• 0

    posted a message on Civilization Wars | TOWNY WAR | BUILDING | RAIDING | REALISTIC ECONOMY

    ActOfGod lit

    Posted in: PC Servers
  • 0

    posted a message on [OLD THREAD] 🔥 The Sanctuary SMP 🔥 1.14.4 Vanilla // Whitelist // Pure Survival // 18+ // Discord // Group Events
    IGN: ActOfGod
    Age: 21
    Country: USA
    How did you find out about The Sanctuary SMP community?: surfing the forums
    Are you familiar with Discord?: Yes ActOfGod#4901

    Why are you excited to join our vanilla Minecraft server, and what are you most pumped about in 1.14?: I was playing on a realms server that was made in an Overwatch discord I'm a part of, which was a blast. I hadn't played minecraft in over a year, and not seriously in years. I realized playing with older people, with discord, on a server thats like this(enough plugins to keep things smooth and drama-free, but still mostly survival) is an absolute blast. Unfortunately, that server shut down, and we couldn't get people interested enough to start it back up. I had a ton of plans ahead of me for new farms(auto wither skeleton farm with wither roses SICK), villager trading halls, etc. using the new update, and I'm very excited to test them out on a PvP server.

    Tell us a little about yourself: I sort of gave some insight above, but I'm a 21 year old comp sci junior in college. I love playing minecraft alongside studying(multitasking keeps me focused), and I'll be playing when I'm done with finals over the summer. I've played minecraft for I don't know how many years. I love redstone, making farms, doors, fun little convenience devices, everything technical in the game. I've played pvp servers most of my career, and always love finding a good one that's not pay2win and so deep in a map that I have to run 3 million blocks to get started safely.
    Posted in: PC Servers
  • 0

    posted a message on ❤ MINECRAFTSERVER.NET ❤ $3.5 /GB FOR LIFE ❤ The Original Minecraft Host ❤ DDOS PROTECTION ❤ 8 LOCATIONS

    Not sure if this has been asked and answered before, but do you guys, or would you guys, set up the plugins for the server? If not, can you provide 1 on 1 help with doing that? Thanks

    Posted in: Minecraft Server Hosting
  • 0

    posted a message on [Multiplayer] Proximity Detector(Almost Working) w/ MobSpawner and Chunk Loading Problems

    I play on a multiplayer server which has raiding. For some security, convenience, and just general sweetness, I came up with a little contraption that would automatically turn my beacons on/off in my base when I teleport to/away from it(/home command). The server allows you to silk touch spawners, so when I tp in, a zombie spawner spawns a zombie in a specific spot, which activates a tripwire, activating pistons and thus turning on my beacons.

    This is effective in that if I teleport away, the zombie immediately despawns. If I log out, the zombie(eventually) despawns.


    I started thinking about some Ethoslab videos I watched, and a potential problem occurred to me:

    I've only tested this with teleporting back to my base. I've tp'd away and back, logged in and out, and walked away then tp'd back, all which seemed to work fine.

    But then I remembered how chunk loading/deloading works: the zombie despawns, sure. This has to happen for the server to reduce lag. What DOESN'T have to happen is for the redstone signal to reach the piston, the pistons to activate, and the beacon light to disappear. So if I tp away or log out, the zombie despawns, but the server does NOT take the time to let the redstone circuit run and the beacon to disable. I proved this by positioning myself a few hundred blocks from my base and having my buddy enter and then leave my base. If I then approach my base on foot, I can see the beacon lights as soon as they are in render distance. Once I am within the proper radius, the beacons immediately disable.

    I believe this will fall under the same problem heading that large redstone contraptions suffer from on SMP servers, but please provide any feedback/solutions that you may have!

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on First Mob Farm attempt failed

    Also, while this design is simple, I do not believe it is the best.

    As rodabon said, a design such as

    works better because of the smaller spawning pads, but is still easy to build.

    Always try to look for newer videos, and, as you said, check the comments, to ensure that whatever youre building still works.

    Posted in: Survival Mode
  • 0

    posted a message on First Mob Farm attempt failed

    My attempt to summarize the information above:

    Mobs spawn in a 128 block sphere around you. Every unlit cave, block of land, etc. etc. Light them up or move the mob farm higher so mobs will only be able to spawn in the farm. Then, I believe you have to be within 128 blocks, but no closer than 16 blocks, of the farm for mobs to spawn.

