Fires can trigger or spread regardless as to whether you're in the chunk (chunks aren't that large, after all - stand in the middle of one, and eight others are within about eight blocks of you). If the chunk is loaded then fire can be active there. Likewise, if you're in one biome but near another, then things can happen in either.
Chunks are obviously loaded when you can see them, but keep in mind that travelling underground doesn't make the game start unloading chunks that're out of sight. I'm unsure as to whether 1.3's nerf of rendering distances affects actual chunk processing, so it may be that chunks that are beyond viewable range can also have fires spreading within them.
I don't believe putting things between flamable objects and flames/lava will stop fire spread; last I tested I found it has all to do with the actual distance between them. You're better off removing the nearby trees / leaves, assuming you aren't happy to lose the pool completely by eg flooding it with water or bucketing it elsewhere.
If a fire can start on a certain block, it'll likely happen within a quarter hour, if not much sooner. I'm not sure if vines can catch fire - if so, vine growth towards a lava pool could induce a blaze in an area that'd remained dormant for quite some time.
Fire doesn't jump far horizonatally, but can ignite blocks a decent way up vertically.
That's what I'd read as well, but... isn't the only method to raise your reputation to trade? If the villagers won't trade, would that not mean your reputation cannot be salvaged?
I'm sorta guessing every villager will always have a minimum of one trade available. It would indeed be nice to see some particulars.
Another user reported success by rolling back to a snapshot that lacked this bug, removing the cart with that, then re-updating to the latest. I'd recommend taking a backup of the affected world first however as it could potentially break other things.
While I don't disagree, cheat commands and being able to switch between creative and survival on the fly already give people that ability.
The difference being that you need special access to use those commands or make the switch. A craftable block is available to anyone who can gather the resources.
The method crashing appears to be the same as that reported here and here. Among other places.
I don't see any mention of a pigman in there. Just you and the cart. Odds are you can get it to work if you use MCEdit to delete the minecart, but hopefully this gets looked into before release. It's alarming to see it persist over multiple snapshots.
It's a common multiplayer bug that's now been ported to singleplayer. Long story short, it's a sync error - the chunk exists, but the client thread isn't receiving information about it correctly.
The beacon should definitely not have negative effects available to it. These would be useless to a survival player.
Nothing is ever useless - if they don't break the game, more options are always the best idea, even if you can't see a point to them. To suggest no one else can is arrogance. I'm not saying it's more important then a lot of other things, don't get me wrong, but I like the idea.
Consider defending a fort where the attackers first have to push through (or avoid) a negative status field, for example. This'd be just as beneficial as having a "positive" field in the center, as when the attackers reach that point it's not going to help you.
Open the Minecraft launcher, hit Options then Force Update. This'll restore a working copy of the game.
MCPatcher likely didn't work because you already had other mods installed before using it. Have MCPatcher re-install these mods if so (after restoring a clean copy with Force Update).
Is it just me, or have we gotten to the point where more people are complaining about people complaining, then there are people complaining about the actual merge?
Very few people are requesting a re-split. Bug fix and performance enhancement requests are common, but... quite justified.
Also, as numerous polls have proven, YOU are the minority because the clear majority of players share my experiences.
Surely you don't truly believe your polls prove anything beyond the views of those who happened to click on them...? I'm never quite sure if you're typing that with a straight face or not.
Frankly it's my belief that many players simply see their FPS go up and think that means the game is running "better". I would love to see a comparison video of your computer loading chunks with unmodded clients, for example.
If you're in a position where you can die, then you probably weren't that well equipped in the first place. If you're really worried, consider storing extra swords near your beds.
The new mobs pose little threat to those who don't go looking for them. The returning "let's jump off cliffs" behaviour of mobs might, especially now that creepers can apparently explode on impact, but that's got nothing to do with the new creatures.
In terms of performance, I couldn't care less about the frame rates (frankly I'm happy so long as they're in the double-digits) - I just want the lag gone and the slew of sync bugs fixed.
I sorta get the impression that having a rail to shoot you ~150 blocks away and back might be the way to go. Walking around the fort and killing mobs is all well and good, but more will spawn in the general area outside the fort, slowing the spawn rate of the skeletons.
Using a nether portal to warp in/out doesn't delete the excess mobs, and you can only kill so many. But move far enough away from the area and the whole place resets.
