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Liquid Metal Slime
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 PostSat Aug 04, 2012 3:03 am
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Did I say I was going to write travel guides? I lied! What I ended up doing today is exploring the new Adventure Mode and picking out very specific things that the player can and cannot do with its "no breaking, no building" restriction. If any of you guys out there are Adventure Map builders None of you are Adventure Map builders, but maybe I can talk you into making one later. For the moment, this is me talking to myself, but if you decide to make a map for Adventure Mode in the future, come back here and read what I've compiled so that you don't have to waste time testing these little things!
Baconlabs wrote:
MINECRAFT: ADVENTURE MODE
WHAT CAN AND CAN'T BE DONE


(Foreword: You can activate Adventure Mode as of Minecraft 1.3.1 by activating cheats on a server and typing "/gamemode 2". Gamemode 2 is Adventure Mode - you can change it back to Survival with "/gamemode 0" or Creative with "/gamemode 1")

If you've been paying attention to Mojang behind the scenes of Minecraft over the last few years, you may have heard of a mysterious "Adventure Mode" they've been planning in which players would be unable to place or destroy blocks. At first, this seems to eliminate the purpose of Minecraft, reducing it to a boring explore-the-world kind of "game" with little to do, nothing to collect, and almost no means of surviving or defending yourself. For now, this is just a beta mode for developers and testers to tinker with and plan for, right? What can ordinary users do with this odd, restrictive game mode?
A hell of a lot, if you know what to do! The process of making an Adventure Map is simple - start a world in Survival or Creative with cheats turned on, build your world in Creative Mode, and finish it in Adventure Mode before sending the map file to someone else. There are countless nuances that go into making a GOOD Adventure Map, but for now I will focus strictly on what the player can and cannot do in Adventure Mode that will influence map making and puzzle designing.

WHAT YOU CAN DO:

BASIC MOVEMENT
All ordinary controls for movement function the same as in any other mode. Jumping, sprinting, climbing, and swimming all work normally.

BASIC COMBAT
Swords and tools can be used to damage mobs, as can a bow and arrow. Weapons and tools break over time like in Survival. Critical hits, blocking, and charged shots with a bow work normally; mob AI is unchanged.

EQUIPMENT
Players still have access to the inventory screen and can manage their armor slots; all armor types, including pumpkins, work normally.

ITEM COLLECTION
The available means of collecting items include getting mob drops, looting chests / dispensers / furnaces / brewing stands, trading with villagers, trampling plants on tilled soil, fishing, picking up debris from an explosion, and using certain tools on mobs (see below.)

TOOLS
Most tools are robbed of their primary function, but some can be used for alternate tasks, such as fighting mobs (mentioned above.) Tools that retain some or all of their functions in Adventure Mode include fishing and hooking mobs with a fishing pole, activating TNT with flint & tinder, and shearing sheep for wool and mooshrooms for mushrooms.

MOB INTERACTION
Again, most mob AI is completely unchanged, including the following behaviors: Wheat, meats, and raw fish can be used normally to attract, heal, or breed certain mobs; wolves and cats can be tamed normally with bones and raw fish; saddles can be placed on pigs, and saddled pigs can be ridden; the line of sight mechanic for cats and Endermen is unchanged; dyes can be used on sheep normally; cows and mooshrooms can be milked for milk and mushroom stew.

ITEM USE
A number of items, especially those that are "thrown" rather than "placed", retain their usage in Adventure Mode, including mob-spawning eggs, chicken eggs, snowballs, splash potions, experience potions, Eyes of Ender (for locating strongholds; they cannot be placed into an End Portal), and most notoriously, Ender Pearls. Please note that the warping ability of Ender Pearls can easily be abused to sequence break your map, so take care if you plan to include Endermen or Ender Pearls in your map.

NON-USABLE ITEMS
Items that are "used" while staying in your inventory still function normally, including clocks, compasses, maps, books & quills, and written books.

FOOD & DRINK
The hunger bar is intact and the player still needs to eat to survive. All food items can be eaten normally except for Cake, which needs to be placed by the map maker in order to be used. Potions and buckets of milk can be drunk normally.

