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  • 1

    posted a message on Suggestion for New Blocks(please read description)

    I have 3 different mods that give me all his blocks he wishes for, there is mods that adds these blocks in already all for 1.12.1, so really now point in bringing them to vanilla.

    It is against the rules to use a mod as a reason not to support a suggestion, since many players are unwilling to use mods for various reasons (for one, how long will it take those mods to update to 1.13 when they need to be completely rewritten due to all the changes it is bringing? Many players want to update as soon as possible, and there are issues with maintaining a modded world for the long-term since you never know if the mods will stop being updated or be altered enough to break things).

    The main issue I see with this suggestion is that there are no textures or examples of what the blocks should look like, otherwise, the variants are self-explanatory. Also, the mining issues could be solved by only having 2-3 of a given stone type generate in a region, which would increase underground variety as you are not always running into the same blocks, or make it so that you need Silk Touch to harvest them (otherwise they drop cobblestone); the latter is something I did in my own mods when I added the 1.8 stones (only the unpolished variants require Silk Touch; this is not unlike stone, which can also be obtained without Silk Touch by smelting it, and similarly, you can craft the new stone types).
    Posted in: Suggestions
  • 1

    posted a message on Is this cheating?

    IMO, if you have to ask if something is cheating, or feel guilty about doing it then it probably is - to you (in singleplayer, as multiplayer has its own rules).

    Personally, I don't want to find things like biomes and structures with external utilities; I've even modded the game to ensure that a utility that I use to map my world (generated chunks) only shows what I've explored underground (I removed naturally generated torches from mineshafts and strongholds; the utility has an underground rendering mode that only renders caves if they have torches so this prevents it from showing them, as in this example, note the railway extending to the upper-right, indicating that chunks were generated there, while caves only render as I explore them). I even reduced the view distance (always 10 chunks in 1.6.4) to 8 chunks so I do not generate more chunks than an in-game map can display (this is a major reason why I still use Normal render distance despite having a computer that can easily handle Far).

    However, I have used AMIDST to find a suitable seed before (as in a large landmass around spawn) but it is practically useless in finding biomes or structures due to my mods, and I did not use it at all for my most recent world (the chances of an ocean spawn aren't that high anyway, particularly with my recent mods, and you can always use another seed); likewise, I've reused seeds but it is the underground, which was altered, that matters the most. In a couple other worlds I used MCEdit to move a base over from a previous world but those worlds were mainly "test" worlds while experimenting with various modifications to the underground.

    Posted in: Survival Mode
  • 3

    posted a message on Why won't trees grow when I plant them exactly where I chopped them down?

    Leaves and wood (logs) do not prevent saplings from growing; the problem is that you need four dark oak saplings in a 2x2 square for them to grow and your screenshot shows a couple saplings by themselves (unlike jungle or spruce trees they only have a 2x2 variant).

    Posted in: Discussion
  • 2

    posted a message on Does anyone here actually build roads? XD
    Quote from OhFly»

    At what point do you begin building nether hubs to access other bases?

    I only have one base at the minute in my only survival world that I'm keep to keep permanently (normally I delete them after a week or two lol). Everything I have at the minute is within a dozen or so blocks of each other, so wondering how far out you build other projects and link them via nether

    While not directed to me I'd consider it if I had to find a new continent to explore in my first world due to the extreme distances they can be from each other in 1.6.4, although it will still be a long time before I reach that point due to the size of them; a single level 4 map takes around half a year of intensive daily playing to explore and I've only filled in around 4 1/2 centered around the origin in more than 2 years of daily playing in this world with the same amount to go before I have to go more than 3072 blocks from 0,0 (well, 4344 to the corners). I've also gradually increased the distances I explore on foot from my bases; the most recent level 4 map I explored had only two bases out of a total of 17 (16 secondary bases) and I walked up to 1500 blocks away from a base, which is still easily doable in a single daylight interval (less than 6 minutes of walking with no interruptions; much of the map was Ice Plains so it was easy to traverse; even at night it was easy to avoid mobs due to 1.6.4 not spawning packs if there is anything other than air (fixed in 1.8), making them less common even after all caves have been lit up).
    Posted in: Survival Mode
  • 1

    posted a message on How to find diamonds quicker?
    Quote from Sharpe103»

    I just don't like Y=11 because one runs into lava.


