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Feb 25th, 2013
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  1. Q: "You can't build while in the air." what is the purpose of this?
  2. A: Prevent pillaring straight up and encourage usage of ladders. make gaps an obstacle, because its not so easy to bridge to the other side.
  3.  
  4. Q: the swimming while encumbered thing.
  5. A: This has still been added by bigscary. I personally don't really like it the way it is atm. Has to be more configurable. Maybe an option so only armor is considered and taking of armor makes you able to swim. Maybe add that aqua affinity/respiration bypasses the restriction.
  6.  
  7. Q: is it intended that ghast fireballs can destroy cobblestone? maybe add a toggle in the config if so.
  8. A: Ghast damage is a bit extreme I agree. Might make all the explosions configurable.
  9.  
  10. Q: having ghasts impervious to arrows AND giving potion effects when being hit by their fireball felt excessive. there's a config option for arrows but not for potion effects. actually, if we could have a percentage chance of being affected by a potion effect for each mob type that has one, that would be nice, and you could just set it to 0 to disable it.
  11. A: the potioneffects that are caused by ghasts are caused by the environmental damage that the ghast cause to the player. The dizziness comes from the explosions for example.
  12.  
  13. Q: it seems if you hit a zombie when he's in a cobweb, the web disappears (and possibly nearby webs also). that might be intended though to make them more deadly?
  14. A: Intented, trapped mobs are too easy to kill
  15.  
  16. Q: a user said he was lagging during the rain but all of our torches were inside in our cave. i toggled the weather on/off a few times and it seemed consistent for him (no lag with the rain off/lag with it on). i didn't have the lag but i'm also playing on the same network as the server and my pc is a good bit more powerful than his. perhaps that routine may cause lag still for certain people or in certain situations. we only had maybe 20ish torches in the cave near us.
  17. A: Have to check some time.
  18.  
  19. Q: we were able to create an infinite pool (4x4) of water using 2 buckets and very quicly placing them in opposite corners. i'm not sure if you're trying to prevent this based on 'buckets will not move water sources' but if so, FYI. this is also doable with 2 people if you're not quick enough alone. having the 4x4 infinite pool then lets you easily expand it to a bigger pool.
  20. A: doesn't matter too much, because once you take the water from the pool it will disappear again
  21.  
  22. Q:irrigating is non-trivial - we were able to put water from a bucket into a 1x1 hole that was pre-surrounded with soil and then plant seeds on it. the soil seemed to hydrate after that and the crops grew ok (though some died). i'm not sure if that's intended.
  23. A: You were in survival, placed down a bucket of water and it didn't disappear? This feature is there to encourage you to build around natural water, not be able to infinitely pour water over lava.
  24.  
  25. Q: when mining coal with a stone pick, it softens the stone around it, but when mining a stone block with an iron pick, nothing is softened. is this intended? it almost seems like the whole cave/cave-in mechanic gets a lot easier once you hit iron. maybe the bracing/support system mentioned below would be needed if this is changed though.
  26. A: This is intented to be like that. I will look into making cobblestone fall when breaking stone. But this means up to 5 free cobblestone blocks from one stone. So probably not going to implement. Will think about making the feature more configurable, keep in mind it's mainly to prevent branchmining.
  27.  
  28. Q: potion effects aren't respecting "god mode" (essentials/worldguard).
  29. A: Whatever
  30.  
  31. Q: silverfish "Cant enter blocks: true" - is that only for skeleton-shot silverfish? we think we saw some natural ones disappearing.
  32. A: Doesn't make a difference, a silverfish is a silverfish
  33.  
  34. Q: is it intended that you can use the falling block mechanic to safely put out fires in the nether? you have to place them high enough so that there's 1 block of air between the fire and the block that is placed (that then falls on it).
  35. A: Well, you can also just break the block under the fire which is quicker to do. This feature is there so you won't just try to extinguish a huge fire with your hands. We don't need to block everything.
  36.  
  37. Q: option to 'catch a cold' if you stay out in the rain too long, maybe mitigated by armor
  38. A: I personally don't like biome/weather specific effects. At least from other plugins I tried, I find it quite annoying. Might reconsider and implement sometime when I have an idea how to make it not too annoying.
  39.  
  40. Q: use fences (or some other configurable block) as supports, which would protect a certain radius above/around them from softening/caving in.
  41. A: Intersting, some work to code though... Might implement at some stage
  42.  
  43. Q: configurable encumbrance, either so you can specify what items weigh and/or allow us to increase/decrease the overall amount of weight you can carry before encumbered.
  44. A: Yes! Was planned already.
  45.  
  46. Q: an option for a chance to collpase what's under you if it's 1 height and you walk on it?
  47. A: Only in caves, might have to hook it with the supports idea. Kinda unfair, because you can't know how thick the floor is and then you just fall into lava. Tracking of players movement = expensive. Probably won't happen.
  48.  
  49. Q: use long grass instead of dead bush for wheat death? i guess that depends on your tpack but a user thought it would look closer.
  50. A: Dead bush looks dead. Grass looks like grass. What is more suited to represent a dead plant?
  51.  
  52. Q: it seems like iron pickaxe breaks really quick when mining stone (we were able to break 28 stone blocks before it broke, and about 68 for a diamond pick). i think that's intended but maybe we can get a multiplier for each type (iron/diamond) so we can get it exactly how we want, and maybe also a multiplier for the other tools and weapon durabilities too.
  53. A: That is fully intended to be like that. I'm thinking about making it more customizable, maybe also depending on the y-level and even option to disable above a certain y-level.
  54.  
  55. Q: maybe stop spiders from dropping string normally since they're already dropping tons of webs and that's seriously a lot of string.
  56. A: What's the problem with that?
  57.  
  58. Q: "Extinguishing Fires Ignites Player: true" - maybe have a percentage like with breaking netherrack. having both was really annoying my one player.
  59. A: Maybe
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