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By pds314
#14960
Intelli wrote: Development progress can be tracked here: http://minerealm.com/v3/changelog.php
so boat and mine cart storages will be non-functioning?
and liquids will be non-flowing? everywhere?
If that is true that means mob grinders will be extremely difficult to make, to say the least.
It also means obsidian will form in one block per water, and infinite water generators will never work, infinite cobblestone generators will never work, oceans will dry up, nothing will ever move with water, underground rivers will die, mine cart journeys longer than 2400 meters will never happen, longer boat voyages will sink, the nether will be totally dark except for glowstone or near the bottom. the oceans will be irreparably griefed
by everyone, the spawn building with the waterfall will be broken...

Why did we want this again?
#14964
pds314 wrote: so boat and mine cart storages will be non-functioning?
and liquids will be non-flowing? everywhere?
If that is true that means mob grinders will be extremely difficult to make, to say the least.
It also means obsidian will form in one block per water, and infinite water generators will never work, infinite cobblestone generators will never work, oceans will dry up, nothing will ever move with water, underground rivers will die, mine cart journeys longer than 2400 meters will never happen, longer boat voyages will sink, the nether will be totally dark except for glowstone or near the bottom. the oceans will be irreparably griefed
by everyone, the spawn building with the waterfall will be broken...

Why did we want this again?
The disabled liquid physics means that it will not destroy items when it contacts them. This is to curtail griefing. Basically, items like torches, flowers, and rail instead of being destroyed when water reaches them act like signs and ladders do know. Liquids should still flow and regenerate like normal.

The boat/cart disappearing just means if you leave it idle for too long, it will disappear. This is to help reduce lag.

EDIT: Added a screenshot for clarification. Classic is already running like this:
Image
#14974
I understand rails and redstone, but I think torches should be left as they are. I use torches to hold up sand and whatnot, and water is a crucial part of the trap. My opinion: Leave torches normally, keep all the other water changes.
#15036
kerovon wrote: The disabled liquid physics means that it will not destroy items when it contacts them. This is to curtail griefing. Basically, items like torches, flowers, and rail instead of being destroyed when water reaches them act like signs and ladders do know. Liquids should still flow and regenerate like normal.

The boat/cart disappearing just means if you leave it idle for too long, it will disappear. This is to help reduce lag.

EDIT: Added a screenshot for clarification. Classic is already running like this:
Image
thanks, I was a bit worried for a sec.
Cogohst wrote:I understand rails and redstone, but I think torches should be left as they are. I use torches to hold up sand and whatnot, and water is a crucial part of the trap. My opinion: Leave torches normally, keep all the other water changes.
I kind of agree, water rushes to flood torches, torches disappear, sand goes fall, mechanism works.
and since torches are so ludicrously cheap, it isn't like you can't just replace a few hundred if they get flooded. they aren't just for traps either, you could make New Aquaria, with anti-grief airlocks at every entrance.
also, perhaps boats should auto delete and minecarts should not, or at least not storage minecarts.
other than that I support the choices fully.
#15186
Alright, maybe for water/lava, I'll just make specific blocks protected, like minecart tracks.

What blocks besides minecart tracks should be protected from liquids?
#15187
Intelli wrote:Alright, maybe for water/lava, I'll just make specific blocks protected, like minecart tracks.

What blocks besides minecart tracks should be protected from liquids?
Redstone wiring and Redstone torches. And saplings.
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