Pistons in 1.7

Jighello, Sat Jun 11 2011, 04:32PM

According to Notch's blog...

* We are working on Minecraft Beta 1.7, which I’m referring to as the “adventure update”. We’re keeping the details secret so people can get surprises. The idea with this update is to flesh out the game a bit, making it reward exploration and combat more. Assuming we like them in play testing, pistons are coming in 1.7.

Happy days! I'd like to hear some of your ideas for piston uses. No mention of self-repairing bridges... please.

Personally, I'm so overwhelmed with the limitless possibilities that all my thoughts have merged and spammed, and I can barely think of anything to do with 'em.
Re: Pistons in 1.7
, Sat Jun 11 2011, 05:24PM

pistons cheesey the industrial revolution of minecraft

possibilites are like the stars infinite cant wait
Re: Pistons in 1.7
beagrie, Sat Jun 11 2011, 05:33PM

I have a question, as I have neither used a piston mod nor read about them; how do you craft a piston? Materials and pattern, etc.
Re: Pistons in 1.7
, Sat Jun 11 2011, 05:34PM

I remember a group of us were discussing ideas for kill boxes for traps and maybe more efficient mob traps. Obviously most will involve suffocation but I do remember suggesting using pistons as an On/Off switch for lava blades and perhaps even water flows for when you're inspecting mob clogs or griefed traps.

I imagine block0 may use some to make futuristic looking swoofer doors in his spaceship, Trekkie style.
Re: Pistons in 1.7
Jighello, Sat Jun 11 2011, 06:02PM


I have a question, as I have neither used a piston mod nor read about them; how do you craft a piston? Materials and pattern, etc.

beagrie

From the Mod it requires 6 Iron and 1 Redstone, but it could be different with Mojang's version. From the pics released they look as though they're made from wood!

Also, there will be 'sticky pistons', which hold the block - great addition imo.


...I do remember suggesting using pistons as an On/Off switch for lava blades and perhaps even water flows for when you're inspecting mob clogs or griefed traps.

CmdrZoidberg

Controlling water flow will definitely be my favourite aspect of pistons; there's just so much you can do with it!
Re: Pistons in 1.7
Discharge, Sat Jun 11 2011, 06:07PM

Redstone circuits capable of rewiring themselves.

All you need then is a big enough map and you can make a sentient lifeform!

I hate to be the pessimist here, but since Mojang have decided not to use the (tried and tested) piston mod code, but are instead writing it themselves from scratch I'd be willing to bet they're not actually going to work in 1.7, but will in fact just break the game in 1.7 and then work several updates later.

I hope I'm wrong though.
Re: Pistons in 1.7
, Sat Jun 11 2011, 06:34PM

Sadly, the "launch the player into the sky" function will be nerfed, as well as the ability to launch sand and gravel into the air.

And, to add to the sadness, unlike the original mod, official pistons cannot move any block that has an "entity" value, like dispensers and chests. So, no pop-up chests or re-positionable dispensers are possible.

However, there WILL be a "sticky" piston as well as a new spiked block that will be crafted with flint that damages like cactus but doesn't turn to loot when moved.
Re: Pistons in 1.7
Jighello, Sun Jun 12 2011, 03:48AM


However, there WILL be a "sticky" piston as well as a new spiked block that will be crafted with flint that damages like cactus but doesn't turn to loot when moved.

minecraftblock0

Oh! I've not read about these spiked blocks. I'm thinkin' corridor full of them on rapid pulsars. Fun mob grinder. cheesey
Re: Pistons in 1.7
beagrie, Sun Jun 12 2011, 10:52AM

Is there any info on whether pistons can move other pistons?

I'm thinking a line of pistons all facing the same way. The first piston pushes the second piston, which pushes the third, but because the second has moved one block already, the third piston is actually moved two blockes, and you could have a kind of telescopic ram.

The only use for this I can think of, however is squashed by what Block said about entity blocks not being pistonable. I was thinking a double chest inside of a wall, with a wall block in front of it so that it is completely invisible. Then you push a button and the chest wall block slides out of the wall followed by a chest.
Re: Pistons in 1.7
, Sun Jun 12 2011, 03:14PM

@Beagrie, in the normal pistons mod, they do push eachother. i was trying to build an invisible stair using sand so it starts flat and comes from out of the ground. not however the way others have done it where a sideways piston "catches" the block. couldn't get it to retract properly without them all being sticky pistions though. it also needed a funky wiring set up at the spots where the pistion would be to get that one to power.
Re: Pistons in 1.7
Deleted-User-1415, Mon Jun 13 2011, 03:23PM

Oh MAh Gad!!

I'm none too please with the nerfed 'launch' capability, but the addition of a 'sticky' piston makes things more interesting! Blocks can be pushed, AND retracted...

