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    posted a message on Detecting four mobs are all dead

    You can also test for a boss with a certain name E.g: /testfor @e[name=BOSSNAME]

    If either of these methods finds the boss, an attached comparator will output a signal.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on One feature I hate.
    Quote from TheMasterCaver»


    This is incorrect - passive mobs do not despawn not because they have PersistenceRequired set to true but because they are hard-coded not to despawn; PersistenceRequired is an entirely separate thing:


    public abstract class EntityAnimal extends EntityAgeable implements IAnimals
    {
         /**
         * Determines if an entity can be despawned, used on idle far away entities
         */
         protected boolean canDespawn()
         {
             return false;
         }
    }



    This is the despawn code itself; you can see that persistenceRequired is separate from canDespawn(), which calls the code shown above:
    /**
     * Makes the entity despawn if requirements are reached
     */
     protected void despawnEntity()
     {
     if (this.persistenceRequired)
     {
     this.entityAge = 0;
     }
     else
     {
     EntityPlayer var1 = this.worldObj.getClosestPlayerToEntity(this, -1.0D);
    
     if (var1 != null)
     {
     double var2 = var1.posX - this.posX;
     double var4 = var1.posY - this.posY;
     double var6 = var1.posZ - this.posZ;
     double var8 = var2 * var2 + var4 * var4 + var6 * var6;
    
     if (this.canDespawn() && var8 > 16384.0D)
     {
     this.setDead();
     }
    
     if (this.entityAge > 600 && this.rand.nextInt(800) == 0 && var8 > 1024.0D && this.canDespawn())
     {
     this.setDead();
     }
     else if (var8 < 1024.0D)
     {
     this.entityAge = 0;
     }
     }
     }
     }

    In other words, it is only useful for mobs which do despawn, such as hostile mobs and ocelots (their default canDespawn() method returns true; ocelots are a special case where they override the default for passive mobs so it returns true if their "age" is more than 2400 ticks or 2 minutes and they are untamed. Note that ocelots are the only passive mobs that spawn differently and the only ones where it makes sense that they despawn, as all others are very unlikely to ever respawn due to the mob cap). All anecdotal reports of passive mobs "despawning" are due to bugs like MC-2025; there is also a bug that causes entities to become invisible under certain circumstances (I had several villagers "disappear" before but they were simply not loaded client-side. All other times it was due to suffocation, as evidenced by drops).

    Now, I do not know if parrots are handled separate from most passive mobs (even if i wanted to I probably can't decompile 1.12 with MCP) but the Wiki makes no mention of them despawning, tamed or otherwise (ocelots are the only tamable mob that can despawn if untamed or unnamed. Wolves used to despawn like ocelots but that was removed in 1.9; the Wiki still claims [verify] that they do despawn).



    Oh, thanks for correcting me on that! I'll edit my original post as to not confuse anyone who only reads that far. = )

    Posted in: Survival Mode
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    posted a message on Which cape should I use?

    While 2012's cape is more personality general (Minecraft has picks as a key element) the 2013 one could be used to display a love for redstone engineering. Otherwise, the 2013 one is more detailed, if that affects your decision.

    Posted in: Minecon
  • 2

    posted a message on One feature I hate.

    Edit: It seems I've been mistaken with my advice below, as persistenceRequired is not naturally used to prevent most passives from despawning. You may, however, use said tag to prevent naturally despawning creatures from doing so.


    Most passive (and some neutral) mobs already have {persistenceRequired} set to true/1 (they don't despawn but can be killed). If you type "/entitydata @e[type=Parrot,c=1] {}" and find "persistenceRequired:1" in the feedback, then any despawning is sure to be a bug.


    The mentioned command will only work if a parrot is loaded into the memory. So visit a jungle when executing.


    If parrots do not have persistenceRequired upon spawning, you can use the command "/entitydata @e[type=Parrot] {persistenceRequired:1}" to stop all loaded parrots from despawning (provided the first paragraph doesn't show buggy outcomes).

    Posted in: Survival Mode
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    posted a message on Lost Villagers! - Is my "town" ok?

    Is there a chance that your villagers have been slowly killing each other by mistake? I often have to improve my custom villages because the villagers bump each other off the porches, trying to stand in the same spot. Otherwise, I don't see anything in your screenshot that could harm them except the porch. And even then, a villager would have to fall off many times to die.

    Posted in: Survival Mode
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    posted a message on Iron Golem farm poppy filter

    Filters rely on filling every slot of a hopper with one item, leaving space only for more of said item (through stacking). When more of the base item is received, the hopper will be enabled until the original filter items are left. Here's some instructions and if you have and troubles understanding, Mumbo Jumbo has some great tutorials on Youtube about this;


    Enjoy!


    Fill the first four slots in a hopper with poppies and place 63 in the last slot. This only allows one poppy to enter the hopper. Then add a comparator and have the output redstone be long enough that the signal only reaches the end when the hopper is full (feel free to place a repeater after the end). Now add a redstone torch that keeps the hopper turned off and attach the comparator's redstone line to the block the torch is on.


    Now, the hopper won't empty the 64, 64, 64, 64, 63 poppies but will allow a single poppy to pass through. If you shorten the comparator's output, more poppies will be let through the hopper.



