The Meaning of Life, the Universe, and Everything.
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There's a couple reasons why I like automating things in mine craft. (So far I have chickens, cows, and sugarcane automated (or at least semi-automated)
It's fun for me - there is so much you can do with redstone and every project you learn more. Manipulating game mechanics and trying to automate something without just copying it blindly off YouTube is a real challenge.
An infinite source of food is nice, and sometimes you need automation for big projects. For instance if you want to build a big library you are going to need a lot of leather.
I'm also attempting to make a machine that automatically spawns and kills withers with chicken eggs. It'll take me a few months to finish so I'm collecting thousands in the meantime.
The only automation in my base are self-closing doors. I plant & harvest manually, breed and kill animals manually, collect stuff manually, etc. Automating makes stuff so simple I would rather play creative.
I did build a mob drop in my base, only because I was building a giant Birch tree and it seemed fun at the time to try and hide a mob drop inside it. Its new and slow so the 4 double chests collecting stuff aren't even full and I've only used bones out of it because I was lazy to go up to the base to get some.
I also have a zombie & skeleton spawner in dungeons close to base, turned them into grinders by making it empty out with water into a drop that leaves them at one hit for the kill. Don't use them much though, mostly when I die (rarely) to get back some of the lost XP I had.
I did recently build a village on top of the zombie spawner and have been separating zombie villagers and transforming them into villagers. The very first one I got trades me 1 Emerald for 36 Rotten flesh from the zombie spawner, lol. And its other trades it gives me stuff for emeralds like boockshelves, glass, glowstone, redstone & lapiz (yes all those and more, 1 villager). Thats the most automated thing right now and its only semi-auto since I have to wait on the spawner to produce enough zombies, then kill them, then trade flesh for emeralds, then emeralds for stuff.
Well... I make farms because it just makes life easier and I couldn't be bothered sitting there hunting chickens just to satisfy my hunger. I don't want to go around throwing the right items in the right chests if I could just throw them into a hopper and get them automatically sorted. I agree a few farms should be completely nerfed like the dragon xp farm I saw. The dragon xp farm exploits the glitch where when you kill the dragon she will drop her xp so you sit in a minecart and get carted back and fourth in and out of chunk loading because it resets her phase of actually disappearing. You make a piston so that it pushes the dragon down once she gets too far up otherwise the xp would take longer and longer to fall and then you sit afk for a few minutes and end up level 10000 which I think is the same as doing /xp 10000l. My computer cannot handle the big automatic farms that everyone else uses though like the Snocrash doughnut auto pigman farm.
Food - I have a very bog-standard piston staircase system for my wheat , potato and carrots farms, just to save time, one flick of a switch to release water and wash all the food down into hoppers which then go into chests. I still have to replant manually of course, but it's just a time saver.
Mobs - I don't really have "Grinders" as such, I have 1 spider dungeon which I only use now and then to get xp, and it'd be a shame to destroy the spawner after 4 years+ with it being so near my home. The other [With my home in a mountain] is just a darkened area for mobs to spawn to get xp, although behind the obsidian wall I have built a battle tower-esq structure, but it's survival so it lacks the spawners of course. A tower of dark rooms. This is situated at the very base of the mountain where the lava pools are.
As to why? - to get xp mainly for enchanting and repairing - that's all I use my xp for. I repair enchanted tools, I make enchanted tools. My flame aspect sword is slightly OP, do I need it? Probably not, it was just the luck of the draw with enchants, also silk touch can be handy. Eventually I do want a looting III for the nether. If it's just Iron tools, unless it has an enchant on it, I'll just make a new one but I try to repair enchanted diamond tools as much as I can.
I don't have any Iron golem farms, if I want iron, gold, diamonds or coal I'll just go mine it. I have a cobblestone generator but I hardly EVER use it as I have this OCD thing about digging around lava pools, I have to have a two wide path around them, Thus over the years I've collected quite a bit of cobble. (Now I'm thinking I should just tear down said generator in the main world and re-develop that small room..)
