Can't you melt down armor now for a couple nuggets? I seem to recall them adding that in one of the recent updates. Could be wrong though as I mostly play modded.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Can't you melt down armor now for a couple nuggets? I seem to recall them adding that in one of the recent updates. Could be wrong though as I mostly play modded.
yes, that would work but you will only get 1 iron nugget from one Item that is made from iron ingot like iron boots.
64 iron ingots = 16 iron boots
therefore 16 iron boots is = to 16 iron nuggets .
then 16 nuggets is = to 1 iron ingot + 7 iron nuggets.
Well, there's no way to turn it back to Iron, so you might just use it. I recommend keeping in your chest the ones that are not in your gear, and using them for future spells. Gold would be better, but Iron is good enough.
Keep mining, iron comes naturally, just remember to save some ingots, specially for the pickaxe.
Build an iron farm [assuming you're not playing the 1.14 snapshots] so this sort of thing is annoying rather than a major setback.
Even a not-topped-out single village model will drop >32 ingots an hour; built in the spawn chunks this would mean a stack of blocks (18 stacks of ingots) in under 18 hours of play (in the overworld required, unfortunately).
[My most common crafting error is buttons when sticks are wanted. ]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Wow, I didn't realize the ratio was that low, you should at least get half the materials back for whatever item it is.
They probably did this so any item could be smelted without having to check the durability or know how many resources they took to make or worrying about multiple results from one smelting operation or which items can be smelted (from implementing such a feature myself furnaces do not have any "overflow" protection beyond a full stack; a similar thing causes items to be lost when shift-clicking in older versions if you didn't have enough space, hence why I've crafted an odd number of torches). The addition of custom smelting recipes does reduce the issues with adding recipes though (I use a lookup table to see if an item can be smelted into a durability-based percentage of results):
This gives you an idea of the code involved in adding smelting recipes that give 3 nuggets * durability per resource required, averaging a 33% return, plus some additional iron/gold items which also generally average 33% (I only show iron armor and tools to simplify things):
// Tools and armor return up to 3 nuggets per ingot used to craft them and 0.1 XP per nugget
this.addSmelting(Item.swordIron.itemID, new ItemStack(Item.ironNugget, 6), 0.1F);
this.addSmelting(Item.axeIron.itemID, new ItemStack(Item.ironNugget, 9), 0.1F);
this.addSmelting(Item.pickaxeIron.itemID, new ItemStack(Item.ironNugget, 9), 0.1F);
this.addSmelting(Item.shovelIron.itemID, new ItemStack(Item.ironNugget, 3), 0.1F);
this.addSmelting(Item.hoeIron.itemID, new ItemStack(Item.ironNugget, 6), 0.1F);
this.addSmelting(Item.hammerIron.itemID, new ItemStack(Item.ironNugget, 15), 0.1F);
this.addSmelting(Item.shears.itemID, new ItemStack(Item.ironNugget, 6), 0.1F);
this.addSmelting(Item.helmetIron.itemID, new ItemStack(Item.ironNugget, 15), 0.1F);
this.addSmelting(Item.plateIron.itemID, new ItemStack(Item.ironNugget, 24), 0.1F);
this.addSmelting(Item.legsIron.itemID, new ItemStack(Item.ironNugget, 21), 0.1F);
this.addSmelting(Item.bootsIron.itemID, new ItemStack(Item.ironNugget, 12), 0.1F);
// Index of armor and tools which can be smelted for easy lookup by ID.
