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Author Topic: Minecraft - It has blocks.  (Read 2447918 times)

KrunkSplein

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6060 on: October 31, 2010, 06:26:12 pm »

I haven't found a single pumpkin.  Also, I can't do anything of value in Nether because there are a BILLION mobs in there.
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debvon

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6061 on: October 31, 2010, 06:26:55 pm »

What a disappointment.
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breadbocks

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6062 on: October 31, 2010, 06:27:22 pm »

I haven't found a single pumpkin.
Check a forest biome.

EDIT: In other news, according to the wiki, bedrock can be destroyed if you get enough tnt on it. Albeit at 3000 times the amount needed to destroy obsidian, but still...
« Last Edit: October 31, 2010, 06:56:10 pm by breadbocks »
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Clearly, cakes are the next form of human evolution.

dragnar

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6063 on: October 31, 2010, 07:08:43 pm »

Also, I can't do anything of value in Nether because there are a BILLION mobs in there.
Yes there are. But they are all totally peaceful(except the ghasts...) as long as you don't attack them. But yeah, if you've made the pigman zombies angry... you're pretty much doomed.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

Thexor

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6064 on: October 31, 2010, 07:23:50 pm »

So, for the foreigner approaching the lands of Minecraft, let me quickly summarize danger levels:

Highly dangerous: The surface at night. Monsters will spawn everywhere and swarm you from all directions. Skeletons will pound you from range, with little recourse.

Moderately dangerous: A pitch-black tunnel in the bowels of the earth. Monsters can only attack from a few directions while in a tunnel. Dead ends can be lit up, limiting the number of approaches for newly-spawned enemies.

Minimally dangerous: The depths of Hell the Slip the Nexus. The only hostile mob is huge (and therefore limited in where it can travel), slow, and its attacks are easily dodged. (It is also vulnerable to lava falls, bows, and fishing rods + melee weapons!) Pig zombies are completely passive so long as you do not engage them.


Does anybody else find this incomprehensible AWESOME AND HILARIOUS!
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Duke 2.0

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6065 on: October 31, 2010, 07:59:44 pm »

 I find it hilarious that people are saying the Slip is easy because they haven't played it. It has huge open spaces so unless you dig down Ghasts will always be a problem. And while the other mob is passive it is also deadly if you somehow manage to piss them off. And if you catch on fire you had better have some healing items because no way to get rid of that fire but to endure.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Sir Pseudonymous

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6066 on: October 31, 2010, 08:12:49 pm »

So, for the foreigner approaching the lands of Minecraft, let me quickly summarize danger levels:

Highly dangerous: The surface at night. Monsters will spawn everywhere and swarm you from all directions. Skeletons will pound you from range, with little recourse. Hell. Fire and cliffs everywhere, horrifying hordes of screaming, sword wielding beasts that will mob you if you look at them askance, while swarms of giant jellyfish float (sure, they're slow, but they're far away, and don't need to chase you around (and indeed, keep their distance, and cannot be run down on account of floating over magma seas or vast canyons), since they can just set the ground on fire and blow it apart, hindering any work you may be doing in hell) around the massive caverns, screaming and spraying fireballs in your direction from well outside bow-range.

Moderately dangerous: A pitch-black tunnel in the bowels of the earth. Monsters can only attack from a few directions while in a tunnel. You have nowhere to run, and monsters often fall from concealed chambers above. Dead ends can be lit up, limiting the number of approaches for newly-spawned enemies. Lighting is no longer as effective at stopping spawning in the depths, so be prepared to use lots of torches to stay safe.

Minimally dangerous: The depths of Hell the Slip the Nexus. The only hostile mob is huge (and therefore limited in where it can travel), slow, and its attacks are easily dodged. (It is also vulnerable to lava falls, bows, and fishing rods + melee weapons!) Pig zombies are completely passive so long as you do not engage them. The surface at night. You can just sit on a small island or go for a swim till morning, even if you have no light.


Does anybody else find this incomprehensible AWESOME AND HILARIOUS! exactly as it should be?
Fixed.


According to the wiki, ghast fireballs are too weak to break cobblestone, so safe encampments in hell should be possible, if you can get them built before a dozen ghasts spawn within sight of you and turn the entire staging area into a pitted inferno (yeah, one or two is harmless, if annoying, but once they get up to half a dozen or more, all screaming and shooting at you, you can't just dodge anymore, because the entire area nearby is quickly coated in flames, and torn apart, making it increasingly difficult to escape). Having a safe cave nearby that you can dive into for a while might work, they seem to wander off or despawn after a while of being unable to see you. Just be sure to have no internal spaces large enough for them to spawn in (assuming they don't require darkness to spawn).

And the weird problem with new normal-space gates being formed on returning from hell is almost always caused by the fact that gates won't be placed in open air, and so instead move to the nearest acceptable location, which, on returning, can't find a gate in its designated chunk, and so assumes it's a new gate and makes one in the right area, fucking over any plans to build a coherent network of gates. It would make far more sense for it to make a floating cluster of red cobblestone for the gate to sit on if the chunk corresponds to open air in hell, and to create a bubble of air around the gate if it would be otherwise buried. Considering there seems to be some kind of "closest to" algorithm already selecting it, making a borehole through to the nearest open air would probably be a trivial thing to code, if the idea of just having a buried bubble of air with a gate in it isn't suitable for convenience reasons or some such nonsense.
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I'm all for eating the heart of your enemies to gain their courage though.