    I hope you get the gist of the idea!

    Godspeed,

    ~Darkest

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Bottle o' Enchanting Crafting Recipe
    Quote from Herb_»


    The effort required to get emerald from ore is ridiculous.

    You can get a bunch of emeralds by farming potato/wheat/carrots for a few minutes.

    Even with no automation at all, a few 9x9 carrot-farms... OK, so it takes a short time to grow, but they'll each get you stacks of carrots, which sell for about 3 ems per stack; far faster than getting emerald ore.



    Maybe my point of view is narrowed, but my base is built in an extreme hills biome with many large cave systems. Finding emeralds is easy if you have the mountains to find them in. I can find two to three emerald ores in the time it takes eighty-one carrots to grow (though said carrots will grow just as fast as six, by chance's favour).

    Posted in: Suggestions
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    posted a message on Bottle o' Enchanting Crafting Recipe
    Quote from EpicWither83»

    Have you ever asked yourself' "Why can't there be a crafting recipe for XP Bottles?", or "7 Emeralds for 1 XP Bottle? That's expensive!"? Well, you've come to the right place.


    So, what if Bottles' o' Enchanting could be craftable by using a Splash Water Bottle, 2 Redstone, Glowstone Dust, and a Ghast Tear all in an Armor Stand-like pose for an XP Bottle! That's not too expensive! You'll still have a lot of Glowstone left, but it'll also keep you going back to the Nether to kill some more Ghasts!


    I'd say it's pretty nice. What do you think?


    The problem here is, by the time you get the ingredients, you'd already earn more experience than a bottle will give you. It's also worth noting that many villager trades are only worthwhile after you have Looting and Fortune enchanted items, but only if you can't farm the XP for faster by then. If you get four emeralds from one emerald ore, the cheaper XP trade will not disappoint.
    Posted in: Suggestions
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    posted a message on My Friend Hides A Chest....

    You aren't looking for the bonus chest, are you (up to 20 blocks from the world spawn)? The OP is pretty vague. = S

    Posted in: Survival Mode
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    posted a message on Change the Java Minecraft name.
    Quote from Celireor»

    That's because they want to port to a C language.


    Source? I have trouble believing Mojang would jeopardize the very large modding community Minecraft: Java Edition has by re-writing the entire game in a different language.
    Posted in: Suggestions
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    posted a message on Does anyone fix up The End before summoning a new dragon?

    I don't have any screenshots, but a while back I set-up a downwards TNT cannon above the fountain. There was a lever near the edge of the island to turn a slow redstone clock on/off and the cannon was high enough that the dragon wouldn't destroy it as long as I stayed on the ground. Though it was fun, I wouldn't do it again as the amount of TNT required for it to become useful was incredibly hard to get.

    Posted in: Survival Mode
  • 0

    posted a message on Change the Java Minecraft name.

    Being on PC, players have a lot more control over their experience (E.g: Mods). Think of "Java Edition" as a bonus subtitle. It's up there with "Director's Cut", not the same as the more commonly viewed film, but with more content in return.

    Posted in: Suggestions
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    posted a message on Scared of caves, help?

    I've been playing Survival on and off for over five years now, by now I have developed a set of rules that not only keep me safe, but also boost my spelunking confidence;


    • Place torches so that mobs don't spawn behind you. This is very important, as once you get thirty blocks away from any dark area, mobs can spawn there. Creepers are the biggest danger if you have dark patches behind you, as they are silent when not attacking or under attack.
    • Check ceilings for holes, as mobs will drop more than three blocks down if they can't find an alternative. Looking up will also benefit you through finding ore veins you would otherwise walk right under.
    • Bring a shield! Once you have a single iron ingot, craft a shield before entering a cave. I cannot stress how important it is that you don't end-up fighting a skeleton in a tunnel unprepared.

    When you do encounter monsters, keep these tricks in-mind:


    • Build a wall with a door when you see or hear a lot of monsters. Leave a gap at the top so you can peek over. Hitting spiders should be easy enough if your wall is straight.
    • Pour some water down cave sections with endermen. This will force them to teleport and keep them from becoming mad at you.
    • Pour some lava if you want to light-up a potentially dangerous section below you. It's the Minecraft equivalent of throwing glowsticks, but is also lethal to any mobs caught in the stream.

    I hope you find these rules of thumb helpful!


    Best of luck,

    Darkest~

    Posted in: Survival Mode
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    posted a message on Can Someone teach me how to PvP?

    Assuming you are using the latest version, this video should be helpful. It covers attack delays, weapons differences, and strategies with the latest combat system. However, this tutorial will not be useful if you're in Minecraft 1.8.9 and below or on a server that supports said versions.

    Posted in: Discussion
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    posted a message on [Parkour Help] IS THIS JUMP POSSIBLE?

    I'm assuming you want to jump from the stairs to the stone brick slabs? I've re-created your image in-game; Jumping from the stone bricks is easy, but I haven't been able to make the jump from the stairs after thirty or so tries, and that's coming from someone who can make a 4-gap ninety percent of the time. If it's possible, it may be the hardest jump I've seen.

    Posted in: Discussion
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