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- Agtrigormortis
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Member for 5 years, 3 months, and 1 day
Last active Wed, Oct, 2 2024 13:08:34
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Drav_TheDev posted a message on Adding vertical slabs in MinecraftPosted in: Suggestions -
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Noob6000 posted a message on What have you done recently?Posted in: Survival ModeI like my treehouse, but it could be a lot better so I went out and found some spruce and dark wood plus redid the interior so it looks a lot better.
Next up is getting that mine started so I can move from iron to diamond armor. -
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steampunkminer posted a message on What have you done recently?Posted in: Survival ModeJust added a New Tower to expand my storage in my survival world!
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Staricle posted a message on What have you done recently?Posted in: Survival Mode
Cute build! I like how the staircase goes through and is concealed by the canopy; they are often a good alternative to ladders.
If you are far enough in the game, you may even want to spice the tree up with natural decorations like spore blossoms and glow berries, or scatter some flowers around it.
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Noob6000 posted a message on What have you done recently?Posted in: Survival ModeYou can get a quartz block/quartz pillar block from a Mason Villager for 1 emerald at their master levels. With five mason villagers you can purchase 60 blocks every five minutes.
My tree house is finished!!
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ActuallyS8N posted a message on best mining method?Posted in: Discussion
2.5 factor is if you assume that with fortune 3, the four outcomes (1,2,3,4 diamonds) are equally likely. That has never been the case. The 'regular' outcome (1 diamond) has 2x the probability compared to others.
Thus, with Fortune 3, it is not "break 4 ores, get 1,2,3,4 diamonds", but rather: "break 5 ores, get 1,1,2,3,4 diamonds"
And even then, that's more of an "expected" outcome. What will really likely happen, is "break 5 ores, get 2, 2, 4, 1, 1 Diamonds". It will always be a "random" number you get based on what the RNG lands on for a drop. This is why we have to use an Average for the drops and not a Multiple, it is never consistent enough.
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ActuallyS8N posted a message on best mining method?Posted in: DiscussionQuote from TheMasterCaver»
Also, the second is just nitpicking, it does effectively multiply most drops by 2.2 and it is obvious it has to drop a whole number of diamonds.
It's actually not though. Using the incorrect terminology and spreading false information is a terrible thing to do. Average is not Multiply. Those terms are not interchangeable. They mean two very different things.
https://minecraft.wiki/w/Fortune#Usage
Looking at the chart, they list it as average drops, not multiplied drops. Besides, my point being that the 2.2 is not a multiplication but the average number of drops per ore at max level.
Quote from TheMasterCaver»
The best criteria for efficiency is ores found per block removed; sure, you can remove every block within a chunk and be guaranteed to find every ore but that will be a huge amount of blocks removed...
Which is why I said what I said. The best method is usually agreed as one of the 2 tunnel methods and not mining out entire chunks as it's not seen as the best. It's not cost effective to that unless you have a need and use for everything mined.
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ActuallyS8N posted a message on best mining method?Posted in: DiscussionMobs have little to no impact for me. You keep bringing it up like it's something that's supposed to bother me in MY OPINION of things. My opinion is based on my experiences with branch mining. Branch mining resulted in more stone materials, rather than getting anything I might actually want. I gave the results of my excursions, my experiences. Results may vary from person to person.
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ActuallyS8N posted a message on best mining method?Posted in: DiscussionI honestly don't know that Branch mining or Strip mining is the best way to get resources anymore. You might just be better off going through cave systems and collecting all the exposed ores you find. Mind you, this really only applies to versions since 1.18 realistically.
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Staricle posted a message on Limestone and NitrePosted in: SuggestionsI would love to see a new beige coloured stone in the game. It'll serve as an excellent transition block in gradients involving whiter stones like calcite and brown ones like mud bricks. However, I do think that instead of it generating throughout the Overworld, it'll be nice to have limestone exclusive to stony shores to give this rather underwhelming biome a specific purpose.
Although the idea with nitre and gunpowder will make crafting rockets for elytra much more convenient, there'll no longer be any point in hunting creepers or making creeper farms, which may not go down very well with some players.
