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Oct 24, 2011AndersHR posted a message on You know you play minecraft to much when.................when you refuse to sleep with the bed less then 1 meter from the wall, in case zombies spawnPosted in: Forum Games
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Aug 22, 2011Posted in: Survival ModeThe Art of War
Note: This thread is still under construction, but you may now post. I have permission to do this from the author of the original thread (Valerius) and I am in no way taking credit for his work. Thanks for reading!
NB! This thread is still under construction, and some content (Work not written by Valerius, pictures etc.) will not be present immediately. I will spend the next few days completing this thread with the information present in the former.
NB! The blood that keeps this thread alive is you! Please, do not hesitate to contribute to the discussion. It is preferred that you talk about the current topics (Below)
Ideal PvP Servers
Ideas on how to best organize production of potions
Setting up bases in the nether
Sun Tzu said:
All warfare is based on deception.
Warning! This thread is a work in progress. I wrote it all originally in less than a day... It may have, and probably does have, errors.
Warning! This thread is completely tentative and is subject to change at any time based on updates or new ideas.
Warning! If you make a suggestion, it might be shot down. Don't take it personally.
Warning! This thread has A LOT of pictures towards the end.
Warning! This thread is very long!
Warning! This thread can not watch your children for you, and is not a life saving device.
List of edits!:
List of edits:
11/11 - Written, revised, posted
11/12 - Added Water Walling
11/13 - Fixed Water walling, added Lava Walling, Fixed Optimal Castle Positioning, Added False Floors, Added "By Night" and "Prioritizing" sections to Section X, Added "Salvaging" section to Section III, Added Dungeons, Added/Fixed One Way Protected Doors or Psuedo Doors, Featured Aninimouse Cliff Trap, Added "Food" section to Section IV, Added Sand Walling, Added Chain TNT Directional Confusion Technique.
11/14 - Added a "Defensive Buildings" section to "Recommended Defenses" in Section XIII, Added "Towers" to the Building section, Added a "TNT Tower" prototype, Updated Sand Walling with a more powerful technique, Featured Self-Repairing walls by ScottyDoesKnow and Straight firing TNT by Freak2121, Small edit to water walling, Added Minecart Track Sabotage by Kromeh, Added "Jobs and Ranking" section to Section X, Added Aninimouse Camo to Camo section, Added Kromeh's floating base idea to Recommended Defense section, Added Doctor G33k's Purge Hallway to Recommended Defenses.
11/15 - Featured "Simplicity" and Tree Trap by Aninimouse
11/16 - Actually read "The Art of War", some editing and addition to many sections.
11/17 - Added "Battle Formation and Formatory Tactics" section to Section XII. Added "Mountain Pass Ambush" by 5n, Added Telegraphing to Recommended Defenses, Edited "Optimal Castle Positioning", Added Coding [smurf] and Dead Drop [Joe51498].
11/23 - FINALLY! Added "Hidden Structures" to the Building section, Added "Self Destructing Castle" + Delay switch to "Proper Sabotage Technique".
11/24 - Added Snow Camo example by Pestilence, Added Fake Tunnel by AyeGill, featured Boat Dispenser, by Etho.
12/24 - Added Door Techniques by Sjaelen. Merry Christmas Everyone!
1/1/11 - Added a new wall defense technique by Wazupmaster
3/3/11 - Updated the Theoretical Warfare section with Grammar fixes, as well as new content. Nothing too drastic, but you might want to check it out. Updated the Practical Warfare section in terms of descriptions of each facet, also added a "Sentry Turret" video and description to the Long Range Weaponry section. Planning to add many videos and images from a lot of people soon. The thread is now 30 pages in a word document, size 10 font. 16,380 words. (Which broke the 100,000 character post limit, which is now 105,000).
3/3/11 - Thread is Stickied
3/6/2011 - Added "The Cage" to Recommended Defenses under One Way Doors.
3/20/2011 - Unstickied to make room for other stickys. No hard feelings though!
4/13/2011 - Added two of Hans Lemurson's suggestions on bunker defense. Posted the video WiseGuy57 showed us about converting redstone to obsidian. Wrote up a little piece on "Beast Masters", nothing special... Wrote up a section on "Logistics" that will probably be augmented eventually... Begun writing a section on clan/army logistics from my own point of view. Posted a link to the Elites of Minecraft: The Miner thread. Total OP is now 33 pages single spaced size 10 Times New Roman font. 19091 Words.
5/20/2011 - Made grammar changes, and additions to stuff already in the tactics and practical sections, but nothing too big worth re-reading. Also: Added a "Morale" section to [VI. Forces]. Added an "After" section to [II. Details, Assessment, and Planning]. Added a "Documentation and Mapping" section to [V. Disposition of the army]. Added two new formatory tactics to [XII. The Nine Battlegrounds]. Made some changes to section XIV. 21,769 words.