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As to why? - to get xp mainly for enchanting and repairing - that's all I use my xp for. I repair enchanted tools, I make enchanted tools. My flame aspect sword is slightly OP, do I need it? Probably not, it was just the luck of the draw with enchants, also silk touch can be handy. Eventually I do want a looting III for the nether. If it's just Iron tools, unless it has an enchant on it, I'll just make a new one but I try to repair enchanted diamond tools as much as I can.
Something that always confuses me - why do so many people need XP farms to repair their gear? Enchanted diamond gear in particular returns many, many times the XP required to repair it again - I often reach 60 levels before I have to repair anything.
For example, in vanilla I use a diamond sword with Sharpness V, Knockback II, Unbreaking III, which costs 35 levels (1,205 XP) to repair with two diamonds, restoring 50% durability (prior to 1.8). Sounds expensive? Well, 50% durability is 3,120 uses (390 durability/unit x 2 units x 4 (Unbreaking III)) and most mobs take two hits to kill, which is 1,560 mob kills, each giving 5 XP; that's 7,800 XP - 6.47 times more XP than I need to repair it again, plenty of XP left to repair other gear (armor, etc) that doesn't give me XP though use.
(Also, hostile mobs give more than 5 XP if they have equipment, 1-3 XP per piece, so skeletons really drop an average of 7 XP; a fully armored zombie with a weapon will drop 10-20 XP. Thus, the above calculations are conservative, especially on harder difficulties/longer-played worlds; the extra XP more than offsets the additional hits required to kill armored mobs)
At one time I used a maxed-out Efficiency V, Fortune III, Unbreaking III diamond pickaxe for all mining (when caving), even using it to mine stone and other non-Fortune affected blocks - and it was entirely sustainable to use despite costing 37 levels/1,406 XP to repair with a single diamond (5,624 XP for a full repair; I just repaired it whenever it dropped below 75% durability and I had enough levels; the large durability buffer let me delay repairs due to repairing other gear, then catch up when I had enough levels, never dropping below 50%).
In 1.8 it is even cheaper (in the long run) to repair and enchant; even the last repair you can make, for 33 levels (31 prior work penalty + 2 levels for an item repair), which is equivalent to 40 levels in older versions, but restores full durability and is cheaper in terms of cost per use restored. Indeed, consider my sword - in 1.8 each repair gives back 15,600 XP - after the final repair you can make 50 level 30 enchantments before it breaks (47 if you start from 0 levels) - surely you'll get many new swords to replace it with that many enchants! (the difference between Sharpness IV and V also isn't much; even Sharpness III two-hits the same mobs, except witches; so in 1.8 you can just use Sharpness IV and avoid combining two swords or using a book)
(fun fact - diamond gear is by far the cheapest to use in 1.8 due to the removal of durability affecting repair costs (prior to 1.8 this is also true for more than moderately enchanted items, and any armor due to the lower durability); the lower enchantability (tools only, armor is actually slightly better than iron) doesn't really matter much due to the low enchanting costs and being able to see one of the enchantments, and being able to manipulate the system to get desired enchants, such as trying different items, plus enchanting a junk item for 1 level is only 1/8 the XP of a level 30 enchantment prior to 1.8)
Similarly, applying the old repair system to 1.8, without accounting for changes in level costs, is of little issue, except in the case of the Fortune pickaxe, but I no longer do that nor would I want to due to how many drops I'd get (this was back when I used backpack mods to carry all the stuff I mined).
In fact, I even purposely increased repair costs in one of my mods to put the XP I get to better use (unlike some people I do not run back and enchant when I hit level 30, this is also the reason the changes to repairing annoy me); I added 10 to the per-unit costs of amethyst items, such that it costs 47 levels (increased anvil limit) to repair the aforementioned sword (identical to diamond except having 3 times the durability) - with just one unit, which does restore more durability (1171 vs 780) but costs more per durability point/use (47 levels is 2,831 XP, 2.47 XP per durability point (1/4 of this per use), compared to 1.54 XP for the diamond sword; this is still only 1.2 XP spent per mob killed, less than a quarter of the XP gained). Of course, XP can't really be "wasted", unlike diamonds or other nonrenewable resources.