// Note that item IDs start at 256
isItemToolOrArmor[Item.swordIron.itemID - 256] = true;
isItemToolOrArmor[Item.axeIron.itemID - 256] = true;
isItemToolOrArmor[Item.pickaxeIron.itemID - 256] = true;
isItemToolOrArmor[Item.shovelIron.itemID - 256] = true;
isItemToolOrArmor[Item.hoeIron.itemID - 256] = true;
isItemToolOrArmor[Item.hammerIron.itemID - 256] = true;
isItemToolOrArmor[Item.shears.itemID - 256] = true;
isItemToolOrArmor[Item.helmetIron.itemID - 256] = true;
isItemToolOrArmor[Item.plateIron.itemID - 256] = true;
isItemToolOrArmor[Item.legsIron.itemID - 256] = true;
isItemToolOrArmor[Item.bootsIron.itemID - 256] = true;
public ItemStack getSmeltingResult(ItemStack item)
{
int itemID = item.getItem().itemID;
int damage = item.getItemDamage();
ItemStack result = (ItemStack)this.smeltingList.get(Integer.valueOf(itemID));
if (result == null) return null;
// Note that a copy of the itemstack is made since it may be modified
result = result.copy();
if (itemID >= 256 && itemID < 512 && isItemToolOrArmor[itemID - 256] && item.isItemStackDamageable())
{
// Prevents furnaces from smelting enchanted items
if (item.getEnchantmentTagList() != null) return null;
// Adjusts amount based on durability, rounded to the nearest unit
if (damage > 0) result.stackSize = Math.max(1, Math.round((float)result.stackSize * (float)(item.getMaxDamage() - damage) / (float)item.getMaxDamage()));
}
return result;
}
// Updated to support blocks with metadata and stack sizes of more than one
private boolean canSmelt()
{
// Ensures that furnaces do not attempt to smelt items that return more than the allowed stack size
// Vanilla only checks to see if the stack size of the output (not output plus that being added) is
// less than the allowed maximum
int stackSize = output.stackSize + result.stackSize;
return (stackSize <= this.getInventoryStackLimit() && stackSize <= result.getMaxStackSize());
}
public void smeltItem()
{
else if (this.furnaceItemStacks[2].itemID == var1.itemID)
{
// Vanilla only increments this by one instead of using the actual stack size
this.furnaceItemStacks[2].stackSize += var1.stackSize;
}
}
The only option is to mine again except if you don't mind changing the game mode to creative.
:/ This is the kind of thing I'd occasionally just "Revert" (technically-"Cheat," to my way of thinking), using Creative (Mode). But mostly it'd be annoying lessons learned 'Til (learning " /gamemode creative " ) then @.@ .
Go mine some more and remember not to shift click things like that when using the crafting book. At least a stack of iron won't take long to get back.
Also - speaking of Creative Mode - Still don't Shift-Click the "X" box in the bottom-right, which Destroys The ENTIRE Inv'y. ( !). Shift-Clicking as pointed-out by another here Used to inflict a painful items-destroying "Bug."
They probably did this so any item could be smelted without having to check the durability or know how many resources they took to make or worrying about multiple results from one smelting operation or which items can be smelted (from implementing such a feature myself furnaces do not have any "overflow" protection beyond a full stack; a similar thing causes items to be lost when shift-clicking in older versions if you didn't have enough space, hence why I've crafted an odd number of torches). The addition of custom smelting recipes does reduce the issues with adding recipes though (I use a lookup table to see if an item can be smelted into a durability-based percentage of results):
This gives you an idea of the code involved in adding smelting recipes that give 3 nuggets * durability per resource required, averaging a 33% return, plus some additional iron/gold items which also generally average 33% (I only show iron armor and tools to simplify things):
// Tools and armor return up to 3 nuggets per ingot used to craft them and 0.1 XP per nugget
this.addSmelting(Item.swordIron.itemID, new ItemStack(Item.ironNugget, 6), 0.1F);
this.addSmelting(Item.axeIron.itemID, new ItemStack(Item.ironNugget, 9), 0.1F);
this.addSmelting(Item.pickaxeIron.itemID, new ItemStack(Item.ironNugget, 9), 0.1F);
this.addSmelting(Item.shovelIron.itemID, new ItemStack(Item.ironNugget, 3), 0.1F);
this.addSmelting(Item.hoeIron.itemID, new ItemStack(Item.ironNugget, 6), 0.1F);
this.addSmelting(Item.hammerIron.itemID, new ItemStack(Item.ironNugget, 15), 0.1F);
this.addSmelting(Item.shears.itemID, new ItemStack(Item.ironNugget, 6), 0.1F);
this.addSmelting(Item.helmetIron.itemID, new ItemStack(Item.ironNugget, 15), 0.1F);
this.addSmelting(Item.plateIron.itemID, new ItemStack(Item.ironNugget, 24), 0.1F);
this.addSmelting(Item.legsIron.itemID, new ItemStack(Item.ironNugget, 21), 0.1F);
this.addSmelting(Item.bootsIron.itemID, new ItemStack(Item.ironNugget, 12), 0.1F);
// Index of armor and tools which can be smelted for easy lookup by ID.
