. Found a nice spot on the side of a mountain with a big cave system, set up a new base and started exploring the area, and so far I've found six dungeons within about a day's walk/boat of the new base (three zombie, two spider, one skeleton for anyone who's interested). Which is way more than what I'm used to seeing; is this something new?
The area's right on the border between two biomes (mountainous/forest and snowy/hilly). Lots of shallow caves, a couple huge systems that go all the way down to lava. Twice now I've hit two dungeons in the same cave system (not particularly close to each other, though).
On the plus side, I almost have enough mossy cobblestone now to just start building stuff with it :smile.gif:
- To post a comment, please login or register a new account.