Like others have said, I don't consider most farms to be "gaming" the mechanics of Minecraft, any more than I consider the invention of the wheel to be "gaming" the laws of physics. Everyone has their definition of fair play, however, and that is especially true of Minecraft. In fact, I consider redstone and automation to be one of the main reasons I play Minecraft in the first place. If it was just a block building game, it wouldn't hold as much appeal for me (though I enjoy that aspect a lot, as well).
Want more evidence? This is a game that lets you dye sheep so they (and their offspring!) will always grow colored wool. If that isn't a bit of a stretch, then let me show you how to farm sugarcane with some pistons and a hopper... :-)
Like others have said, I don't consider most farms to be "gaming" the mechanics of Minecraft, any more than I consider the invention of the wheel to be "gaming" the laws of physics. Everyone has their definition of fair play, however, and that is especially true of Minecraft. In fact, I consider redstone and automation to be one of the main reasons I play Minecraft in the first place. If it was just a block building game, it wouldn't hold as much appeal for me (though I enjoy that aspect a lot, as well).
Want more evidence? This is a game that lets you dye sheep so they (and their offspring!) will always grow colored wool. If that isn't a bit of a stretch, then let me show you how to farm sugarcane with some pistons and a hopper... :-)
I don't see automation as cheating. I just feel automation makes the game boring for me. If I automate everything in survival it feels like a hardcore creative mode.
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>> Extremely long answer <<
Seeing as you quoted me.
That's all fine and dandy, but that's how you play, not everyone plays to the same style and that's the great thing about Minecraft. As for armor, I don't bother making it, I just collect whatever I knock of mobs - this is in the normal wandering about in the game here, not talking farms now. I'll repair it if it's got something special on it or is chain, but as for making armor - nah.
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One simple answer in my case is that I'm a hoarder and I have more enchanted gear than I probably need in the short term at least.
However, another is that our play styles are completely different. My main use for XP is repairing my armour. Using armour does not give XP so I have to get it from somewhere. I try to avoid mining and caving as much as possible so I don't get much XP from e.g. mining coal or Nether quartz. I also generally don't go out looking for mobs to kill. If I have travelled a long way from home, I just run back and ignore all the mobs that attack me - naturally they don't ignore me so I suffer far more damage than I inflict. In addition, a lot of the damage to my gear is from the environment such as falling from a height or falling into lava.
The way you play is clearly completely different to me and for you, XP just accumulates naturally. For me, it depletes naturally so I need to go out of my way to get more.
Fall damage does not damage armor (unless you are playing Pocket Edition), neither does drowning or any other form of damage that is unblockable, even if enchantments reduce it (only Thorns makes armor wear out faster and not as a result of absorbing damage; there is a misconception that Protection does as well but that isn't true).
Also, it is hard to believe that you actually get that much armor damage from lava, I only very rarely fall in lava, lava damage more often being from accidentally touching a lava flow while trying to block the source, but only a brief contact (if you are set on fire the fire doesn't damage armor, only actual lava contact or a fire block); I don't actually "go out looking for mobs to kill" either - I just kill whatever tries to kill me.
I would guess the average player mines for resources to build other things, so mining is a part of their game as a means to an end for something else. I don't mind mining when I need to, but I wouldn't want to do it nearly all of my play time as the Master Caver does (and I am not knocking him here, I just feel his play style doesnt explore other aspects of the game much, but if that his choice because they don't appeal to him, that's fine by me). I like having XP on tap from a farm when I need some, maybe when I'm engaged in some large building project, and I don't want to have to go mining to replenish it. The other thing about all my XP farms (Gold, Mob and Blaze) is that they also give me lots of drops I can store as well, so they have additional advantages for me (although I have more blaze rods than i'll ever need). Plus as I believe i've said before, farms can be interesting and fun to build, especially if you come up with your own or use someone else's design embellished with some of your own input.
I'm also like Lotus49, I have loads of enchanted equipment hoarded, I get a bit nervous when my number of Silk Touch Eff V Unb III pick-axes drops to 3 left, so I have to make up some more etc ...