// Note that item IDs start at 256
isItemToolOrArmor[Item.swordIron.itemID - 256] = true;
isItemToolOrArmor[Item.axeIron.itemID - 256] = true;
isItemToolOrArmor[Item.pickaxeIron.itemID - 256] = true;
isItemToolOrArmor[Item.shovelIron.itemID - 256] = true;
isItemToolOrArmor[Item.hoeIron.itemID - 256] = true;
isItemToolOrArmor[Item.hammerIron.itemID - 256] = true;
isItemToolOrArmor[Item.shears.itemID - 256] = true;
isItemToolOrArmor[Item.helmetIron.itemID - 256] = true;
isItemToolOrArmor[Item.plateIron.itemID - 256] = true;
isItemToolOrArmor[Item.legsIron.itemID - 256] = true;
isItemToolOrArmor[Item.bootsIron.itemID - 256] = true;
public ItemStack getSmeltingResult(ItemStack item)
{
int itemID = item.getItem().itemID;
int damage = item.getItemDamage();
ItemStack result = (ItemStack)this.smeltingList.get(Integer.valueOf(itemID));
if (result == null) return null;
// Note that a copy of the itemstack is made since it may be modified
result = result.copy();
if (itemID >= 256 && itemID < 512 && isItemToolOrArmor[itemID - 256] && item.isItemStackDamageable())
{
// Prevents furnaces from smelting enchanted items
if (item.getEnchantmentTagList() != null) return null;
// Adjusts amount based on durability, rounded to the nearest unit
if (damage > 0) result.stackSize = Math.max(1, Math.round((float)result.stackSize * (float)(item.getMaxDamage() - damage) / (float)item.getMaxDamage()));
}
return result;
}
// Updated to support blocks with metadata and stack sizes of more than one
private boolean canSmelt()
{
// Ensures that furnaces do not attempt to smelt items that return more than the allowed stack size
// Vanilla only checks to see if the stack size of the output (not output plus that being added) is
// less than the allowed maximum
int stackSize = output.stackSize + result.stackSize;
return (stackSize <= this.getInventoryStackLimit() && stackSize <= result.getMaxStackSize());
}
public void smeltItem()
{
else if (this.furnaceItemStacks[2].itemID == var1.itemID)
{
// Vanilla only increments this by one instead of using the actual stack size
this.furnaceItemStacks[2].stackSize += var1.stackSize;
}
}
I thought items that weren't completely new couldn't be smelted at all. You'd have to repair any items with less durability up to 100% before they would even smelt. You should still get more than a nugget from them, that's just ridiculous.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
I thought items that weren't completely new couldn't be smelted at all. You'd have to repair any items with less durability up to 100% before they would even smelt. You should still get more than a nugget from them, that's just ridiculous.
(I've seen complaints about hoppers not feeding furnaces properly in java, but not found a corresponding bug report.)
Being able to smelt dameage equipment (and the paltry return) are longstanding features likely relating to preventing cage spawners from being used as efficient gold & iron farms. (At a chest of gold equipment to 6 ingots the exchange rate keeps the utility small.)
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Still, even if you have a spawner farm, usually the stuff you get as drops is damaged and you should have to repair them to 100% (bugs not withstanding, damaged items should not be smeltable) which reduces the rate already, plus the time involved to manually repair them. I think the return rate should still be higher on smelted items. As usual, Mojang adds a feature that the players ask for and makes it so nerfed it's not worth bothering with.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Still, even if you have a spawner farm, usually the stuff you get as drops is damaged and you should have to repair them to 100% (bugs not withstanding, damaged items should not be smeltable) which reduces the rate already, plus the time involved to manually repair them. I think the return rate should still be higher on smelted items. As usual, Mojang adds a feature that the players ask for and makes it so nerfed it's not worth bothering with.
Why do you think that damaged items shouldn't be smeltable? I showed how easy it would be to make it so that you even get a percentage of items back based on durability, and in any case you get more back when you combine two items, which adds a 5% durability bonus even for items with 0 durability left (5% of an iron shovel is 0.45 nuggets; an iron chestplate is 3.6 nuggets, so for most items you gain more materials back than you get by smelting, if not in a raw form that can be used for anything).
The only issue I see if if you could get 100% of the materials back, since you do get XP from smelting items, enabling the player to make an infinite XP generator by simply resmelting intact items over and over (my method gives you about 1/3 of the original materials back, including from items like buckets, compasses, and clocks, and blocks like rails, iron bars, pressure plates, and even anvils, the latter based on how damaged they are. I also added a "hammer" item that can "uncraft" many blocks, like furnaces into several cobblestone and crafting tables into planks (both affected by Fortune like glowstone is), and quartz-based blocks into quartz with no loss).
