Désolé, je ne comprends pas le français. Anglais, se il vous plait.
Posts by Geneo
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By now I'm sure you've the "Newbie" link that was posted in your intro.
As for super-flying, no drops from animals, no ores, free tools, etc.- it is alpha and there's a lot to add. It's not complete by a long shot. Hang in there- you ain't seen nuthin yet. (OR, another way to look at it, enjoy the free stuff while you can.) -
Welcome to the forum.
As an old (literally and figuratively) Minecraft player, I instantly fell in love with this game ("Finally, can turn my imagination off. This is how MC should look and act like!") What's exciting is, the best is yet to come. -
Just me, but this sounds like a few dozen games already out there.
You can add all the monsters you want, just please give us a "Peaceful" option. Some of us don't want to play "that kind" of game. -
Same problem. No problem with 'permissions' before. Single player, not on a server.
Will restart the game in a while and let you know.
edit: restarting solved the problem... but what happened in the first place? -
Agreed. For now, one-hit destruction is about the only difference.
But that (like everything else) is subject to change in the future.
Patience. The best is yet to come. -
I understand wanting to speed up walking, but remember that we're slugging it though (apparently) waist-high grass, so to me, the walking speed is about right. Besides, remember that we can always fly (in both survival and creative).
Now maybe we could walk faster when we're on a floor, or in an area where we've cut the grass but it's no big deal if we don't. -
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Witches? Ghosts? Herobrine?
I'd rather have a physical mob (animal) that I can see and kill if it attacks me. (Course, just me, but I'd love to have the option to turn off all hostile mobs. I got enough problems without something trying to kill me too.) Maybe something afraid of fire, so you could chase it away with a torch- but you get some cool, rare, and handy 'drop' if you do kill it. Maybe something (scary sounding) that only comes out at night (gotta love "settime").
I'm sure the developers will come up with something. We'll all be surprised, and love it. -
Had the same problem.
Java normally installs only the 32 bit version (for Win 8). Problem went away after I installed both the 32 bit and 64 bit java.
http://www.java.com/en/download/manual.jsp -
Factories? Bulldozers? Conveyer belts?
Wow. You guys are envisioning a completely different game than I am.
Sounds like some of you need to play Space Engineers. -
I hear ya.
I'm all about progression too (copper>bronze>iron>steel), with more durability and efficiency as you move up. It's not just staying in low-tech that I'm worried about. It's that 1) I envision a steel pickaxe just as efficient as a drill would be, and 2) the problem with 'modern' equipment like drills is that they have to (or at least should) be powered either by electricity or compressed air, both methods involving cables/tubing and generators/compressors. But even if it magically just 'worked' all by itself without the need for a generator or compressor (like the modern-looking "white lights" do), wouldn't a drill still have the same 'digging range' that a pickaxe does (1 block ahead of you)? I still think if you want to dig fast, just pop into Creative and get one-hit digging. Can't dig any faster than that.I'm not against some 'modern' tools or equipment, it just depends on which ones. (Heck, we already have flashlights that work (apparently) forever without batteries). For instance, I think it would be cool to be able to craft pumps and pipes. You could set the pump up by a stream, river, or ocean, and pipe water for irrigation to your farm (yes, even uphill).
Or, since we have wind in the game already, how about a windmill (and pump)?Why don't we have a rope to descend into holes with instead of falling into them?
Sorry, went off somewhere.... -
It only takes a couple of seconds to switch to Creative w/commands and get one-hit mining (tree cutting, etc.)
We might get a better pickaxe later, but I for one don't think we need a 'drill'. -
How I see it (and I look at things "different" than most people):
* Would you describe to me what this will be like?
I see only one point to an 'infinite' world- endless exploring. You really don't play the game, you just spend your time wandering around gawking at the scenery- that repeats the same things over and over (meaning if you've seen one mountain or ocean, you've seen them all). While an 'infinite' world gives you a mental warm and fuzzy feeling of "no restrictions", I don't see 'explorers' interested in playing the game. A 'vast' or 'huge' world is really all you really need. Would an 'infinite' world be nice? Sure... but remember virtually all players will never see 95% of it no matter how much exploring they do, so what's the point?