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Then Mojang should replace them with something that is both fun and rewarding in terms of resources and how interesting it is for the player to get involved. Mojang fail to do that and each time they nerf something it's not just the auto farms that are affected, they also do it to manual ones like trades, further limiting the freedoms of people who wish to do those big city builds in survival. I like building roads and railways as well, but how am I supposed to get the work done when people keep looking for more reasons to reduce the item per trade count? or put more obstacles in the way of earning higher tier material tools? considering all of the nerfs that have happened already I'm surprised I got as far as I did with my castle build, but it's not like anyone outside of this forum is going to care about that or any other player who plays SMP for the same reasons I do, now Mojang are pandering to the PVP community and individuals who only care about being more competitive than other's. For a sandbox game which if people didn't pirate the game, and I certainly did not, we all chipped in for this, this is hardly democratic, as we don't get ways to customize the game outside of modding or loading older versions. I would love to have pottery, blossom trees and bamboo rafts on my server, so would other people I play with, but due to the restrictions Mojang put in the more recent version, we have agreed the bad outweighs the good so we have chosen not to update our server beyond 1.19.1.
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Those combat purists are the reason why we end up sinking stack after stack of our iron supply from mining sessions into making new anvils for enchanting, which without an iron farm means we have no way to supplement the obnoxious low amount of iron we get from iron ore underground. I don't care how people try to word play this one, 31 ingots per anvil is expensive when you consider the fact they don't last forever like the enchantment table does. TMC may have a different point of view but by his own admission he doesn't use his resources to build anything fancy, and he plays on a modded version, not vanilla, he isn't playing the game the way we are.
Not even the amount of enchanted armour sets I stashed away in the ender chest from the End expedition is enough to fill up my armoury hall in the castle, which I had spent a full week in there earning, for that I am going to need to use the anvil to enchant new sets from armour either crafted or from trades.
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Lighthouses are fun to make, quartz and obsidian as per your design for the checkered floor pattern is expensive however, and even with a lava generator setup, it still takes time waiting for more lava in the cauldrons. It's not a bad idea, but some people would prefer cheaper items to make them.
I'm going to be doing pixel art with maps on the game, I've decided not to use any copyrighted imagery, but my own designs, I've thought of an interesting green butterfly pattern I could use for my own with a magenta background. That's just for the ballroom wallpaper, I've still got to come up with some ideas for the bedrooms yet.
as for checkered flooring, my preference, even for my castle kitchens which are still not finished, was using polished diorite and deepslate tiles. Deepslate is plentiful underground and it does not necessitate going into the Nether to get blackstone.
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I like armour trims, that along with pottery from the archaeology update are the few good things I've seen about the newer versions of the game than I play on. If we exclude the upgrade template which has a different function altogether and had something I did not like, the armour trims do allow some customization of the look of each armour set, something I would have supported on its own, and so would chaptmc, a friend I play with and who frequents my server on his time off work and when he isn't doing arrands or favours for relatives.
I like the work you put in, putting those armour trims up on pedestals with item frames to show which armour template they use for the trims is a genius idea. It's not something I would do for my builds, and I already have an armoury room inside my castle that used Quartz, Quartz Slabs and Stairs and Quartz Pillar for the archways, but that is a job well done, I would say tuff bricks is a decent alternative to stone bricks, which appears to be a feature of Tricky Trials update.
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That's why it is important to keep servers private and keep opened ports down to a minimum. It's also important to use a strong password for accounts and to be careful about which mods to use for the game. They even caution against using clients that had been tampered with, specifically cracked or pirated versions of the game as mentioned in the video, public servers are also more vulnerable to griefing than private whitelisted ones. I suppose on an anarchy server it doesn't matter, as they don't seem to enforce any rules against griefing, but on other types of servers it's a serious problem. Griefers know they're breaking the rules on said servers but as been said, it's a form of trolling.
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One of the features I loved about Minecraft bedrock edition is you could nullify fire status effect near instantly if you had two armour plates with Fire Protection 4 on, in addition to eliminating the status effect so quickly, it would mean fire would not block your view as soon as you moved away from a heat source.