Also, I strongly believe that "farms" should never be a factor in balancing an item since they are not legitimate gameplay (there are many ways they can be nerfed; Mojang has tried a few, like making iron golems and pigmen only drop items if killed by a player, but the community "forced" them to undo the changes):
This is code I added to the mob spawner code that disables mob drops (XP and items) if too many spawn too quickly (mob spawners spawn much faster and many more types of mobs than in vanilla, including mobs which drop valuable loot like witches and creepers). The number of mobs that can consecutively spawn is generous enough that the threshold isn't hit before I find them while caving:
private void setCooldownThreshold()
{
// Threshold is set for about 50 mobs at a 100% success rate per spawn cycle
this.cooldownThreshold = 50000 - 25 * (this.minSpawnDelay + this.maxSpawnDelay) / this.spawnCount;
}
// Disables mob drops for 30 seconds (600 ticks) if too many mobs spawn within a short
// period of time (only one mob will then spawn with drops before shutting down again).
if (this.cooldownCounter > this.cooldownThreshold)
{
var11.disableDrops();
}
else
{
this.cooldownCounter += 1000;
if (this.cooldownCounter > this.cooldownThreshold) this.cooldownCounter = this.cooldownThreshold + 600;
}
// cooldownCounter is decremented 4 times faster when out of range, taking about 10 minutes to drop
// from the threshold to 0 (not applied if it is above the threshold)
if (this.cooldownCounter > 0 && this.cooldownCounter < this.cooldownThreshold) this.cooldownCounter -= 3;
// Decrements spawnDelay even when out of range; 20 is the initial value when a spawner is created
if (this.spawnDelay > 20) --this.spawnDelay;
This is code I added to the natural mob spawning code which allows only 25% of chunks to spawn mobs per spawn cycle; I mainly did this as an optimization (natural mob spawning is the biggest user of tick time when the mob cap can't be reached), the effect on normal mob spawns (surface and caves) is unnoticeable since it can still keep the cap full even when flying around in Creative. However, mob farms will be severely affected since they attempt to spawn mobs as fast as possible by keeping the population below the cap:
// Alternates between sets of chunks to spawn mobs in; passive mobs use their own counter
this.spawnCycle = (this.spawnCycle + 1) & 3;
int chunkSet = this.spawnCycle;
// Makes passive mobs spawn once every 200 ticks instead of every 400 (still half as high per chunk)
if (this.passiveSpawnCounter >= 0)
{
++this.passiveSpawnCounter;
if (this.passiveSpawnCounter == 200) spawnAnimals = true;
}
if (spawnAnimals)
{
this.passiveSpawnCycle = (this.passiveSpawnCycle + 1) & 3;
chunkSet = this.passiveSpawnCycle;
this.passiveSpawnCounter = 0;
}
this.eligibleChunksForSpawning.put(new ChunkCoordIntPair(cx, chunkZ + z), Boolean.valueOf(((cx & 1) | ((chunkZ + z) & 1) << 1) == chunkSet));
I added this to the base class for living entities to make it so that iron golems, pigmen, and witches only drop loot when killed by a player (I bypass their normal drop code to avoid having to modify their classes. "dropPigmanItems" only drops gold nuggets if a player killed them). I also made Wither skeletons only drop coal if killed by a player (when I can mine 2,000 coal per play session there is absolutely no need to "farm" it. Charcoal was also nerfed to smelting 6 items (it is still better than wood planks since you can smelt 4 times more items per stack of fuel, and make charcoal blocks that smelt 54 items each). Also, with a few exceptions like creepers shot by skeletons no mob really needs to drop anything unless killed by a player but I didn't go that far:
// dropLoot controls whether mobs spawned from spawners drop anything while iron golems and witches only
// drop loot if killed by a player. Zombie pigmen only drop gold nuggets if killed by a player.
