Minecraft - Aw come on!


Aw come on!

Posted: 22 Feb 2017 07:48 AM PST

Do not do biome size 0 unless you are sure

Posted: 22 Feb 2017 08:40 AM PST

Made my first custom tree--a maple tree using red terracotta! I actually think it worked well... somehow...

Posted: 22 Feb 2017 06:14 PM PST

You knew this joke was coming eventually. I present to you, the Concrete Jungle!

Posted: 22 Feb 2017 09:53 AM PST

You've GOT to be kidding me

Posted: 22 Feb 2017 03:10 PM PST

[Showerthought] I'm a hell of a lot more tidy and organised in Minecraft than I am irl

Posted: 22 Feb 2017 04:47 AM PST

My storage area always needs to have a well structured system and things need to be in the right place. I can;'t have stuff just lying around. I've had an empty beer can in my real bedroom for three weeks that I haven't gotten around to getting rid of.

submitted by /u/eidur_
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Dinnerbone's new feature heavily using JSON

Posted: 22 Feb 2017 04:10 AM PST

I'm home... No, come back!

Posted: 22 Feb 2017 07:23 PM PST

Humble beginnings

Posted: 22 Feb 2017 12:40 PM PST

Early work in progress Titanic build I'm working on

Posted: 22 Feb 2017 02:32 PM PST

On the server I've been on for a couple years I decided to make a map of a few thousand blocks in each direction from my house and it looks great

Posted: 22 Feb 2017 03:45 PM PST

The new thing will have a new command too.

Posted: 22 Feb 2017 07:51 AM PST

Death From Above

Posted: 22 Feb 2017 03:33 AM PST

Heard Minecraft was getting more saturated - decided to prepare my eyeballs ;P

Posted: 22 Feb 2017 04:52 AM PST

So I've been test and playing around with a new couch design for a log cabin type house. What do you guys think suggestions welcome.

Posted: 22 Feb 2017 05:38 PM PST

Suggestion - A Different Way to Generate Structures in Minecraft

Posted: 22 Feb 2017 04:28 AM PST

Video Explaining this Entire Post

The problem with any structure is that they all eventually become stale after you've seen them a few times. This problem will always occur if you get enough of something. But I believe there are ways of delaying this effect if we think about the way custom structures are implemented a bit differently.

We have structures which have completely different paths to each other such as Strongholds and Mineshafts – but their lack of diversity in rooms is a drawback. We have Mansions which have lots of different rooms but structurally feel the same. And we have small structures such as Pyramids and Wells which are almost identical to each other every time you find one.

The reason why it's difficult to have something structurally diverse while having many many different rooms types is because it's very difficult to program something like that. Too much randomization can lead to bugs, balancing issues, and leaves little room for design control.

I believe I have found a way to improve the structures system while keeping all this in mind, and would appreciate your feedback.


Here is my process:

  1. Create a room layout for a structure. Decide on the hallways and room sizes and decoration etc. This even allows for close attention to detail for the hallways.

  2. Make secret rooms and chances for walls to block certain paths to change the layout of each structure just slightly. For example, the red wool in this image represents a 75% chance for a wall to appear in that location. You can see examples of this happening already in the igloo occasionally spawning in a secret area, and the ocean monument's maze changing each time.

  3. Create the rooms.

  4. Repeat this process as many times as the budget and time restraints allow.


Don't get me wrong, I am aware the Mansion sort of does this already. But I think instead of entirely procedurally generating the layout of the Mansion, it would have been better to design some layouts, and include the walls and secret rooms the way I've done to keep things fresh. This way, the developers can have more control over how the Mansion and other future structures play out – with less empty space in between each room. If you're still not following, my screenshots explain it much better.

Advantages of this method:

  1. Keeps the procedurally generated nature of structures to keep things fresh.

  2. More control over the design of the structures.

  3. Since the layout is more ridged, there's less room for bugs.

  4. Allows further attention to detail in the halls connecting the rooms.


I've already made a concept of this using commands and it is working quite well. I've managed to generate detailed structures such as this. And this. And this.

Though I must apologize for my building skills in these examples. I understand they're quite messy – but please understand that that is my fault and not the fault of the concept.

Thanks for reading! I hope at least you understand what sets this method apart from the methods currently used in the Mansion. I would love to hear what you must add if you feel like this idea can be improved!

submitted by /u/Jragon014
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I found an interesting minecart bug today!

Posted: 22 Feb 2017 12:25 PM PST

Island Castle

Posted: 22 Feb 2017 04:50 PM PST

[Suggestion] Chickens under the Strength Effect will fly

Posted: 21 Feb 2017 09:56 PM PST

I posted this to r/minecraftsuggestions and people seem to like it there. The concept is simply. They will take off and fly the same way bats do and flutter back to the ground when the effect wears off. Apart from just being being destruction to an open chicken farm I'm sure that especially redstoners or mapmakers would have fun with this.

submitted by /u/Eyebolaids
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I was originally going to use this unfinished Abstergo-themed base for a server spawn way back in the day, but I want to revive it somehow. Any ideas for things to use it for?

Posted: 22 Feb 2017 04:35 PM PST

Some Survival Houses to Get Inspired By!

Posted: 22 Feb 2017 06:40 AM PST

I made "the motherland calls" outside my walled village.

Posted: 22 Feb 2017 07:44 PM PST

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