I don't think glass or fences are barriers to lightning, but I'll accept being wrong on that point. Where lightning physically strikes, though, all mobs in a 3x3xN (I wanna say it's 6 blocks tall, but it's on the wiki) area around it will also be struck so you could have lightning causing witches by "reaching into the farm" instead of specifically striking them.
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Oct 16, 2017Posted in: Discussion
i want to make sure it runs low / med shaders smoothly
not going to happen.
and 15/30 mods with no lag and more than 60 fps
I have a windows pc from a year or two earlier. I don't think Mac/Windows computers are all that different as far as specs go, but I play modpacks for 1.10 and 1.12 with 100-150ish (sometimes up near 200) mods with hardly any lag to speak of (my FPS is consistently in the 150-300 range.)
The secret to a lag-free experience is to install Optifine and turn off the Terrain animations, since this one option apparently gets applied to millions of blocks at a time (basically everything you see when playing). With this option activated, my fps drops to single digits or at best 10-20 and that's on a render distance of 2 with fast graphics and most other things turned way, way down as to be basically unplayable (outside of the whole lag stuff). To be fair, with settings turned to where I normally had them (10 render, fancy graphics, clouds off) I was still getting about the same results so having Optifine provide next to no improvement really, really confused the heck out of me.
With Terrain animations turned off, I was getting 100-200ish FPS as a baseline and it sometimes spiked past 350 (and, rarely, makes it past 500). If I wanted to play with lower fps, I can push render distance all the way up to around 16 before I start approaching the zone where I potentially dip past 60 fps. It sort of varies on the modpack, though, and what versions of the mods are in said pack.
Oct 16, 2017Posted in: Suggestions
If I'm understanding what you're saying correctly, that's exactly what Forge does. You just download the mod's .jar file, move it to the Mods folder, and Forge automatically handles the rest when you start Minecraft.
I hoped for an eventual integration of Minecraft Forge into Vanilla, making modding have native support, but that hasn't happened yet.
Never going to happen, the authors on both sides think the other side is doing things incorrectly and refuse to share on that basis because they don't want their code to get ruined. They like the current arrangement.
Oct 16, 2017Posted in: Suggestions
In the next update (or if not then, in 1.14), we will be getting what essentially amounts to infinite block ids. I don't see Mojang just simplistically increasing variable sizes to allow for bigger numbers, instead they'll probably significantly reorganize how block ids are even assigned and therefore not only would we get more space but we might even use less ids overall (thereby achieving the infinite claim).
I'm guessing they'll assign block ids by material (cobblestone, clay, wool, etc) and use shape, color, orientation, position, and other properties to form the specific blocks. This will probably open the door for expansion within those various properties, for example maybe RGB color (it was tried before and turned out to be super laggy) could now be a thing for all blocks rather than just tile entities or instead of the 5 basic shapes (block, slab, stair, fence, wall, and layer) maybe we'll get 15 (wedge, slope, sphere, corner, arch, dome, etc).
Oct 15, 2017Posted in: Survival Mode
Villagers don't despawn, but they can die (from lightning, suffocation, fire, drowning in water, falling into lava, or just falling too far down a hole too many times), transform (lightning + villager = witch, zombie + villager = zombie villager), or glitch to freedom.
Oct 15, 2017Posted in: Survival Mode
Verify that the caves you expected to be filled in got filled in. I know I often get the order of parameters wrong and I end up applying the command to some other area than I intended. You can use spectator mode to fly through the ground, you might want to put lights of some sort at the corners of the spawnproofing region since it can be hard to figure out distance while landsharking.
Beyond that, verify the redstone and waterflow patterns. I know some versions of this design are unreliable and end up with the water stuck in place so perhaps widen the hole and encase the grinder in glass so you can watch what's happening.
Other than that, you're just generally breaking cardinal rules for mobgrinder design. Gnembon explains them in his youtube videos, but basically:
1)build small (preferably within 1 chunk)
2)build low (preferably below y=14)
3)don't cover it up with non-transparent blocks above the grinder roof (this elongates the spawning attempt, slowing down the spawning cycle and by extension the farm)
4)don't use full blocks (messes with pathfinding)
If you want more drops, make another module to connect to your network. According to Gnembon, a 1-chunk grinder that's built below y=14 and open to the sky with zero dark spots outside of the grinder should be generating 5000 drops/hour or so.