All they need is a item 'sucker' for putting into or taking out of chests and this Minecraft mallarky would be mind-blowing!
Re: Pistons in 1.7
, Mon Jun 13 2011, 04:53PM

The latest tweets from Jeb_ indicate that any block that uses entity data cannot be moved, like chests, dispensers, and noteblocks. However, a piston can move another piston, if it is retracted. But, a sticky piston that is retracted is not 'sticky', so moving that retracted sticky piston does not move the block that the sticky piston is facing.
Re: Pistons in 1.7
, Mon Jun 13 2011, 05:09PM

I'm none too please with the nerfed 'launch' capability

DavH27
This is one of the main reasons I never bothered to play around with the Piston Mod in the first place. We all knew that it was most likely going to be heavily changed by Notch before implemented.
Re: Pistons in 1.7
, Mon Jun 13 2011, 05:54PM


However, a piston can move another piston, if it is retracted. But, a sticky piston that is retracted is not 'sticky', so moving that retracted sticky piston does not move the block that the sticky piston is facing.

minecraftblock0

Shame it doesn't work like that... I could imagine some smarty pants creating walking structures that way.
Re: Pistons in 1.7
Deleted-User-1415, Mon Jun 13 2011, 06:29PM

Has anybody ever read (or heard of) a series of books about mobile 'Traction Cities' by Philip Reeve? http://en.wikipedia.org/wiki/Traction_City

Oh that's a shame we can't!

I *think* I follow you, MB0 .. actually I don't. Rephrase?
Re: Pistons in 1.7
, Tue Jun 14 2011, 04:08PM

the first thing I'm doing is making an ungreifable bridge.
Re: Pistons in 1.7
, Tue Jun 14 2011, 05:04PM


the first thing I'm doing is making an ungreifable bridge.

spikedmo
Nothing is ungriefable, just grief the pistons and then you can grief the bridge. Unless they have an extremely hard time at getting to the pistons then it won't stop griefers.
Re: Pistons in 1.7
SampleName, Tue Jun 14 2011, 05:35PM

You can already make an ungriefable building. Slap down a bunch of chests / furnaces / dispensers / doors with lockette.
Re: Pistons in 1.7
, Tue Jun 14 2011, 08:34PM


You can already make an ungriefable building. Slap down a bunch of chests / furnaces / dispensers / doors with lockette.

SampleName
Do signs work when placed on top of things?
Re: Pistons in 1.7
SampleName, Tue Jun 14 2011, 08:54PM

You'd have to place them from top to bottom, like fences. To add the sign, you have to rig up some scaffolding.
Re: Pistons in 1.7
, Tue Jun 14 2011, 11:30PM

I meant for roofs/floors.
Re: Pistons in 1.7
, Tue Jun 14 2011, 11:43PM

Re: Pistons in 1.7
beagrie, Wed Jun 15 2011, 05:58AM

Well, at least pistons can push pistons in the official set up. Even if Notch has nerfed a lot of things people wanted from the mod, there's still a heck of a lot of stuff we can do!
Re: Pistons in 1.7
, Wed Jun 15 2011, 08:12AM

That poor cow...

I really liked that hidden door. That's minecraft ingenuity at its best.
Re: Pistons in 1.7
Flightster, Wed Jun 15 2011, 11:42AM

That doorway is pretty awesome
Re: Pistons in 1.7
BRooNiE, Wed Jun 15 2011, 12:01PM


That doorway is pretty awesome

Flightster
Would make a kickass entrance to our base ;D
Re: Pistons in 1.7
Discharge, Wed Jun 15 2011, 12:41PM

I just came.
Re: Pistons in 1.7
Hotmage100, Wed Jun 15 2011, 01:06PM

YES ! At the water control system & HOLY COW at the Secret Doorway .... its freaking AWESOME ........ PURE AWESOMENESS o.o
Re: Pistons in 1.7
Flightster, Wed Jun 15 2011, 02:12PM



That doorway is pretty awesome

Flightster
Would make a kickass entrance to our base ;D

BRooNiE

* high five *

We can do it! 8)
Re: Pistons in 1.7
, Thu Jun 16 2011, 10:26PM

But why make an enterance when you could make your base pop up ...somehow ...
Re: Pistons in 1.7
, Thu Jun 16 2011, 11:52PM

remember a base contains chests, etc… those cannot be moved… so nope smile) but you could make a hidden stairway underground to your base
Re: Pistons in 1.7
, Fri Jun 17 2011, 12:05AM

Latest info on pistons... they can push a total of 12 blocks only (down from 16 from the original mod). This eliminates the fears I had of them being used for long distance griefing. But, it also limits the length of those "self producing/repairing" bridges and automated wall constructors.

Also, they do not launch anything, not even loot, they only push the items one block. It can push players/mobs/friendly mobs/loot/ but it will not toss anything into the air like the original mod did.

The video does show sand being destroyed after multiple "bouncing" operations by flicking the lever quickly... perhaps a trigger for some sort of trap?

Re: Pistons in 1.7
SampleName, Fri Jun 17 2011, 12:53AM

I must make that doorway!
Sure would make an awesome airlock for an Atlantis entrance!
Re: Pistons in 1.7
, Fri Jun 17 2011, 07:47AM

I've had another idea for the use of pistons.
Animate the statues of the mods to do pelvic thrusts.
Re: Pistons in 1.7
Deleted-User-1415, Fri Jun 17 2011, 11:37AM

I am visualising all sorts of whacky animating going on...such as water ripples in a field of obsidian = mind blown.