    Lava is at y=10 and below; the chance of running into lava at y=11 (your position when standing on top of y=10) is virtually the same as at y=12 since caves (air or lava filled) reach their maximum density just around this layer (here is an old chart for Beta 1.7.3 which accurately shows lava below y=11; the "current" one for 1.5 does not since they appear to have only counted stationary lava while caves generate with flowing lava. Note that the vertical distribution of caves alone (ravines and mineshafts were not present in Beta 1.7.3) is still the same as of the latest version). If anything, y=12 is more dangerous because lava will be one block below the block your feet are standing on, creating a 1 block drop - if you fall in you won't be able to just jump out. Also, are you using a minimap or some sort of coordinate display which uses your eye position (not feet position as the game gives in F3)? Very old (Alpha, Beta) versions did in fact give your eye position so y=12 (12.62) was equivalent to y=11 in modern versions (1.6.4 actually gives both coordinates).

    Also, the risk of lava is overrated IMO; I didn't have much trouble making large branch mines below lava level (of course, in the first image I posted you can see an extensive area of caves to the north so this is highly dependent on where you dig, but I've never had any issues with finding clear spots with only a few areas where I had to dig through lava (and I needed obsidian anyway for a Nether portal, Ender chests, and enchantment table).
    Posted in: Survival Mode
  • 4

    posted a message on So there's good news, and then REALLY concerning news...

    You're using an older version of the launcher. If Möjang discontinued support for java edition, you could distribute older versions of the game and launcher but only illegally, meanwhile modern versions could be unable to play. If you choose an older version of the game on a modern launcher, it does not downgrade you to that older version, you keep the modern launcher and much of the file arrangement. You still lack an executable.

    Older version of the launcher? You mean this one?




    The Wiki must be lying because I have the same version they claim to be the latest and has the ability to play older versions, which I've been using after it autoupdated earlier this year with no issues whatsoever, and no, I am not using some cracked version of the launcher:
    The Minecraft launcher has the ability to play old Alpha and Beta versions of the game. Currently, snapshots, Alpha, Beta, and all Release versions are available to play. Four Pre-classic versions, four Classic versions, and an Infdev version are already added under the names "old-alpha version".[2] However, Indev is still missing.

    https://minecraft.gamepedia.com/Minecraft_launcher#Time_Machine

    Sorry, I have no clue as to why you keep claiming that the latest launcher does not allow you to downgrade to older versions. My last post was to show that the game does not need a launcher at all once you have downloaded all of the necessary files (this is why MCP is allowed by Mojang; you can't just download MCP and the game jar, which can be downloaded directly from Mojang's servers without logging in, and decompile and run it).

    IMO, most of the posts in this thread are plain hysteria, just as they were several years ago when it was announced that Microsoft was buying Mojang - there is no indication that any of what you claim (in particular, Microsoft making it totally impossible to play any older versions of the game, which would require some Windows update or such that searches your entire computer for older versions and deletes them) will happen.
    Posted in: Discussion
  • 2

    posted a message on How to find diamonds quicker?
    Quote from PixlPlex»

    1) Dig down to y=11.

    2) Start mining in any direction.

    3) Every fourth block, mine out a branch to each side at eye level and as far as you can reach.

    4) Profit.


    That what I do. Branching only every fourth block means you're leaving 3-block gaps so the only veins you can miss are 1-block wide - missing these isn't that important and they're among the rarest veins anyway. Sacrificing these also means you cover a greater area than leaving 2-block gaps so you're likely to find more diamond in a given timeframe. Other than that, make sure you're using the best pickaxe you have access to (enchanted with efficiency and unbreaking, ideally) and you're set. Good luck.