Dunno, I'm still on 1.3.2. Considering how to best modify my fort to ease hunting there.
Unless the client tapped directly into the memory spaces dealing with what's going on in the world - rather then trying to maintain a second copy - hence eliminating the chance of a de-sync ever happening at all.
If it at the very least did this for the purpose of chunk loading, overhead would be decreased enormously.
Still your comment does make me feel some what vindicated due to all the threads in the past that have beat down and basically said people like me are stupid who continue to use stone picks for general mining because iron is so plentiful.
I do the same. Sure, if I was happy to go resource hunting for the sake of stockpiling (eg, branch mine down in the diamond layers), maybe I'd have more. As it stands, I seldom make it past ~20 iron blocks before I decide it's time to return to the futile task of finishing off my rail network - I did out caves because I want the caves.
It was not until the introduction of spawning iron golems that I started wearing any armour at all (though I did occasionally wear leather, back before cows stopped re-spawning).
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Chunks are obviously loaded when you can see them, but keep in mind that travelling underground doesn't make the game start unloading chunks that're out of sight. I'm unsure as to whether 1.3's nerf of rendering distances affects actual chunk processing, so it may be that chunks that are beyond viewable range can also have fires spreading within them.
I don't believe putting things between flamable objects and flames/lava will stop fire spread; last I tested I found it has all to do with the actual distance between them. You're better off removing the nearby trees / leaves, assuming you aren't happy to lose the pool completely by eg flooding it with water or bucketing it elsewhere.
If a fire can start on a certain block, it'll likely happen within a quarter hour, if not much sooner. I'm not sure if vines can catch fire - if so, vine growth towards a lava pool could induce a blaze in an area that'd remained dormant for quite some time.
Fire doesn't jump far horizonatally, but can ignite blocks a decent way up vertically.
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I'm sorta guessing every villager will always have a minimum of one trade available. It would indeed be nice to see some particulars.
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Another user reported success by rolling back to a snapshot that lacked this bug, removing the cart with that, then re-updating to the latest. I'd recommend taking a backup of the affected world first however as it could potentially break other things.
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The difference being that you need special access to use those commands or make the switch. A craftable block is available to anyone who can gather the resources.
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I don't see any mention of a pigman in there. Just you and the cart. Odds are you can get it to work if you use MCEdit to delete the minecart, but hopefully this gets looked into before release. It's alarming to see it persist over multiple snapshots.
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He didn't say anything about making a thread.
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Consider defending a fort where the attackers first have to push through (or avoid) a negative status field, for example. This'd be just as beneficial as having a "positive" field in the center, as when the attackers reach that point it's not going to help you.
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MCPatcher likely didn't work because you already had other mods installed before using it. Have MCPatcher re-install these mods if so (after restoring a clean copy with Force Update).
0
Very few people are requesting a re-split. Bug fix and performance enhancement requests are common, but... quite justified.
Surely you don't truly believe your polls prove anything beyond the views of those who happened to click on them...? I'm never quite sure if you're typing that with a straight face or not.
Frankly it's my belief that many players simply see their FPS go up and think that means the game is running "better". I would love to see a comparison video of your computer loading chunks with unmodded clients, for example.
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The new mobs pose little threat to those who don't go looking for them. The returning "let's jump off cliffs" behaviour of mobs might, especially now that creepers can apparently explode on impact, but that's got nothing to do with the new creatures.
In terms of performance, I couldn't care less about the frame rates (frankly I'm happy so long as they're in the double-digits) - I just want the lag gone and the slew of sync bugs fixed.
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Using a nether portal to warp in/out doesn't delete the excess mobs, and you can only kill so many. But move far enough away from the area and the whole place resets.
Dunno, I'm still on 1.3.2. Considering how to best modify my fort to ease hunting there.
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If it at the very least did this for the purpose of chunk loading, overhead would be decreased enormously.
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I do the same. Sure, if I was happy to go resource hunting for the sake of stockpiling (eg, branch mine down in the diamond layers), maybe I'd have more. As it stands, I seldom make it past ~20 iron blocks before I decide it's time to return to the futile task of finishing off my rail network - I did out caves because I want the caves.
It was not until the introduction of spawning iron golems that I started wearing any armour at all (though I did occasionally wear leather, back before cows stopped re-spawning).