    Posted in: Survival Mode
  • 0

    posted a message on combat in 1.9 good or bad?

    After spending some time PvPing on my server, I've made a conclusion:

    The PvP is too slow. You cannot put out enough damage to win a fight you deserve to win. My server has god items(not your typical 12 year olds who pay, dont start complaining), and a person who severely outgeared my protection 4 armor and who was much more talented at PvP than me could not kill me after 3 continuous minutes of fighting, and I managed to get away.

    Another time, I was jumped by two individuals with god weapons, and again, I made it away after a long fight.

    The regeneration and nerf to damage is insane. If the strike time is going to be slowed as it is, regeneration needs to be slowed as well.

    Posted in: Discussion
  • 0

    posted a message on Skeleton Spawner in Nether Fortress?

    The multiplayer server I play on recently made it possible to pick up spawners. Assuming the owner did not fix this, is it safe to assume that placing a skeleton spawner in a nether fortress will result in a wither skeleton occasionally being spawned? I I remember correctly, using a skeleton egg in the fortress results in this.


    Posted in: Discussion
  • 0

    posted a message on Banner patterns can be put on Elytras
    Quote from Angeltxilon»

    Yes, but the problem of that pirate players can have the option of add pattern in the elytra, linger.
    Anyway I reached to a conclusion, due that elytra is not permament (at least in survival gamemode is difficult to obtain and has durability), like shields, it could affect little or nothing to pirate players, it will not be used like a alternative option to player texture/cape.

    Summary: support.

    Can I ask why pirate players have anything to do with this. Pirate players can play the rest of the game too. Why would you stop a change from being made just because pirate players get to look cool too?
    Posted in: Suggestions
  • 1

    posted a message on Banner patterns can be put on Elytras

    I think its a good idea. I don't see any reason not to add it.

    Posted in: Suggestions
  • 0

    posted a message on (Does it Exist)*FULLY* Automatic Wheat Farm?

    Not sure if this is the correct section for this, but I couldn't find another section that seemed more fitting to ask this question

    I have seen plenty of videos for "Automatic" or "Fully Automatic" wheat farms. I put these in quotations because all of these farms require you to come and initiate the harvest, or something of that nature.

    Is there any design that allows the farmer villager to collect the wheat on his own, deposit it into a collection system, and replant without any user interaction?

    I thought I found a video for one not long ago, but I cannot find it again. I know there are fully auto farms for all the other types of crops, but some issue with the way farmers interact with wheat causes problems.

    Posted in: Redstone Creations
  • 0

    posted a message on (1.9) Server Connection=Crash?

    Since updating to 1.9, my game crashes every time I attempt to connect to a server. I have uninstalled and reinstalled Minecraft, and the problem persists. Any suggestions?

    This is the error message:

    Completely ignored arguments: [--nativeLauncherVersion, 301]
    [15:18:01] [Client thread/INFO]: Setting user: ActOfGod
    [15:18:01] [Client thread/INFO]: (Session ID is <censored>)
    [15:18:02] [Client thread/INFO]: LWJGL Version: 2.9.4
    [15:18:02] [Client thread/INFO]: Reloading ResourceManager: Default
    [15:18:02] [Sound Library Loader/INFO]: Starting up SoundSystem...
    [15:18:03] [Thread-5/INFO]: Initializing LWJGL OpenAL
    [15:18:03] [Thread-5/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
    [15:18:03] [Thread-5/INFO]: OpenAL initialized.
    [15:18:03] [Sound Library Loader/INFO]: Sound engine started
    [15:18:04] [Client thread/INFO]: Created: 1024x512 textures-atlas
    [15:18:08] [Client thread/INFO]: Connecting to dfmc.co., 25565
    [15:18:10] [Client thread/INFO]: [CHAT] [PvPTimer] You have 29 minutes & 58 seconds of PvP immunity remaining.
    [15:18:10] [Client thread/INFO]: [CHAT] [Lottery] Jackpot: D1000.00, Next draw: 8h41m32s
    # A fatal error has been detected by the Java Runtime Environment:
    # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00007ff81e0e2177, pid=2148, tid=10848
    # JRE version: Java(TM) SE Runtime Environment (8.0_25-b18) (build 1.8.0_25-b18)
    # Java VM: Java HotSpot(TM) 64-Bit Server VM (25.25-b02 mixed mode windows-amd64 compressed oops)
    # Problematic frame:
    # C [ig75icd64.dll+0x12177]
    # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
    # An error report file with more information is saved as:
    # C:\Users\Ryan\AppData\Roaming\.minecraft\hs_err_pid2148.log
    # If you would like to submit a bug report, please visit:
    # http://bugreport.sun.com/bugreport/crash.jsp
    # The crash happened outside the Java Virtual Machine in native code.
    # See problematic frame for where to report the bug.
    AL lib: (EE) alc_cleanup: 1 device not closed
    Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release