    I've often said this as well but according to the Wiki you should space your tunnels further apart, with a yield of up to 1.7% or 1 in 59 of all blocks being diamond ore - if you mine one block per second (even a stone pickaxe takes less than a second to mine stone) that's nearly a stack of diamond per hour:


    A maximum efficiency is reached at a spacing of around 6 blocks (that is, 6 solid blocks left in-between the tunnels). At this spacing, efficiency is about 0.017, corresponding to 1.7% of blocks removed being a diamond. At this spacing, the tunnels effectively become independent of each other and so, statistically speaking, the chance of encountering an ore are maximized because there is no chance the ore has been removed by an adjacent tunnel.

    https://minecraft.gamepedia.com/Tutorials/Mining#Horizontal_Mining_.28or_Resource_Mining.2FStratifying.29

    Note that a spacing of 3 blocks between tunnels (one tunnel every 4 blocks) has only half the yield per block mined, which is a big difference. Even then (I've always used a spacing of 3) I don't consider Fortune to be worthwhile and the time spent enchanting to get it may as well be spent on mining (you hardly need diamonds once you have full diamond gear, especially with Mending).

    Sure, you may miss more veins but unless you are really space constrained there is no reason not to take advantage of the immense size of a Minecraft world (of course, a single 1x2 tunnel would get rather long; a stack of diamond would require a tunnel about 1.9 km long).

    Also, despite my name I do not go caving to find diamonds - on average I find less than 4 per hour this way, just terrible when compared to branch-mining, despite the amount of resources I collect in general (I save caving, which is something I do for fun, not to get resources, for the "end-game").
    Posted in: Survival Mode
  • 1

    posted a message on So there's good news, and then REALLY concerning news...

    They've already built the game to require using the launcher just to launch the game...


    This is news to me...

    The game itself does not depend on a launcher or online services in any way (once you download the assets it needs to run); in fact, 1.6.4 and older versions do not even receive a valid session ID from the launcher so they think you are playing without an account but it has not given me any issues as I only play singleplayer and it still receives a username (it makes up a random name if one is not given) and can download a skin (I already replaced the default skin with my own so when the skin servers are down I still have it), and demo mode is set with a special command-line parameter, not whether you are logged in:

    MCL-7282 Minecraft Launcher fails to pass Session ID to pre 1.7.2 Minecraft clients

    The only thing that would happen if Mojang discontinued support for older versions (aka "Java Edition") is that you'd no longer have multiplayer (unless legal rulings say otherwise) and the game would no longer be (legally) distributable.
    Posted in: Discussion
  • 3

    posted a message on One feature I hate.

    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).



    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).

    Posted in: Survival Mode
  • 1

    posted a message on Bedrock Armor

    100% damage reduction against most damage sources but not explosions? The only reason to even have diamond armor, enchanted or otherwise as-is is to ensure that creepers can't kill you in one hit; in fact, if I played in 1.9+ the only change that I would make to my current armor (a diamond chestplate and leggings each with Protection IV and diamond boots with Feather Falling IV) is to add Blast Protection IV to my boots, meaning that I'd have slightly less protection against most sources of damage due to armor penetration but more against explosions; if I also played on Hard instead of Normal I'd add in a Protection IV diamond helmet, which would reduce damage so much that I'd get no more damage than I currently get. Even before 1.9 diamond armor was necessary on Hard just because of this (or on Normal if you wanted to get away with more than half a heart. Even on Easy you can lose up to 5 hearts in iron armor).

    I'd much rather see armor which offers as much protection as iron but does not have armor penetration; compared to diamond you'd take more damage against weaker attacks but less against strong attacks (diamond armor's +2 armor toughness means that it takes 4 points of damage to penetrate each armor point so it takes 20 points of damage to reduce it from 20 to 15 armor points, the same as iron).

    Posted in: Suggestions
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