if (this.dropLoot && (this.recentlyHit > 0 || !(this instanceof EntityIronGolem || this instanceof EntityWitch)))
{
if (this instanceof EntityPigZombie)
{
this.dropPigmanItems(this.recentlyHit > 0, looting);
}
else
{
this.dropFewItems(this.recentlyHit > 0, looting);
}
}
I also changed the way mobs despawn - they only immediately despawn outside of a cylinder with a radius of 96 instead of a sphere with a radius of 128 so you have to light up everything around you no matter how high you are, partly offset by a reduced (de)spawn radius and increased density as the mob cap is the same (on a flat surface a radius of 96 blocks gives about 1.8 times the density of 128 blocks, including the no-spawn zone within 24 blocks of the player. The effect on volume is more significant, about 2.4 times for spheres, with the change to a cylinder having an effect in between, as shown here (the red lines are a cylinder with a diameter of 192 while the circle is a sphere with a diameter of 256. y=4-63 represents the ground depth from lava to sea level, y=90 would be near the height of savanna plateau):
if (this.persistenceRequired || this.distanceFromPlayer + y * y < 1024.0D)
{
this.entityAge = 0;
}
else if (this.canDespawn() && (this.distanceFromPlayer > 9216.0D || (this.entityAge > 600 && this.rand.nextInt(800) == 0)))
{
// Mobs automatically despawn outside of a 96 block radius, excluding the y-axis
this.setDead();
}
This is perhaps my most lovely addition - you die above the Nether ceiling in the same manner as in the void (you can in Creative but mobs won't ever spawn up there because their spawning range in the Nether is fixed at 1-125, and as mentioned above the changes to mob despawning make it necessary to spawnproof the entire area even if you go to the height limit, so the only possible benefit would be transportation):
I think the title is pretty much it. Any suggestions to get back the iron?... Guys?
The only option is to mine again except if you don't mind changing the game mode to creative.
Can't you melt down armor now for a couple nuggets? I seem to recall them adding that in one of the recent updates. Could be wrong though as I mostly play modded.
D_B
To tell them how to live is to prevent them living.
yes, that would work but you will only get 1 iron nugget from one Item that is made from iron ingot like iron boots.
64 iron ingots = 16 iron boots
therefore 16 iron boots is = to 16 iron nuggets .
then 16 nuggets is = to 1 iron ingot + 7 iron nuggets.
Go mine some more and remember not to shift click things like that when using the crafting book. At least a stack of iron won't take long to get back.
Stay fluffy~
Wow, I didn't realize the ratio was that low, you should at least get half the materials back for whatever item it is.
D_B
To tell them how to live is to prevent them living.
Ikr, 32 iron ingot is fine but 1 iron ingot + 7 nuggets are not worth it.
I did that once I made a lot of trapdoors and wasted all my wood I just got.
Join in the Chaos
There is nothing you can do to get those materials back, the best thing to do now is simply saving those boots and using them.
Well, there's no way to turn it back to Iron, so you might just use it. I recommend keeping in your chest the ones that are not in your gear, and using them for future spells. Gold would be better, but Iron is good enough.
Keep mining, iron comes naturally, just remember to save some ingots, specially for the pickaxe.
Build an iron farm [assuming you're not playing the 1.14 snapshots] so this sort of thing is annoying rather than a major setback.
Even a not-topped-out single village model will drop >32 ingots an hour; built in the spawn chunks this would mean a stack of blocks (18 stacks of ingots) in under 18 hours of play (in the overworld required, unfortunately).
[My most common crafting error is buttons when sticks are wanted. ]
if you play multiplayer you can sell the iron boots.
Join in the Chaos
well said you can take advantage from it, and if you don't play in multiplayer, you can always mine for irons which is the only way to get new.
Lesson learned. We've all done something similar.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
They probably did this so any item could be smelted without having to check the durability or know how many resources they took to make or worrying about multiple results from one smelting operation or which items can be smelted (from implementing such a feature myself furnaces do not have any "overflow" protection beyond a full stack; a similar thing causes items to be lost when shift-clicking in older versions if you didn't have enough space, hence why I've crafted an odd number of torches). The addition of custom smelting recipes does reduce the issues with adding recipes though (I use a lookup table to see if an item can be smelted into a durability-based percentage of results):
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?
:/ This is the kind of thing I'd occasionally just "Revert" (technically-"Cheat," to my way of thinking), using Creative (Mode). But mostly it'd be annoying lessons learned 'Til (learning " /gamemode creative " ) then @.@ .
Also - speaking of Creative Mode - Still don't Shift-Click the "X" box in the bottom-right, which Destroys The ENTIRE Inv'y. ( !). Shift-Clicking as pointed-out by another here Used to inflict a painful items-destroying "Bug."
no /kidding
Since they provide the least-Armor overall ( /Iron consumed), it's sort of like creating an accidental "safety net." G /l.