I made some auto farm, but not a spawning auto farm , i mean when zombie comes to me, opening a trap, and they fall to lava whereat the bottom of the place, they will die by burn damage, and then lovely drop all their item to a hopper connected to a chest. And beside, its fabuolous to see zombie fall to your trap
And yes, i actually need 9 stack chicken meat per hour for a special project which will make all the cow in the world be mine ! its auto working using de spawn item ability, which link up to bla bla, which will end up to bla bla, crossing the bla bla, and lure all cow to bla bla
Just a question, but has someone build a auto mining farm ? if yes, i want to know how, cuz im not a redstone master, barely know the basic
I can see it being possible, although it wouldn't have that high of an output and might put the player at risk. Basically you have a mob grinder that filters out Creepers with a cat. These are pushed to an Obsidian "boom room" that has a few holes where Cobblestone is pushed in via pistons as it is made by a Cobblestone generator. Then you let a Creeper explode by seeing you (risk of damage), which causes it to destroy some of the Cobblestone near it. Then you let a stream of water go into the room and push any broken Cobblestone to a collection point.
It would be slow and dangerous, but as long as you stand in one place it would be close to fully automatic.
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I also go through XP faster than I accumulate it, and I think for some of the same reasons as some posters have mentioned. I use it to repair armor (though not as often as it sounds like some others do because I use full diamond) and I also am a little obsessive about having backup enchanted equipment. Plus I do more building than I do mining: I've run through almost an entire Unbreaking III Efficiency IV pick expanding my underground storage area, renovating and expanding my ocean monument base, and trying to find the annoying zombie that turned out to have found a single 2x1 spot under my house to spawn in (and that doesn't count digging the drop trap for the Guardian farm, which I did on a different pickaxe) and none of those give XP.
The Meaning of Life, the Universe, and Everything.
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I do a lot of mining ._. kinda boring, kinda fun, i know why notch almost name minecraft " cave game" xD but yeah, it's actually great wasting time mining o3o especially when your pc is laggy as hell xD
So, when i go back, i really need food right on time o3o yeah, prob the reason for 9 stack of chicken per hour
I automate resource gathering for one main reason: large build projects. The biggest motivational killer for me when Im building is to have to go out and find new resources. Thats why I automate the gathering of the resources I need for the build before I start it
Only now am I considering using redstone to automate a system for smelting cobble into smoothstone because, well, I need a LOT of stone brick for a build I'm working on, but that's not even "farming" anything really- I'm gathering all the cobble the old-fashioned way (with a pick!).
It's all fun and games til you need a massive amount of something, eh?
Just like the real world, you get ahead in the game by using your brain and exploiting everything you can. If it weren't for all the various ways of farming things many people wouldn't even play the game (including myself), because it would be a boring contest of who is willing to hand-farm hundreds of thousands of items the old-fashioned way so they can build something amazing. Just the farms themselves are amazing feats of engineering and lead to other amazing feats from the rewards you get from it. Cactus green is probably the least useful thing you could think of (and good job on that), but I still can easily see people wanting to build something huge out of green, lime, or cyan clay. Can you do that without a cactus farm? No.
Other people get tired of searching for iron ore after so long and are getting bored of the game, but then finally learn how to build a system that delivers it for free- and that keeps them playing, even for years. You like always having to work for it from day 1 and you never have enough because you refuse to play a certain way.
Stop being mad or jealous at other people for how they play the game and keep playing it how you want to.
The very first one I got trades me 1 Emerald for 36 Rotten flesh from the zombie spawner, lol. And its other trades it gives me stuff for emeralds like boockshelves, glass, glowstone, redstone & lapiz (yes all those and more, 1 villager)
It's not possible to get all those trades on one villager without mods or cheats. Two will do it, though: one Cleric (purple robe) for the rotten flesh, glowstone, redstone, and lapis, and one Librarian (white robe) for the bookshelves and glass.
I'll add a few points here: first, I'm not mad at or jealous of anyone because of their play style- I'm simply trying to better understand it. When I play the game "normally" (that is, thebugguy-normal) I tend to generate many more resources (stone, coal, XP, what have you) than I need. Now that I have embarked on a rather ambitious build I can see how XP is slow in coming (though I already have more enchanted diamond picks- and everything else- than I'll ever need) and why some people would want to build cobblestone generators.