This increased incentives to use Fire Protection over the other Protection types. While I am not knocking the benefits of Protection IV, the problem with Protection IV is it is a jack of all trades and master of none, which may not provide as much protection as the other ones in some instances, but this made sense. On Java we don't have these benefits, which is why I don't use more than one armour plate with Fire Protection 4. Why would I bother when Fire Resistance potions grant immunity to fire anyway?
I think the game needs to go in the direction of increasing utility of the different protection types, so people don't just throw the same enchantments on every armour plate. It encourages understanding of the benefits and cons of each enchantment type and learning strategic gameplay.
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I also agree with the suggestion on fixing the anvil, if we are to deal with the prospect of that thing breaking after a set number of uses each time, it's not unreasonable to ask Mojang to make the thing more useful, one change I'd like it to have is indefinite repairs on armour and tools, but with an XP cost that escalates only up until a certain point, depending on quality of the gear.
People would not be in such a rush to rely on mending if the anvil didn't suck beyond enchanting, this is particularly evident when you factor in the Elytra and its limited repair times with membranes.
Anvils are already costly to replace, as you mentioned chaptmc, half a stack of iron ingots down the drain each time,
why should we have to deal with items becoming impossible or too costly to repair? it's ridiculous.
The anvil should be having the functions mending already does, but for some reason, it does not,
if it wasn't for mending, players would be forced to craft new sets of tools over and over again,
which mean more boring strip mining sessions underground to obtain the same items they had already earned.
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In my opinion, the enchantment table is a waste of time. Given the two options I'd rather use trades for all the enchantments I need for my tools for clearing out terrain and building.
I don't know why people value the enchantment table so highly, when the enchantments you get are based on luck of the draw, if you end up with bad ones, you have to use the grindstone and then reroll, it's a pathetic mechanic that for me, is way worse than having to reroll job blocks for Villagers.
At least with setting up trading halls, you only have to lock their trades in once per book, only repeat if some glitch causes a Villager to suffocate in a block or something.
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My only issue with leaking world seeds is their massive potential for abuse as well as griefing other players.
Obviously on a server where players have agreed to not cheat, knowing a world seed is not generally an issue, so long as they stick to playing on that same world only. But seeds can be used to generate worlds in single player and with creative mode on, to then find location of structures and ores.
This is not what we use seeds for, we use them for preferred biomes, yes, but for building purposes only, not combat.
When building my castle I don't want to have to deal with Pillager Patrols where raids can be triggered no matter which player killed the Captain at our base, which I find is an unfair penalty given we never used to have to deal with this problem prior to 1.14.
So a mushroom island is preferred for major build projects.
Had it not been for this or Endermen stealing dirt, sand and gravel blocks, I would've been okay with building my castle in any other biome in the Overworld except Deep Dark. Creepers and Skeletons I can deal with, they're annoying, yes, but light sources are usually enough to prevent their spawn, not the case with Pillagers, and this is a long list of things I have against Mojang, like their most recent nerfs, punishing players for grinding out large amounts of resources for build projects.
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I'm okay with world exploration for certain things, but for trading it should never be a mandatory thing to have to visit different biomes to get trades, however powerful those trades are. I've proposed a much better solution to rebalance trades and it involves something which forces players to build suitable homes for Villagers, and build thriving communities with NPC's in order to earn their respect as well as rewards, you provide them safety and items they need, renewable items or not, you get the same treatment back in return, this is how economics should work, the same is true for Villager economy, if this rebalancing method doesn't go far enough for some people, then sucks to be them, they need to consider the nuances when they propose nerfing something in a game like how much of a negative impact it has on people who don't want it, especially a large number of people, I'm not interested in what some pompous clickbait Youtuber has to say on the matter when they fail to propose anything better.
Mojang doesn't care about the major downsides of their nerfs though or how much of a negative affect they have on player experience, and that's the problem I have with them, or otherwise this wouldn't have been a common complaint to begin with. The game is already demanding of people's time as it is, without developers forcing in changes which clearly not everybody agrees with.