5/31/2011 - 1500+ Replies, and 100,000+ Views!
7/19/2011 - Thread enters a period of indefinite hiatus. Thank you all for your contributions, and support. You may continue to discuss to your hearts content, but I will no longer be updating the thread.
8/22/2011 - Thread re-opened by kevin4460
8/22/2011 - Added first two chapters of The Story of the Legion
8/23/2011 - Added third chapter, Offence/Defence sections, Murder Bridges, hidden storage facilities, bunker building etc.
Table of Contents(Separated by post, to allow growth)
II. Details Assessment and Planning
III. Waging War
b. How to win a war
c. The Frantic State
e. Distance from Resources
IV. Strategic Attack
a. The Source of Power
b. The Lower Sources
c. Attack and Defense
f. Land [Cities]
V. Disposition of the army
b. Holding Ground
c. Moving when Opportunity Arises
d. Documentation and Mapping
VII. Weaknesses and Strengths
c. Reducing Weakness
d. The Power of Secrecy
VIII. Military Maneuvers
a. Types of Conflict
b. Direct Conflict
c. Indirect Conflict
d. Circumvented Conflict
e. Unseen Conflict
IX. Variations and Adaptability
a. Deviation from the Plan
b. Making the TRUE Winning Move
c. Don't Fall into Emotional Traps
X. Movement and Development of Troops
a. Types of Movement
b. By Land
c. By Sea
d. By Night
f. Jobs and Ranking
g. Grounds to Seek, Grounds to Avoid
a. Types of Terrain
b. Ice Desert, Tundra and Taiga
c. Savanna, Shrubland, Swampland, and Plains
d. Forest, Seasonal Forest, and Rainforest
XII. The Nine Battlegrounds
a. What is a Battleground?
b. Fighting from the Ground
c. Fighting from the Water
d. Fighting from the Air
e. Battle Formations and Formatory Tactics
XIII. Combat Engagment
a. Types of Weaponry
b. Close Range Weaponry
c. Long Range Weaponry
d. Explosive Weaponry
e. Redstone Weaponry
f. Terrain Traps
g. Defence - How to out smart the opponent
h. Offence - How to out smart the opponent
XIV. Intelligence and Espionage
a. The Purpose
c. Fake Spies
e. Proper Sabotage Technique
Running a Clan
How to Beat Hackers
How to Train your Army
The Story of the Legion
A Narrative story with educational benefits!
May 26, 2012The moon is still able to reflect light from the sun because chunks beyond the horizon are not loaded.Posted in: Survival Mode
The small portion of the world that is loaded is only a speck between the sun and the moon.
Oct 7, 2011So, I've seen this issue been raised in several threads, so I decided to make a dedicated thread about it. I really, really don't get why people are obsessed with the fact that some like to builds grinders.Posted in: Survival Mode
So far, the "arguments" I've heard, is that they consider this cheating, and that people are lazy for building them. I really want to adress these arguments, becose they have simply no value, what so ever. I am also allmost willing to bet on that, within a few responses of this thread, there will be at least one person repeating one or both of said arguments. Even though I provide a proper response to them now, in addition to providing a few other arguments to be considered by the mob-system "haters".
First of all, this has been stated several times; alot of people play minecraft out of the fact that it allows for building complex structures, functional structures, advanced electrical circuitry like CPUs, printers, piston elevators and railroad stations and drop sorting structures. The amout of players who are attracted towards this type of gameplay is huge, one of the most popular youtube channels about these kinds of builds is ethoslab, and he has 50222 subscribers at the moment, and a total of allmost 9 million views. In addition to that, we have alot of other channels, focusing on technical builds, and alot of these channels have in common that they tend to play on survival, rather than creative.
These people enjoy the game becouse it allows them to make said devices. Why doess this bother you? And again, redstone builds like printers and CPUs don't seem to bother people, but everything wich generates drops doess. Why? Sometimes, it really seems like people are just jealous becouse they can't figure out how to build something like that themselves (I hope that this is not true though).
I have no problem with the fact that people don't build these things themselves. If you like running out mob hunting during night, be my guest. I don't see how this affects me at all. But at the same time, how doess the fact that me and others like to build mob systems, affect you in any way? It's not like we are forcing you to play the game like we do, and all we ask is that you don't force us to play the game as you do. What is the point in calling people cheaters and lazy for enjoying different aspects of the game than you do?