Second, large building projects (apart from relatively simple tunnels and rails) is not thebugguy-normal. I am only making a large build because I have a dozen double-chests of cobble gathering dust. I have "automated" the process to the point of getting multiple minecart chests full of stone to the building site, but that's about it. In terms of projects and builds I tend to work backwards. Not "I want 500 of X for project Y, how do I get them?" but rather "I have 500 of X sitting around, what should I do with them?"
Third, I was pretty vague in my use of the word "automation". Hoppers, dispensers and redstone are all integral parts of the game and were obviously created to be used. People have come up with brilliant- and not intuitively obvious- uses of the stuff, which is great. It isn't my cup of tea, but I've only been playing since 1.8- I may get around to mastering redstone gizmos eventually.
I think where things get fuzzy for me is using unintended consequences or loopholes or oversights in coding to one's advantage (e.g., defeating mob AI by using open trapdoors). No, I would never go so far as to say it was "cheating", and yes, it's a "real" phenomenon in the Minecraft world so it's fair game, but it seems... counter to what the game developers intended. But, whatever- if it works (for now) I have no problems with it.
And I admit, there is a certain amount of kick one gets from discovering some obscure nook or cranny to the game- that's a big reason why many of us play it so much. If you can kill the Wither using eggs, go for it- just post a video so I can watch! And, seriously, I'd love to hear what people are doing with nine stacks of chicken carcasses every hour- that's a *lot* of trading!
There's a couple reasons why I like automating things in mine craft. (So far I have chickens, cows, and sugarcane automated (or at least semi-automated)
It's fun for me - there is so much you can do with redstone and every project you learn more. Manipulating game mechanics and trying to automate something without just copying it blindly off YouTube is a real challenge.
An infinite source of food is nice, and sometimes you need automation for big projects. For instance if you want to build a big library you are going to need a lot of leather.
I'm also attempting to make a machine that automatically spawns and kills withers with chicken eggs. It'll take me a few months to finish so I'm collecting thousands in the meantime.
Mind your Craft.
The only automation in my base are self-closing doors. I plant & harvest manually, breed and kill animals manually, collect stuff manually, etc. Automating makes stuff so simple I would rather play creative.
I did build a mob drop in my base, only because I was building a giant Birch tree and it seemed fun at the time to try and hide a mob drop inside it. Its new and slow so the 4 double chests collecting stuff aren't even full and I've only used bones out of it because I was lazy to go up to the base to get some.
I also have a zombie & skeleton spawner in dungeons close to base, turned them into grinders by making it empty out with water into a drop that leaves them at one hit for the kill. Don't use them much though, mostly when I die (rarely) to get back some of the lost XP I had.
I did recently build a village on top of the zombie spawner and have been separating zombie villagers and transforming them into villagers. The very first one I got trades me 1 Emerald for 36 Rotten flesh from the zombie spawner, lol. And its other trades it gives me stuff for emeralds like boockshelves, glass, glowstone, redstone & lapiz (yes all those and more, 1 villager). Thats the most automated thing right now and its only semi-auto since I have to wait on the spawner to produce enough zombies, then kill them, then trade flesh for emeralds, then emeralds for stuff.
????? WUT? How in the world would that work? As far as I know eggs can only hurt the ender dragon.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Eggs can hurt chickens too. I managed to off a few of mine trying to toss more chicken-to-bes in.
One definition of success is going from failure to failure without losing enthusiasm
Mind your Craft.
Well... I make farms because it just makes life easier and I couldn't be bothered sitting there hunting chickens just to satisfy my hunger. I don't want to go around throwing the right items in the right chests if I could just throw them into a hopper and get them automatically sorted. I agree a few farms should be completely nerfed like the dragon xp farm I saw. The dragon xp farm exploits the glitch where when you kill the dragon she will drop her xp so you sit in a minecart and get carted back and fourth in and out of chunk loading because it resets her phase of actually disappearing. You make a piston so that it pushes the dragon down once she gets too far up otherwise the xp would take longer and longer to fall and then you sit afk for a few minutes and end up level 10000 which I think is the same as doing /xp 10000l. My computer cannot handle the big automatic farms that everyone else uses though like the Snocrash doughnut auto pigman farm.
A little explanation using my main world :
Food - I have a very bog-standard piston staircase system for my wheat , potato and carrots farms, just to save time, one flick of a switch to release water and wash all the food down into hoppers which then go into chests. I still have to replant manually of course, but it's just a time saver.