Saint

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6067 on: October 31, 2010, 09:14:00 pm »

I think the nexus should gen around the first gate's exit point, because then you have a solid connecting gate system, and all gates should corrospondingly hook with their closest allowed gate locaton.
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You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

Soulwynd

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6068 on: October 31, 2010, 09:19:00 pm »

It's possible that simultaneous fireballs can destroy some cobblestone, similar to how multiple simultaneous tnt explosions can destroy obsidian.

Spoiler (click to show/hide)
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Sir Pseudonymous

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6069 on: October 31, 2010, 09:28:06 pm »

I think the nexus should gen around the first gate's exit point, because then you have a solid connecting gate system, and all gates should corrospondingly hook with their closest allowed gate locaton.
It might be possible to screw around with it enough to make the first gate at least match up, by backing up your save after building the first gate, but before going through it. Head through, then back out, and if you're not at the gate you built just delete the save and replace it with the backup, then head back through, leave, and so on until you get one that links properly. I did that while messing around with gates, the first one I built didn't line up right, and so I wound up in a cavern on returning through it, where a skeleton promptly killed me. In that case I just deleted the DIM-1 directory, and on trying again the portal spawned in the proper place (though oddly, the hell layout was the same as before, the portal just happened to be located differently, and on a space that had existed before, no less...).



I still say the method of just spawning a blob of red cobblestone to make a (potentially) floating platform under a gate that would otherwise be in midair would work the best/be the easiest, since it's a) obviously spawning blocks anyways (the obsidian and portal blocks for the gate) and b) obviously able to tell whether a location is feasible or not since it displaces it to the closest acceptable location. Not that I'd go to the minecraft forums to suggest it, since someone's probably already done so (or suggested something similar, since it's hardly a strange solution I'd expect many people to think of it) and also the minecraft forums are hazardous to one's mind, being a compressed blur of stupidity much like the steam forums, as they are.
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I'm all for eating the heart of your enemies to gain their courage though.

Duke 2.0

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6070 on: October 31, 2010, 09:33:16 pm »

 Suggestions is rather stupid, but not too bad. It's alpha and off-topic you need to watch out for.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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PsyberianHusky

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6071 on: October 31, 2010, 09:33:35 pm »

Am I the only one hyped about the watch?
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Thank you based dwarf.

Soulwynd

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6072 on: October 31, 2010, 09:37:01 pm »

I've had a gate link correctly -only once-. (Original on earth, and then when coming back from the nether, I appear on the original gate every time)

The major difference was that the obsidian wasn't under the ground, so you had to jump to get on the gate. Not sure if it was luck or if that matters. It needs more testing, obviously. I have a strong suspicion that whenever a gate fails to link correctly, you can tweak it by destroying it and moving one tile on a given direction. It's a logical bug, if the algorithm Notch uses searches 2x3 tiles for a gate, so it might skip 'odd' gates. I have a broken link gate that I can use to test that, count the distance between the original gate to the nether-created one to see if it's an odd number issue and then build an appropriate gate and test it.
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Jay

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6073 on: October 31, 2010, 09:38:25 pm »

(though oddly, the hell layout was the same as before, the portal just happened to be located differently, and on a space that had existed before, no less...).
Seeded world generation (hint: DF uses it too) is a wonderful thing.
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Sir Pseudonymous

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Re: Minecraft: Like Infiniminer but in Java and in Alpha
« Reply #6074 on: October 31, 2010, 10:09:34 pm »

(though oddly, the hell layout was the same as before, the portal just happened to be located differently, and on a space that had existed before, no less...).
Seeded world generation (hint: DF uses it too) is a wonderful thing.
It was odd because it was the same layout, yet linked properly the second time around.

I've had a gate link correctly -only once-. (Original on earth, and then when coming back from the nether, I appear on the original gate every time)

The major difference was that the obsidian wasn't under the ground, so you had to jump to get on the gate. Not sure if it was luck or if that matters. It needs more testing, obviously. I have a strong suspicion that whenever a gate fails to link correctly, you can tweak it by destroying it and moving one tile on a given direction. It's a logical bug, if the algorithm Notch uses searches 2x3 tiles for a gate, so it might skip 'odd' gates. I have a broken link gate that I can use to test that, count the distance between the original gate to the nether-created one to see if it's an odd number issue and then build an appropriate gate and test it.
I counted off the displacement from one of the non-linking gates, and found it to be located ~32 tiles east and ~40 tiles south from the original. Going off the official conversion, that would mean the portal in hell was offset by about two tiles in each of those directions. Looking at the position of the gate in hell, the proper location would have been one tile off the edge of a cliff. A possible solution would be to build out ground under where the gate should be spawning, and try going through the original again to see if it'll go "oh hey there's a valid target now" and make the gate in the proper place. I was trying that, but then the ghasts got too numerous, I tried killing them, and somehow aggroed the pigs in the process, and so abandoned the effort and restored the pre-gate save, which is what I'm working on now.
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I'm all for eating the heart of your enemies to gain their courage though.
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