Snapshot 13w06a Ready for Testing!
#21
Posted 07 February 2013 - 06:23 PM
No, that's not what that means. It has to do with mods/hacks that want to make "falling sand" look like other blocks (lava flying out of a volcano, for example). This shouldn't impact vanilla minecraft at all.
Some more detail on what that means in this thread:
[url="http://www.minecraftforum.net/topic/1679605-snapshot-13w06a-is-out-apparently-just-bug-fixes/"]http://www.minecraft...just-bug-fixes/[/url]
including an awesome example of how that can be used:
[media]http://www.youtube.com/watch?v=ZOAx7NsivYY[/media]
[/quote]
Ahh okay, I get it. Thanks everyone for clarifying that
#22
Posted 07 February 2013 - 06:25 PM
Quote
#23
Posted 07 February 2013 - 06:29 PM
#25
Posted 07 February 2013 - 06:32 PM
Well done.
I am Mine-imator user. Get Mine-imator now when it's free!
#26
Posted 07 February 2013 - 06:43 PM
#28
Posted 07 February 2013 - 07:05 PM
lfmxgg368, on 07 February 2013 - 05:02 PM, said:
My bad, the widget has been updated to include all the relevant Snapshot links.
updraded, on 07 February 2013 - 06:29 PM, said:
My mistake, the widget has been updated to display all the relevant links.
#30
Posted 07 February 2013 - 07:16 PM
#31
Posted 07 February 2013 - 07:18 PM
#32
#33
Posted 07 February 2013 - 07:20 PM
But what features did they add? Oh...a new feature that can't even be used
in vanilla Minecraft...yay...
#34
Posted 07 February 2013 - 07:26 PM
koopachris, on 07 February 2013 - 07:20 PM, said:
But what features did they add? Oh...a new feature that can't even be used
in vanilla Minecraft...yay...
#38
Posted 07 February 2013 - 08:16 PM
Azurewhitewolf, on 07 February 2013 - 07:33 PM, said:
#39
Posted 07 February 2013 - 08:25 PM
5thHorseman, on 07 February 2013 - 07:20 PM, said:
(Or at least most of it)
- Baby mob collision boxes are too large.
- Village lamp post floating torches
- Villager trade menu missing name
#40
Posted 07 February 2013 - 08:32 PM
MegaTrain, on 07 February 2013 - 08:25 PM, said:
Huh? I don't think the "villagers crowd into a single house" issue was fixed, unless it wasn't in the original list. The fixes relevant to villagers were:
It wasn't fixed, but it was substantially improved. From the site:
Quote
Also, if a house has more than one door, the house has a higher chance to get crowding, even with the changes. The other door(s) lure the villagers out away from the door they are supposed to restrict.
The biggest problem to solve this issue somewhat easily is the door restriction operation. Basically, it does not work. There is no point in trying to work out a well working algorithm that takes occupation into account when that occupation data is mostly useless.
The changes
1) Changed the villagers' "home area" to be based on the bounding box of village's doors (instead of mass center). This matches better the needed area of movement, though the current way has the minor benefit of bringing the villagers slightly closer together during daytime - sort of looks like "community behaviour".
2) Increased the radius factor from 0.6 to 0.9. The 0.6 for the current mass center -based solution does make sense as the most distant door from that mass center can indeed be quite far away, and larger factor could allow villagers to wander quite far "out" in the opposite direction. Unfortunately, that will also limit their chances to move to that distant house that is in the village. With bounding box center -based "home area", the radius can be higher without that problem.
3) Changed the way villagers choose which door they'd like to go to. In current code the distance is given unnecessarily large disadvantage weight (squared and in addition anything beyond 16 blocks was given an extra about x30 distance which in practice means fully ignored), and when near enough, it has no effect at all. I changed the distance weight to linear, multiplied by just 4, and added the restriction value (for whatever rare effect it has). Also, I made it keep 3 best choices and pick randomly one of them in the end. The randomness tries to diminish the effects of the remaining badly working things.
4) Removed any extra doors from multi-door houses. Not a nice change, and not absolutely needed.
1 and 2 together spread the villagers quite nicely around the village. This already decreased the crowding effect a lot, but local hotspots would still be a problem.
3 and 4 reduce the local hotspots a bit. Not that well, but at least better than the current code.
What would still be needed
The above changes are merely a minor fine-tuning to reduce the worst of the issue.
Full fix would require quite a total rethinking/design for the way a door or house is marked occupied. To me, it seems that it would be best to simply bind each villager to a single door. Easy when generating the village (the code can just bind the generated villager to the house/door it was generated for). When spawning a new villager or when a door gets invalid/destroyed, there would need to be new code that looks for least bound doors and picks one of those, to spread the villagers evenly.
Then, when villager wants to get inside, it would prefer its "home door" unless it is really far away (like more than 50 blocks away?), in which case it could just pick a random valid door nearby for that night.
EDIT:
I just tested this in my test world where I have a little spawn area and iron golem farm, and it works in that they don't crowd into one area any more. They do however crowd into *two* areas...