Mobs - I don't really have "Grinders" as such, I have 1 spider dungeon which I only use now and then to get xp, and it'd be a shame to destroy the spawner after 4 years+ with it being so near my home. The other [With my home in a mountain] is just a darkened area for mobs to spawn to get xp, although behind the obsidian wall I have built a battle tower-esq structure, but it's survival so it lacks the spawners of course. A tower of dark rooms. This is situated at the very base of the mountain where the lava pools are.
As to why? - to get xp mainly for enchanting and repairing - that's all I use my xp for. I repair enchanted tools, I make enchanted tools. My flame aspect sword is slightly OP, do I need it? Probably not, it was just the luck of the draw with enchants, also silk touch can be handy. Eventually I do want a looting III for the nether. If it's just Iron tools, unless it has an enchant on it, I'll just make a new one but I try to repair enchanted diamond tools as much as I can.
I don't have any Iron golem farms, if I want iron, gold, diamonds or coal I'll just go mine it. I have a cobblestone generator but I hardly EVER use it as I have this OCD thing about digging around lava pools, I have to have a two wide path around them, Thus over the years I've collected quite a bit of cobble. (Now I'm thinking I should just tear down said generator in the main world and re-develop that small room..)
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Something that always confuses me - why do so many people need XP farms to repair their gear? Enchanted diamond gear in particular returns many, many times the XP required to repair it again - I often reach 60 levels before I have to repair anything.
For example, in vanilla I use a diamond sword with Sharpness V, Knockback II, Unbreaking III, which costs 35 levels (1,205 XP) to repair with two diamonds, restoring 50% durability (prior to 1.8). Sounds expensive? Well, 50% durability is 3,120 uses (390 durability/unit x 2 units x 4 (Unbreaking III)) and most mobs take two hits to kill, which is 1,560 mob kills, each giving 5 XP; that's 7,800 XP - 6.47 times more XP than I need to repair it again, plenty of XP left to repair other gear (armor, etc) that doesn't give me XP though use.
(Also, hostile mobs give more than 5 XP if they have equipment, 1-3 XP per piece, so skeletons really drop an average of 7 XP; a fully armored zombie with a weapon will drop 10-20 XP. Thus, the above calculations are conservative, especially on harder difficulties/longer-played worlds; the extra XP more than offsets the additional hits required to kill armored mobs)
At one time I used a maxed-out Efficiency V, Fortune III, Unbreaking III diamond pickaxe for all mining (when caving), even using it to mine stone and other non-Fortune affected blocks - and it was entirely sustainable to use despite costing 37 levels/1,406 XP to repair with a single diamond (5,624 XP for a full repair; I just repaired it whenever it dropped below 75% durability and I had enough levels; the large durability buffer let me delay repairs due to repairing other gear, then catch up when I had enough levels, never dropping below 50%).
In 1.8 it is even cheaper (in the long run) to repair and enchant; even the last repair you can make, for 33 levels (31 prior work penalty + 2 levels for an item repair), which is equivalent to 40 levels in older versions, but restores full durability and is cheaper in terms of cost per use restored. Indeed, consider my sword - in 1.8 each repair gives back 15,600 XP - after the final repair you can make 50 level 30 enchantments before it breaks (47 if you start from 0 levels) - surely you'll get many new swords to replace it with that many enchants! (the difference between Sharpness IV and V also isn't much; even Sharpness III two-hits the same mobs, except witches; so in 1.8 you can just use Sharpness IV and avoid combining two swords or using a book)
(fun fact - diamond gear is by far the cheapest to use in 1.8 due to the removal of durability affecting repair costs (prior to 1.8 this is also true for more than moderately enchanted items, and any armor due to the lower durability); the lower enchantability (tools only, armor is actually slightly better than iron) doesn't really matter much due to the low enchanting costs and being able to see one of the enchantments, and being able to manipulate the system to get desired enchants, such as trying different items, plus enchanting a junk item for 1 level is only 1/8 the XP of a level 30 enchantment prior to 1.8)
Similarly, applying the old repair system to 1.8, without accounting for changes in level costs, is of little issue, except in the case of the Fortune pickaxe, but I no longer do that nor would I want to due to how many drops I'd get (this was back when I used backpack mods to carry all the stuff I mined).