    Posted in: Java Edition Support
  • 0

    posted a message on Nerfing the Infinity enchantment

    I just don't see any reason to change it. On any real PvP server, good players will have a mob farm or skeleton grinder or the currency to have a crap ton of arrows. Making the enchant use up arrows is negligible. When I'm raiding a base, or just even walking around working on my base, I don't want to have to carry 3 stacks of arrows so that I don't find myself out of ammunition in the middle of a battle.

    I think the chance of not consuming of tipped arrows is too overpowered, but I'm not quite sure yet as to how valuable tipped arrows will be, as the server I play on has yet to update.

    In the end, if it aint broke, don't fix it.

    Posted in: Suggestions
  • 1

    posted a message on combat in 1.9 good or bad?
    Quote from Vaeldras»

    The list is pretty much over with no games .what even is cookie clicker?

    Clicking speed is a pointless skill in any fps game i've ever seen, since most weapons are automatic or have a cooldown.

    Try and google jitter clicking. Surprising, eh? every single result is related to minecraft.

    I don't see how accuracy (which is way more important in 1.9 because of cooldowns) is in any way related to clicking speed btw.

    Try and put more logic and less bias into your posts if you wanna give a positive contribute to this discussion.

    Regarding the new changes: Longer fights always result in skill being a more important aspect of the game since there's less space for stealth attacks and more to adaptation.

    Other than accuracy we also got timing now, both for attacking and for blocking with shields (love how you can disable your opponent's sword by blocking in time).

    Worth mentioning getting the first hit and a consequent combo (which mainly depended on ping rather than clicking speed, lol) doesn't give you a certain win anymore.

    Reminds me a lot of mount'n blade, i like it.

    I see you decided to not read the rest of the discussion that was had. I realized I worded it poorly, and rephrased my opinion. Try and read the whole thread if you wanna give a positive contribution to the discussion. Also, cookie clicker is a literal clicker game. It was sarcasm.

    Perhaps the fact that ping will no longer have any impact will be a huge difference. Maybe this combat will be better. I do not know yet. My post was simply to point out that 1.8 combat was not what everyone was saying it was. Also, servers with a good player base and anti-cheat should prevent all jitter clicking, hacking, yada yada.

    Posted in: Discussion
  • 0

    posted a message on combat in 1.9 good or bad?
    Quote from DrWeegee»

    In your post you made mention that "if you can click fast, you likely have good coordination and hand control", however most PvP "Pro's" on here seem to say the exact opposite, treating anyone who can do it like a god/dess or whatever. Saying that it's one of the hardest 'skills' in PvP (Besides their precious spam clicking, of course(!).
    I agree with you that it's not really that hard to do that, I'm just saying from what I commonly hear. Of course, I don't exactly believe that, because, again, I can do that easily, and it didn't take me "10 years of practice" to get a decent aim. I do believe that you can easily win towards someone who doesn't get as many hits or is just flailing around, though, of course. That's just basic logic.

    One of the things I've noticed is that those who claim to be very good at PvP are generally just a bit above average but just have better gear than others. So, when someone who is actually good comes around, they are amazed at their abilities.

    With that said, I'm trying to not sound like a cocky dbag pro who knows everything. I simply try to give my opinion on the things I have seen.
    Posted in: Discussion
  • To post a comment, please .