ITEM PRODUCTION
Items can still be processed to yield new or improved items. Brewing stands, furnaces, and enchanting tables retain their functions. Crafting tables can also be used to combine and craft items, however this can lead to players deliberately or inadvertently breaking your game through changing their inventory, and crafting may be disabled in a future update of Adventure Mode. Distribute crafting tables wisely.

REDSTONE
Redstone triggers are vital to making interesting, challenging puzzles in an Adventure Map. All fundamental redstone triggers and certain objects powered by redstone can be interacted with. Available triggers include pressure plates, tripwires, buttons, levers, and detector rails; mechanisms that can be affected manually include wooden doors, trapdoors, fence gates, and note blocks.

MINECARTS & BOATS
Minecarts and Boats can still be placed on rails and water, respectively. Minecarts can be steered manually at a slow speed and interact with rails, powered rails, and detector rails normally; when broken, it will drop itself. Minecarts with chests can be used normally and will drop minecarts and chests when broken. Minecarts with furnaces can be propelled with coal or charcoal normally and will drop minecarts and furnaces when broken. Boats can be steered normally and will break and occasionally drop lily pads on contact; when broken by the player, it will drop itself; when rammed and splintered, it will drop sticks and wood. Take note that this can be exploited for a variety of resources - distribute boats appropriately.

CAULDRONS
Cauldrons are a unique case in Adventure Mode. Their only function is to give the player water to fill glass bottles with. They can be filled with water buckets (emptying the bucket in the process) or over time when exposed to rain. Water cannot be removed from the cauldron with a bucket.

MISCELLANEOUS
Paintings can be destroyed but not placed by the player; the dropped painting can be used to trigger a pressure plate. Items can be thrown onto wooden pressure plates to keep them active (many maps provide large amounts of "dummy" items, such as slime balls, for this purpose.) Arrows can be shot directly onto pressure plates to trigger them. Records and jukeboxes function normally. Sleeping in a bed functions normally. Left- or right- clicking on Redstone Ore will cause it to emit a small amount of light.

CREEPERS
Creepers are as great a hazard to your map as they would be in any other mode, and have caused technical and aesthetic problems when exploding near carefully crafted structures and redstone circuitry. Their explosions can also be exploited to acquire anything your map is made of, create shortcuts through your map, or to bypass it all together. To be safe, keep every playable inch of your map well-lit and only use Creepers in extremely secure, contained environments, such as pits and rooms barricaded with Obsidian.

WHAT YOU CANNOT DO:

THE CATCH-ALL
Most things that cannot be done will relate back at some point to the original rule of Adventure Mode: "Can't place blocks, can't destroy blocks."

PLANTING
No plant or seed or mycoid or hell blister of any sort can be planted or farmed. Soil cannot be tilled (but tilled soil can be trampled.) Bonemeal does not work for any purpose other than dyeing wool and sheep. Shears cannot be used to collect plantlife.

BURNING
Flint & Tinder cannot be used to generate fire or ignite portals. Fire Charges cannot be used for said purposes unless loaded into and launched from a Dispenser.

EXTINGUISHING
Fire cannot be extinguished directly, but it can be affected indirectly with water or block maneuvering. Similarly, portals cannot be broken by hand or tool. To break a portal, either have a dispenser pour water or lava directly into the face of the portal, or cause an explosion nearby. This, in combination with the ability to create portals with launched Fire Charges (mentioned above), gives the map maker the option to give players limited control of the map's portals.

WATER AND LAVA
Water and lava cannot be picked up with buckets, and glass bottles cannot be filled from water outside of a cauldron. Bucket functionality inside a Dispenser, however, remains unchanged.

MOB SPAWNERS
Mob spawners cannot be destroyed or illuminated directly by the player. Monster Eggs cannot be destroyed by the player, but will break if the player damages a Silverfish out in the open.