Oct 15, 2017Posted in: Discussion
All of the rules for cage spawners are the same EXCEPT for two considerations:
light level must be 8 or better (same values for natural passive-mob gen)
grass blocks must exist somewhere below the spawn region (don't think it matters how far down it is)
The spawning area is still 9x9x3, and to avoid spawn failures at the edge you need to make it 10x10 (the loss will not be that significant). The detection range is 9x9x9, and you can only have 6 mobs at a time in this region. 6 or more will cause the spawner to stop spawning completely. Spawning occurs in intervals of 10-45 seconds, chosen randomly each cycle.
Unless you have some other use for the raw beef (ie, mods or other plugins), you can put a lava blade below to cook them. Pretty much the same deal as with an iron golem farm.
Oct 15, 2017Posted in: Discussion
A single entity is how the other 2 multiblock ships mods (Archimedes Airships-which was first continued as AA Plus and then later that was renamed to DaVinci's Vessels--and Ships--an older mod that I'm pretty sure didn't advance past 1.7.10 that let you create huge ocean-going vessels) do it. They have some restrictions on what can touch the ship when you're building it. There's another airship mod, ViesCraft, but that doesn't do large multiblock vessels.
Archimedes Ships/DaVinci's Vessels was plagued by lag issues, and ultimately they developed their own API or library to support the mod called Moving World. You might want to talk to the author about how he did it.
Oct 15, 2017DuhDerp posted a message on Player data transfer on cracked servers. Possible? If so how.Posted in: Discussion
We don't help people who use hacked clients or illegally obtained someone else's account. Besides, that info is stored remotely on the server so you'd have to convince the server owner that even though you were breaking Mojang rules you should still be allowed on the server or allowed to retain the ill-gotten gains resultant from your bad behavior.
Good luck with that.
Oct 14, 2017DuhDerp posted a message on SMP minecarts: loading/unloading chunks and server lagPosted in: Survival Mode
The game will load a certain number of chunks around the player. The outer ring of 1 or 2 chunks are called lazy chunks because no processing is done in those. This means that powered rails, activator rails, and detector rails will not work, and by extension this lack of work will affect your circuit; the minecart won't be able to make it up a hill or to its destination because there's no speed boost from passing over a powered rail
Oct 14, 2017DuhDerp posted a message on how use mods and a hacked client at the same time?Posted in: Discussion
You have to figure it out yourself. We don't help people figure out why they're hacks aren't working.
Oct 9, 2017Posted in: Survival Mode
The highest part of the floor is located just 3 blocks away from the cage, which means that there is no point at all within your chamber where the mobs that spawn will not count towards the cage mob cap. If they get stuck trying to get through the door, you will have less and then zero spawns at all.
To fix this issue, drop the entire floor by 3 blocks. Personally, I do not like this flow design because it encourages mobs to get stuck trying to exit the chamber. I use a wall-length flow pattern with source blocks entirely along one wall that flows to the edge of a trough 2 blocks deep running along the opposite wall and out the corner. This naturally lines up the mobs single-file for a smoother rate of arrival at the kill chamber.
Oct 8, 2017Posted in: Suggestions
Maybe a very slow rate of time-damage with a weaker slow/weakness effect as it sucks on your face (slowly burning you/draining you of fluids), in exchange for preventing pigman aggro (almost like a pumpkin for endermen, but not as voluntary)? Taking damage from mob attacks or suffocation/explosion, but not fire or lava, would dislodge the lavamite with a small percentage chance of angering the piggies.
Oct 8, 2017DuhDerp posted a message on How can I get animals to spawn on my jungle island? I'm trying to get a parrot to spawn.Posted in: Survival ModeIf your farm is only 70 blocks away and has that many animals about all you can do is set your render distance to 2 chunks, which means that chunks will only be loaded up to 48 blocks away
Hold on a sec. Aren't there a minimum amount of chunks kept loaded regardless of render distance (I believe this comes up when we talk about hostile mobs and how the render-distance bug works)? If that's the case, why aren't passive mobs that have already spawned that happen to be in lazy chunks not similarly counted toward the cap?
Oct 5, 2017Posted in: Survival Mode
Doors check 5 blocks out on either side (front and back, not left or right) of them. They also check 3 blocks up (bottom of door, top of door, roof layer), for a grand total of 15 blocks on each side of the door. Sunlight needs only to touch more blocks on one side than on the other, which means that this is a valid house (the smallest valid house possible, as shown on the wiki):
(A = air, D = door, R = roof block)
and it also means that this is a valid house (door is completely covered with blocks and utterly inaccessible with sunlight able to only reach one block):
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