* How will you make this possible without overtaxing the computing resources of the average player?
Good question! Nobody's computer has enough memory to remember everywhere they've been. So I think they'd have to do it like MC does it- only remember where you are and forget where you been (ie, load/unload "chunks" of the world as you move around).
Heck, for all I know it does that now.
* Will players be able to designate how large they want their game to be?
Don't know of course, but I doubt it. If they go to an 'infinite' world, why pick a size? You decide how big (or small) a portion of that world you want to play in.One final thought: 'infinite' world size isn't all it's cracked up to be. I've gotten lost in them more than once and had to start another 'base' from scratch. Not fun.
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Since we're brain-storming (wishing), "maps" would be useless (especially in 'infinite' worlds) unless 1) as mentioned, you could mark important points on it, 2) your current spawn point is automatically marked on it (you did set your spawn point to your house, right?), and 3) we all realize that 1 map couldn't cover even the world the size it is now with any detail at all.
It would be neat if, when you moved to another 'map area', the map changed to that area automatically and an arrow showing the direction to go to get back to your spawn point was shown. In other words, maps were auto-linked and auto-updated to the area you're in. You'd only need (and have to craft and carry) one Map instead of "many", and no matter how far you wander you can always find your way back home (even if you have to go through several 'map areas' to get there).
(Hey, if you're gonna wish.... wish BIG).Speaking of compasses, one addition would make it extremely useful. A Compass should work like a real compass, ok, but add a another hand to it (like a 'second' hand on a watch) that always points to your spawn point. Heck, you could go wandering and not even need a Map to get back home.
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Just me, ok, but I'm not wild about "zombie" anything. (The whole zombie-thing has been done to death).
I know you're looking for a hostile mob- how about a rabid dog instead?
You could still have 'normal' dogs that you could tame and turn them into "pets"- for some reason people love the idea of having a 'pet' that follows them around. Don't know what would happen if a rabid dog and your pet dog meet up, nor do I know how this 'following' thing would work when you go off flying.... but that's something to figure out.The whole farming thing is interesting though.
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Thanks for the update! This game has a bright future. It boggles the mind what this game will be when it's 'finished'.
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* Yes, you can rotate items. I forget the keys (check the Control option screen), but the mouse wheel pops into my head for some reason.
* You don't heal. Hopefully, in future updates when Food is added (for now you can kill animals, but there's no "drops" nor can you get food from them) you'll be able to regain some health. (Remember, this is alpha). For now, that "health" bar you see- consider that how much "life" you have left. When it runs out, you die, but can respawn.
* There no water in the game yet (and therefore no "thirst"), so you don't need it, or could use it anyway. As I understand it, there is some water in a swimming pool somewhere up above the clouds, but that's it. (I'd consider that pool a rumor). Don't worry about water (or lava, etc.) for now.Basically, there's a lot missing for now, but there's a lot that's gonna be added. As you found out, this isn't the same as MC. It doesn't have the same things or work the exact same way, and what it does have is way better (and "different"). I had trouble at first, but found that forgetting that "MC mindset" helps. This game is far better than that one.
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Agreed.
F2 to fly, spacebar to rise, and hold it. May take a few seconds, but eventually you will fly out. Then descend carefully to ground level, then then turn flying off, then use the "setspawn" command.
("Flying" is different in RW. Works in both Survival and Creative. You can fly through trees, mountains, underground, whatever, just like Superman. Easy to get 'lost' underground though, so be careful.)Now that you've set a new spawn point, to commit suicide, fly up (say mountain high) and turn flying off. You should fall to your death (think jumping out of an airplane with no parachute). If you don't die, repeat. Note your 'health' bar. As far as I can tell, for now, it doesn't regenerate (even in Creative). Once it runs out, you die, but you get a respawn option. Sorry, haven't died yet, but I doubt you get to keep any items you had in inventory.... and I'd consider yourself lucky if you get to keep any structures you've built.
Bottom line: I wouldn't commit suicide. It's not the best option. Stop with the first paragraph above.
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Steam too, a few days ago.