STRINGS AND TRIPWIRES
It is impossible to break a Tripwire by hand or with Shears. A tripwire line can be broken indirectly by having a liquid flow into it or pushing into it with a piston.

This is all from one day's worth of testing. Use this knowledge to devise creative, interesting challenges for your map, and be careful of things that can break it! I will return in the future to discuss the elements of what makes an Adventure Map fun and worthwhile and will offer tips on how to make it interesting, encouraging, and worthwhile. See you guys later!
Slime Knight
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 PostMon Aug 06, 2012 10:23 am
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I now have internet again. What did I miss?
Liquid Metal King Slime
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 PostMon Aug 06, 2012 3:16 pm
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Visit Scenic Gravy Bluff!
Lowest per-capita villager death-by-zombie.
(Highest villager death rate due to plummeting off scenic bluffs)
Metal Slime
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 PostMon Aug 06, 2012 11:22 pm
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Bob the Hamster wrote:
Visit Scenic Gravy Bluff!
Lowest per-capita villager death-by-zombie.
(Highest villager death rate due to plummeting off scenic bluffs)


Gotta love that brilliant villager AI. About half of the villagers in my offline game died due to falling into a gaping cave entrance that goes almost straight down. The other half just sort of disappeared into the nearby desert. Needless to say, it's a pretty spooky place now.

SwampTroll wrote:
I now have internet again. What did I miss?


You can harvest cocoa beans from jungle trees! Die a fiery and explosive death in desert pyramids! Get shot up by arrows by tripping traps Indiana Jones style in jungle temples! Start a new world with a bonus chest nearby for extra goodies in the beginning, or create a world with MASSIVE biomes! Also a ton of other stuff that I don't feel like mentioning and is also displayed by the client when you start the game anyway, so you probably already know by now.

My favorite new thing has to be the trap in the temple. I recreated one in Creative mode using three layers of TNT instead of the one. The crater it left was amazing. You guys gotta try it.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Liquid Metal Slime
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 PostMon Aug 06, 2012 11:29 pm
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The villagers of New Jerusalem have vanished twice so far. First they all fell into a single block hole in the middle of the valley leading to a weird spring. I painstakingly fished them out, and then they all took the elevator down to the bottom of the cliff and failed to swim in the rapids down there. They are now all crammed into another tiny watery hole.

The ones in the valley nearby, for whatever reason, are doing much better.
Liquid Metal King Slime
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 PostThu Aug 09, 2012 4:44 pm
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I am excited about the possibilities of the Adventure Mode Control Block that will be in the future 1.4 update. I realize it could be used to set up a system of teleporters.

My idea is to build a Teleporter station near the spawn point. Each cell in the teleporter station will have a AMCB programmed for a destination, a button to trigger it, and a sign saying where it goes. At the destination, there can be a return-teleporter back to the spawn swamp.

This will largely obsolete the network of rails that I have worked so hard on, but teleporters would be so cool, I don't really mind.

Does anybody have any thoughts and feelings about this possibility?
Metal King Slime
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 PostThu Aug 09, 2012 6:20 pm
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It could be cool, but I haven't used the teleport commands in a long long time. Does the area load properly after you use one now? I'd hate to fall to my doom or something. If 1.4 does make it feasible, It would be really nice to have a safe way to get from place to place, but I would feel bad that all our geography and minecarts and nether portals are for nothing. Maybe we could implement a fare of some kind on teleportation?
Slime Knight
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 PostThu Aug 09, 2012 8:13 pm
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I like the idea of a teleportation system with a fare.
Liquid Metal King Slime
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 PostThu Aug 09, 2012 8:20 pm
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Hmmm. that does sound pretty darn cool. Unfortunately, with the current features of the AMCB, I can't imagine any way to do that. Of course, there is a good chance that more features will be added to it before 1.4 releases, so we shall see :)

Also, the 1.4 snapshot that was released today shows off a new Beacon block, which is looks pretty awesome. Build a pyramid of precious materials, cap it with a Beacon Block, and anyone standing near the beacon gets magical potion effects.
Liquid Metal Slime
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 PostThu Aug 09, 2012 8:59 pm
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I'm all for our own network of teleporters. To keep things simple, I'd recommend limiting the number of teleport locations to about 4-8. The rails won't go to waste since we'll still need them to get from major locations to minor locations (like from Creeperton to Spawnerton, or from Mt. James to Sullen Cow to Skellington.)
(A teleporter from Spawn Swamp to The Gray, however, will definitely make the Nether Rail obsolete.)