In fact, I even purposely increased repair costs in one of my mods to put the XP I get to better use (unlike some people I do not run back and enchant when I hit level 30, this is also the reason the changes to repairing annoy me); I added 10 to the per-unit costs of amethyst items, such that it costs 47 levels (increased anvil limit) to repair the aforementioned sword (identical to diamond except having 3 times the durability) - with just one unit, which does restore more durability (1171 vs 780) but costs more per durability point/use (47 levels is 2,831 XP, 2.47 XP per durability point (1/4 of this per use), compared to 1.54 XP for the diamond sword; this is still only 1.2 XP spent per mob killed, less than a quarter of the XP gained). Of course, XP can't really be "wasted", unlike diamonds or other nonrenewable resources.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Like others have said, I don't consider most farms to be "gaming" the mechanics of Minecraft, any more than I consider the invention of the wheel to be "gaming" the laws of physics. Everyone has their definition of fair play, however, and that is especially true of Minecraft. In fact, I consider redstone and automation to be one of the main reasons I play Minecraft in the first place. If it was just a block building game, it wouldn't hold as much appeal for me (though I enjoy that aspect a lot, as well).
Want more evidence? This is a game that lets you dye sheep so they (and their offspring!) will always grow colored wool. If that isn't a bit of a stretch, then let me show you how to farm sugarcane with some pistons and a hopper... :-)
I don't see automation as cheating. I just feel automation makes the game boring for me. If I automate everything in survival it feels like a hardcore creative mode.
That's all fine and dandy, but that's how you play, not everyone plays to the same style and that's the great thing about Minecraft. As for armor, I don't bother making it, I just collect whatever I knock of mobs - this is in the normal wandering about in the game here, not talking farms now. I'll repair it if it's got something special on it or is chain, but as for making armor - nah.
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Fall damage does not damage armor (unless you are playing Pocket Edition), neither does drowning or any other form of damage that is unblockable, even if enchantments reduce it (only Thorns makes armor wear out faster and not as a result of absorbing damage; there is a misconception that Protection does as well but that isn't true).
Also, it is hard to believe that you actually get that much armor damage from lava, I only very rarely fall in lava, lava damage more often being from accidentally touching a lava flow while trying to block the source, but only a brief contact (if you are set on fire the fire doesn't damage armor, only actual lava contact or a fire block); I don't actually "go out looking for mobs to kill" either - I just kill whatever tries to kill me.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I would guess the average player mines for resources to build other things, so mining is a part of their game as a means to an end for something else. I don't mind mining when I need to, but I wouldn't want to do it nearly all of my play time as the Master Caver does (and I am not knocking him here, I just feel his play style doesnt explore other aspects of the game much, but if that his choice because they don't appeal to him, that's fine by me). I like having XP on tap from a farm when I need some, maybe when I'm engaged in some large building project, and I don't want to have to go mining to replenish it. The other thing about all my XP farms (Gold, Mob and Blaze) is that they also give me lots of drops I can store as well, so they have additional advantages for me (although I have more blaze rods than i'll ever need). Plus as I believe i've said before, farms can be interesting and fun to build, especially if you come up with your own or use someone else's design embellished with some of your own input.
I'm also like Lotus49, I have loads of enchanted equipment hoarded, I get a bit nervous when my number of Silk Touch Eff V Unb III pick-axes drops to 3 left, so I have to make up some more etc ...
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
I can see it being possible, although it wouldn't have that high of an output and might put the player at risk. Basically you have a mob grinder that filters out Creepers with a cat. These are pushed to an Obsidian "boom room" that has a few holes where Cobblestone is pushed in via pistons as it is made by a Cobblestone generator. Then you let a Creeper explode by seeing you (risk of damage), which causes it to destroy some of the Cobblestone near it. Then you let a stream of water go into the room and push any broken Cobblestone to a collection point.
It would be slow and dangerous, but as long as you stand in one place it would be close to fully automatic.