In addition to this, some seem to think that Mojang will remove the possibility of mob systems at some point. I have yet to hear one person provide a good argument as to why this is a good idea. There is, however, some arguments as to why this is a very, very bad idea for Mojang. As I said, people who like to build stuff like this make out a very large sum of the people who play minecraft. Ethos 50 000 subs has a net value of 747500 Euros alone, and make out just a small portion of the people who play the game for the ability to make complex structures alone. Alot of these people would leave minecraft if the ability to make such structures where to be removed, and more importantly, the fact that you can build these things are attracting rather large sums of costumers to the game. In addition, large scale production has added a gameplay element to PVP gaming never seen before in gaming, and the combination between survival mode and complex structures is the same thing. Minecraft has practicly a monopoly on this feature, and it is attracting a large sum of costumers. How can removing said feature in any way be considered a good idea. It is a horrible idea financially, becouse it removes a very large part of the costumer potential.
To give another example. I don't care much for the adventure update, becouse it doesn't appeal to me that much. I tend to play the game mostly as I did pre 1.8. But I can see that it has introdused elements that can appeal to other people, and thus increase the costumer potential in the game as a total. Even though there are parts about it that I dislike, such as the new health system, I see that it can make the game interesting for more people than it annoys, and becouse of that, I welcome it, despite the fact that I find it annoying. But at the moment new features are messing up old features wich attracts alot of players, without making up for it in some way (yes, I am talking about Ender-griefers),and that is by definition a bad choice. But the issue in this thread is NOT endermen, it is to adress the issue of mob systems in total.
I can illustrate it by another example, removing redstone from the game would be a stupid idea also. Alot of people don't use redstone, so It wouldn't affect them, but It would also break the game for alot of people, thus making the costumer potential much smaller. Removing the ability to make mob farms, and automated farms would simply just make minecraft less good than it is today. I see no reasonable point in as to how this is a good idea. Any proper, well thought out response is welcome, but please, restrain from repeating the same arguments I have spent so long to refute. If you are to respond, provide good arguments as to why a: the fact that other people build mob farms bother you, and b: how it is a good idea to remove the feature from the game.
Jul 1, 2011The need for slimes is clearly a desperate one for many, post 1.7. While I never had a particularly hard time finding them, some seem to have never seen them even now.Posted in: Survival Mode
There are a lot of myths around about slimes, most notably that they spawn near water or lava. This is not true, although they are often found near lava, since both appear near bedrock. A lot of people have attempted to build slime farms at bedrock, to find nothing spawns!
The fact is, slimes only spawn in certain chunks, AS WELL as only being in layers 1-16. Some people know this, but many more do not.
So this means any old bedrock level room won't cut it, it has to be in the slime-eligible chunks. Finding them legit is a process of trial and error . . . the best bet is to make many large tunnels near bedrock and look for slimes spawning in them. If you do not mind using an outside program, however . . .
Trunkz has been so kind as to create a web-app AND a mod that will allow you to detect slime chunks, which you can find here, in his thread. Make sure to give him some rep for such an amazing contribution!. To make the most use of it, you want to find multiple chunks within close proximity. My personal favorite is a row of 3, but a 2x2 square, or even larger, could work. Keep in mind that the odds may be against finding large clusters together, so don't set your sights too high.
Here are some basic blueprints for my farm, and two screen shots.
The general rule is that you want to clear EVERYTHING from bedrock to layer 16 out of these rooms, to maximize spawning rates. Then, you want to install floors, which should increase the spawn rate. The nice thing is, large and huge slimes can spawn in small spaces, but instantly suffocate, splitting into smaller slimes. You can make each floor 2 spaces high, or 3 spaces high. I like fighting large slimes for fun, so my farm is 3 spaces high. The optimal floor placement is depicted in the blueprint.
Furthermore, you want to light each floor fully; this will decrease the spawning of OTHER hostile mobs, not only making each room safer to clear, but will increase the number of slimes that can spawn. Like other mob farms, its very important to not wait IN or next to the chamber. Create a waiting room about 25 blocks away; this will allow the slimes to spawn in the eligible chunks.
I have NOT designed an automated or grinder version of this farm. So far, I've noticed that the slimes LOVE to cluster in the corners. Once left to their own devices, all of the slimes in the chambers will huddle up in one of the corners of the room. Knowing this, some sort of drowning system could be quite easy, I am sure. Its very important to remember, however, that a slime will ONLY split if you do the exact amount of damage to kill it. If you deal more health than it has, it will instantly die, yielding no smaller slimes. Since small slimes are the only ones which drop items, you do not want to do this. Killing slimes with your fist or blocks is ideal.
I know this farm works. 2 days ago, I had about 500 slimeballs; now I have about 3500. Even a few hours with this farm should be more than enough for anyone.
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