Right now I'd only imagine needing six major teleport locations:
1) Spawn Swamp (central location)
2) New Jerusalem / Woz's Cathedral (Eastern location, access to some unnecessarily tall buildings further east)
3) Sheepco / Giz's Continent (Southern location, access to the Starlight Stronghold and James's explored ocean zones further south)
4) Spawnerton / Keble (Western location, access to the mooshroom island further west)
5) Mt. James / New Flanat Village (Northern location, access to James's mega-rail further north)
6) The Gray (Far, far northern location, access to James's center-of-the-earth mine, my lovely igloo, the Corn Cob Co. mineshaft, Fred's quarry, and uncharted lands further north)

By the way, here's some more stuff from the update ya'll haven't mentioned yet: THE UNDEAD ARE ARMING THEMSELVES. That's right, Zombies, Skeletons, and Zombie Pigmen are gearing themselves up with new tools and armor pieces that will make them tougher than ever! Kill them and you might be able to take whatever they were wearing! There's a chance their armor could even be enchanted, so watch out!

THAT'S NOT ALL, zombies have finally figured out how to prolong the zombie apocalypse by infecting villagers with the zombie virus and raising them as hostile after they die! It's even worse if they get to a villager babby, as it'll suddenly become a miniature, speeding, hard-to-fight babby zombie villager babby! Oh nooo!
Slime Knight
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 PostFri Aug 10, 2012 2:37 pm
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This is a fully operational Library!

Greetings, I've completed the library - mostly. The structure is complete, but there is considerable detailing and furnishing still left to do (the very rear is not constructed - technically not a part of the library).

I'm inviting you to write books and included them in the library! I've written one to get us start, and it's in the north east gallery (start at the tower, and go into the doorway at the opposite end of the quad, go through the door, and then right until you find a stairway. Climb the stairs to the top, through the doors, and that's the north east gallery, and the only fully finished part of the library).

It'll be fun to see what everyone writes!
Slime Knight
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 PostSun Aug 12, 2012 5:45 pm
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Have you guys ever thought of running a tekkit server?
Liquid Metal King Slime
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 PostMon Aug 13, 2012 2:03 pm
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I updated the map at http://minecraft.hamsterrepublic.com/ohrss/ again this weekend.

I have never tried tekkit. I like running a vanilla server and not requiring any mods-- of course, some mods look pretty cool. The one that looks most tempting to me is ComputerCraft. I love the concept of being able to program AI for turtle robots.
Liquid Metal Slime
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No tekkit plz kthx 
 PostWed Aug 15, 2012 12:56 am
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NEWS TICKER
"Later this week, on Thursday, August 16th, the 1.3.2 update will be going live! It mainly contains bugfixes (fixed the falling-out-of-Nether bug, fixed the random-suffocation-damage bug, various uncommon crash bugs)."
For more information (not a lot, really) and a preview download link (if you're impatient, I guess), check here:
http://www.minecraftforum.net/news/579-132-update-on-the-way-minetv-ep3-news-around-the-minecraft-world/

EDIT:
Whoa! Hey! A Horse House due west from Creeperton! I wonder who built it?


EDIT 2:
A fortress of some kind has appeared in the snowy hills near the library! What could it be protecting?
King Slime
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 PostSat Aug 18, 2012 9:09 pm
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Heeeeeyyyy guys! I'm back from my three week course at Cadet Camp! I'm getting back into the server ASAP!
I need to see my house!

Oh my, it's been so long...

EDIT: Oh, the map was updated! For those curious, this is my home.



It's near Skellington, in the ocean. Very nice place it is...
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