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    posted a message on Houdini Villagers

    sieges only happen after the village reaches a certain size, below that and you will forever be siege-free. I want to say that limit is enough to allow for 2 golems or 20 villagers.


    That said, zombies can detect villagers (and vice versa?) through walls to a distance of like 40 blocks, so you can eventually end up with a host of natural-spawn zombies that looks like a siege happened.

    Posted in: Survival Mode
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    posted a message on Aliens!

    Too late, endermen arrived several years ago. They've caused us to avoid looking them in the eye and whenever we do we freak out and run for cover so they can't get us.

    Posted in: Suggestions
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    posted a message on JukeBox Woes

    Nope, that was one of those weird intentional things done by Team Mojang that will probably one day be revisited and changed.

    Posted in: Survival Mode
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    posted a message on Chat narration - am I the only one with this problem?

    Optifine has a C5 release version now, you probably should upgrade to see if the problem persists. May also want to attempt to remove optifine entirely to see if you can replicate the issue, but that might not be possible.

    Posted in: Discussion
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    posted a message on I need help to build a mob grinder :)

    Put your AFK spot as high as possible, like Banded said if the only place to spawn around the player is in your darkroom grinder then you won't have to worry about spawnproofing anything outside of it--anything that would spawn there would be outside the 128-block range and therefore would immediately spawn.


    The actual grinder you want to place as low as possible. Without accounting for spawnproofing work outside of the actual building of the grinder, the absolute best possible spawning rates you can ever get in Minecraft will be when your entire grinder fits between y=0 and y=14 (probably 15 to keep the math simple, but Gnembon specifically mentions 0-14 in his mobgrinder tutorial videos). If you build higher than this, your spawn rates will start going down.


    Beyond spawnproofing the surrounding area, other things to consider for your grinder are:


    1)no non-transparent blocks (other than the roof to keep it dark) above the spawning pad coordinates, all the way up to build height. Chunks are defined as the entire world in a 16x by 16z by 256y area. However, to renderer would choke out if that much data was sent to it all at once (maybe not for a single chunk, but consider that for a normal world something like 300 chunks would be queued up), so the chunk is divided into subchunks (basically 16-block vertical pieces of the chunk that get processed in sequence). Once the highest non-transparent block is encountered, the spawning attempt is ended and the spawn cycle moves on to the next one in the list. If that highest-block is in the first subchunk, none of the others are even looked at and therefore spawning is done quicker.


    2)no full blocks around the grinder. I don't fully understand what Gnembon was saying (partly because his accent made it hard to understand his words), but apparently mobs don't pathfind to anything but full blocks. Pretty sure I got this part wrong (because trapdoors fool mobs into walking off), but I think the essence of what he was saying is that if the mobs don't think they have anywhere to go then they won't wander around the platform or try to fight currents and stuff. In other words, they move off the platforms and into the killing mechanism faster.


    3)multiple killing mechanisms. Some mobs cause problems with particular mechanisms. Zombies and skeletons can spawn with better armor to survive fall damage kills, and witches have a buggy interaction with magma blocks (the act of drinking a potion negates any despawning attempt because the game considers that entity as "busy").

    Posted in: Survival Mode
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    posted a message on Multiple Installations of MC & Forge on One PC

    Minecraft, Forge, and Liteloader all can be downloaded with their own installers, which means you just tell it where to install and it does all the install work for you. Optifine might also have one as well, but you can instead just drop the .jar file into the Mods directory in your Minecraft install folder (if it doesn't yet exist, you can create it manually.)


    From there, just download the mod .jar files you want for the version of Minecraft you will be playing on with that particular installation and drop them into the Mods folder. In older versions, I seem to recall mods being placed in version-specific subfolders (/mods/1.7.10 or /mods/1.8 and so on), but it's just better to maintain separate installations so you have less reason to be switching around the Minecraft version and accidentally logging into the wrong world.

    Posted in: Discussion
  • 2

    posted a message on Storage That Actually Looks Good?

    Chests are going to be THE most efficient and easy method, but they're surely not the only one. I believe you can place some blocks via dispenser/dropper, and if so then this means you can build an automatic variation of what I call a gravity silo. At the top would be your dispenser or glitch-exploiting cheaty machine (ie, sand duplicator), and at the bottom of the drop shaft would be an access point for you to on-demand mine out what you need. The manual version that I normally use has a ladder or some other means to get to the top where I place every block above the hole to let fall down.


    Blocks that can be automatically generated in-world (ie, cobblestone and smooth stone) can be stored in a piston-wall cube of whatever shape you desired (up to 13 blocks on a side). They're a bit slow and you'll be limited decoration-wise.


    One idea that at least on paper seems like it'd be really, really cool would be to have a C-shaped droppervator continuously raining items downwards. Whenever you needed some of that item, you would just walk into the stream to automatically grab a bunch. It would not be as compact, and because of the redstone if not also the sheer number of entities (in a decently-sized storehouse) it'd probably even be super laggy. You could cut down on the lag by triggering the flow manually via button/lever/pressure plate/tripwire, though that sort of defeats the whole "cool to look at" angle.

    Posted in: Survival Mode
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    posted a message on Do creepers ever explode silently?

    I've had minecraft sounds get interrupted, but that always produced some sort of static-y noise instead of just not playing.


    Now, in modded I've had blocks not make any sound when broken or while the tool was being used on them (for example, quarried stone from Railcraft). That's freaky.

    Posted in: Discussion
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    posted a message on Super Base ideas?

    live in a giant football being thrown in a perfect spiral for a game-winning touchdown pass.

    Posted in: Survival Mode
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    posted a message on AFK fish farm broken 1.12

    Tear it down and make a new one. Past designs have broken, but the new ones work just fine and produce as spectacularly as ever.

    Posted in: Survival Mode
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