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I also go through XP faster than I accumulate it, and I think for some of the same reasons as some posters have mentioned. I use it to repair armor (though not as often as it sounds like some others do because I use full diamond) and I also am a little obsessive about having backup enchanted equipment. Plus I do more building than I do mining: I've run through almost an entire Unbreaking III Efficiency IV pick expanding my underground storage area, renovating and expanding my ocean monument base, and trying to find the annoying zombie that turned out to have found a single 2x1 spot under my house to spawn in (and that doesn't count digging the drop trap for the Guardian farm, which I did on a different pickaxe) and none of those give XP.
I do a lot of mining ._. kinda boring, kinda fun, i know why notch almost name minecraft " cave game" xD but yeah, it's actually great wasting time mining o3o especially when your pc is laggy as hell xD
So, when i go back, i really need food right on time o3o yeah, prob the reason for 9 stack of chicken per hour
Ah, i want to milk some cow, maybe gonna snatch the princess later o3o
I got 99 trouble, and you wont be one of them .
I automate resource gathering for one main reason: large build projects. The biggest motivational killer for me when Im building is to have to go out and find new resources. Thats why I automate the gathering of the resources I need for the build before I start it
It's all fun and games til you need a massive amount of something, eh?
Just like the real world, you get ahead in the game by using your brain and exploiting everything you can. If it weren't for all the various ways of farming things many people wouldn't even play the game (including myself), because it would be a boring contest of who is willing to hand-farm hundreds of thousands of items the old-fashioned way so they can build something amazing. Just the farms themselves are amazing feats of engineering and lead to other amazing feats from the rewards you get from it. Cactus green is probably the least useful thing you could think of (and good job on that), but I still can easily see people wanting to build something huge out of green, lime, or cyan clay. Can you do that without a cactus farm? No.
Other people get tired of searching for iron ore after so long and are getting bored of the game, but then finally learn how to build a system that delivers it for free- and that keeps them playing, even for years. You like always having to work for it from day 1 and you never have enough because you refuse to play a certain way.
Stop being mad or jealous at other people for how they play the game and keep playing it how you want to.
It's not possible to get all those trades on one villager without mods or cheats. Two will do it, though: one Cleric (purple robe) for the rotten flesh, glowstone, redstone, and lapis, and one Librarian (white robe) for the bookshelves and glass.
Thanks, all, for the interesting conversation!
I'll add a few points here: first, I'm not mad at or jealous of anyone because of their play style- I'm simply trying to better understand it. When I play the game "normally" (that is, thebugguy-normal) I tend to generate many more resources (stone, coal, XP, what have you) than I need. Now that I have embarked on a rather ambitious build I can see how XP is slow in coming (though I already have more enchanted diamond picks- and everything else- than I'll ever need) and why some people would want to build cobblestone generators.
Second, large building projects (apart from relatively simple tunnels and rails) is not thebugguy-normal. I am only making a large build because I have a dozen double-chests of cobble gathering dust. I have "automated" the process to the point of getting multiple minecart chests full of stone to the building site, but that's about it. In terms of projects and builds I tend to work backwards. Not "I want 500 of X for project Y, how do I get them?" but rather "I have 500 of X sitting around, what should I do with them?"
Third, I was pretty vague in my use of the word "automation". Hoppers, dispensers and redstone are all integral parts of the game and were obviously created to be used. People have come up with brilliant- and not intuitively obvious- uses of the stuff, which is great. It isn't my cup of tea, but I've only been playing since 1.8- I may get around to mastering redstone gizmos eventually.
I think where things get fuzzy for me is using unintended consequences or loopholes or oversights in coding to one's advantage (e.g., defeating mob AI by using open trapdoors). No, I would never go so far as to say it was "cheating", and yes, it's a "real" phenomenon in the Minecraft world so it's fair game, but it seems... counter to what the game developers intended. But, whatever- if it works (for now) I have no problems with it.
And I admit, there is a certain amount of kick one gets from discovering some obscure nook or cranny to the game- that's a big reason why many of us play it so much. If you can kill the Wither using eggs, go for it- just post a video so I can watch! And, seriously, I'd love to hear what people are doing with nine stacks of chicken carcasses every hour- that's a *lot* of trading!
cheers,
tbg