I thought items that weren't completely new couldn't be smelted at all. You'd have to repair any items with less durability up to 100% before they would even smelt. You should still get more than a nugget from them, that's just ridiculous.
D_B
To tell them how to live is to prevent them living.
Inability to smelt items below full durability is a current bug in the PE/Bedrock version [this Reclaiming Damaged Items Via Smelting is marked as OPEN ].
(I've seen complaints about hoppers not feeding furnaces properly in java, but not found a corresponding bug report.)
Being able to smelt dameage equipment (and the paltry return) are longstanding features likely relating to preventing cage spawners from being used as efficient gold & iron farms. (At a chest of gold equipment to 6 ingots the exchange rate keeps the utility small.)
Still, even if you have a spawner farm, usually the stuff you get as drops is damaged and you should have to repair them to 100% (bugs not withstanding, damaged items should not be smeltable) which reduces the rate already, plus the time involved to manually repair them. I think the return rate should still be higher on smelted items. As usual, Mojang adds a feature that the players ask for and makes it so nerfed it's not worth bothering with.
D_B
To tell them how to live is to prevent them living.
Why do you think that damaged items shouldn't be smeltable? I showed how easy it would be to make it so that you even get a percentage of items back based on durability, and in any case you get more back when you combine two items, which adds a 5% durability bonus even for items with 0 durability left (5% of an iron shovel is 0.45 nuggets; an iron chestplate is 3.6 nuggets, so for most items you gain more materials back than you get by smelting, if not in a raw form that can be used for anything).
The only issue I see if if you could get 100% of the materials back, since you do get XP from smelting items, enabling the player to make an infinite XP generator by simply resmelting intact items over and over (my method gives you about 1/3 of the original materials back, including from items like buckets, compasses, and clocks, and blocks like rails, iron bars, pressure plates, and even anvils, the latter based on how damaged they are. I also added a "hammer" item that can "uncraft" many blocks, like furnaces into several cobblestone and crafting tables into planks (both affected by Fortune like glowstone is), and quartz-based blocks into quartz with no loss).
Also, I strongly believe that "farms" should never be a factor in balancing an item since they are not legitimate gameplay (there are many ways they can be nerfed; Mojang has tried a few, like making iron golems and pigmen only drop items if killed by a player, but the community "forced" them to undo the changes):
This is code I added to the natural mob spawning code which allows only 25% of chunks to spawn mobs per spawn cycle; I mainly did this as an optimization (natural mob spawning is the biggest user of tick time when the mob cap can't be reached), the effect on normal mob spawns (surface and caves) is unnoticeable since it can still keep the cap full even when flying around in Creative. However, mob farms will be severely affected since they attempt to spawn mobs as fast as possible by keeping the population below the cap:
I added this to the base class for living entities to make it so that iron golems, pigmen, and witches only drop loot when killed by a player (I bypass their normal drop code to avoid having to modify their classes. "dropPigmanItems" only drops gold nuggets if a player killed them). I also made Wither skeletons only drop coal if killed by a player (when I can mine 2,000 coal per play session there is absolutely no need to "farm" it. Charcoal was also nerfed to smelting 6 items (it is still better than wood planks since you can smelt 4 times more items per stack of fuel, and make charcoal blocks that smelt 54 items each). Also, with a few exceptions like creepers shot by skeletons no mob really needs to drop anything unless killed by a player but I didn't go that far:
I also changed the way mobs despawn - they only immediately despawn outside of a cylinder with a radius of 96 instead of a sphere with a radius of 128 so you have to light up everything around you no matter how high you are, partly offset by a reduced (de)spawn radius and increased density as the mob cap is the same (on a flat surface a radius of 96 blocks gives about 1.8 times the density of 128 blocks, including the no-spawn zone within 24 blocks of the player. The effect on volume is more significant, about 2.4 times for spheres, with the change to a cylinder having an effect in between, as shown here (the red lines are a cylinder with a diameter of 192 while the circle is a sphere with a diameter of 256. y=4-63 represents the ground depth from lava to sea level, y=90 would be near the height of savanna plateau):
This is perhaps my most lovely addition - you die above the Nether ceiling in the same manner as in the void (you can in Creative but mobs won't ever spawn up there because their spawning range in the Nether is fixed at 1-125, and as mentioned above the changes to mob despawning make it necessary to spawnproof the entire area even if you go to the height limit, so the only possible benefit would be transportation):
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?