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    posted a message on Tips for kill whiter please!

    The best enchantment is bedrock.


    ...


    Okay, that needs clarification. I built up a stock of, if memory serves, 8 nether stars on the last server I played on, and I did so without any fancy enchantments or arenas; in fact, all I used was the Nether ceiling. Find a section of the ceiling hat has a solid 3x3 square of bedrock blocks, and build the Wither two blocks below the middle (you'll have to build it on its side). When the Wither spawns its head will be stuck inside the bedrock, and it will slowly suffocate to death without being able to damage anything.

    Posted in: Survival Mode
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    posted a message on What to do about toxic player?

    It seems to me that your only real reason for banning him is that he's nagging for resources. While this is irritating, it's not exactly a bannable offense on most public servers (YMMV for private ones). Beyond that, he has done nothing to justify a ban, or any form of retaliatory action; if you were to act on your suspicions now, you would be treating one of your friends (by your own words) incredibly poorly, and could potentially ruin the friendship. Your most rational course of action right now is to continue playing and see what happens; or, as Jairusx123 succinctly put it, "grow up."

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    Neat! Couple of points:

    Quote from 19dragon76»

    it seems like I'm able to get more than 24 in the trap without them dying like they're supposed to with the update.



    If your collection space is larger than one block, or the spiders cluster into corners, the limit doesn't kick in; it only applies when there are more than 24 in a single block.


    I was afraid he would kill them and I had only just tamed the two and not bred any more, but he didn't appear to hurt them at all and just let them kill him.


    Golems, to my knowledge, are only aggressive if you attack villagers, and really don't care if you hit them directly. Kinda strange for a mob that's meant to fight, but that's how it is.

    Posted in: Survival Mode
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    posted a message on Changes in Terrain Generation?
    Quote from mrbrianweldon»

    For me its based on extensive mining. 80% of my playtime is mining.

    That doesn't mean you've analyzed the differences between caves in different versions. MasterCaver has, and has put up images of the scant differences between cave structures; the fact that you're still flatly denying his proof in favor of your own circumstantial evidence is astonishing.
    Posted in: Recent Updates and Snapshots
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    posted a message on Changes in Terrain Generation?

    QlyoPhil, you're seriously off-topic, but I'll answer the question anyway: That appears to be the map generator for a game such as Age of Empires.

    Posted in: Recent Updates and Snapshots
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    posted a message on Villages that make more sense
    This is an impressively fleshed out, well-considered suggestion. That said, I will now proceed to pick it apart.
    Quote from undefined »

    This requires changes to the zombies' AI, but it's still mostly feasible.


    - Mobs can't attack through doors or diagonally through full blocks.



    This isn't an issue with villages, or technically with monsters either; it's actually a hitbox issue, and it's not easy to fix.



    - Adding torches and maybe replacing some roof blocks with stairs/slabs, so that mobs can't spawn inside buildings or on top of them.



    A few torches would not be amiss; this I can mostly support.


    - Some outside lighting such as torches attached to buildings, farm plot corners, and village wells. More lamp posts in village and alongside roads.



    This would also be easy to add.



    - Some small segments of fencing already placed between buildings and alongside roads or near village limits, sometimes forcing zombies to take much longer paths.



    And this one might also work.


    - More Stone Golems with improved AI: Most villages except tiniest ones spawn with Golem. Golems spend a lot of time just standing watch near the villagers, and when more than one, generally spreading out to "cover" as many villagers as possible, instead of constantly roaming about randomly. Villagers fleeing from zombies would use Stone Golems as shields. Golems would escort NPCs to houses and then standing guard within reach of the most targeted doors. NPCs shrieking aloud when zombies are bashing their door (instead of just going on with their talking-mumbling as if nothing dangerous was going on), and that would "summon" a single Golem to the rescue. Golems able to "sprint" during such emergencies (slow rumbling about when no enemies around, 30% faster when targeting a zombie or being called).



    This is mostly possible, but it falls short when it comes to the definition of a house. More on that later, though. (Also, minor nitpick, they're actually Iron Golems.)



    - New Altar block, craftable block, also placed in central part of village church structures. Activated by sacrificing something costly, let's say 30 Levels + a diamond block. Prevents zombie from spawning in entire village limits (i.e. players can use it in their builds, but it protects a village, not a square area around the block). It doesn't repel zombies, just prevents spawning anywhere within village limit that is also exposed to the sky, so Zombies from outside village limit attack normally, and the few spots hidden from the sky are still valid spawning places. Thus ultimately this works the same way as mostly fencing and lighting up a village. A faster, but costlier and still not 100% perfect, alternative.



    It's less expensive to simply light up the village with torches, and you can spread the light out further than the village proper.



    - Villagers start going home BEFORE sunset, and leave home AFTER sunrise.



    Now this is a pretty easy fix, and quite sensible too.



    Currently villages are defined by "doors" which fill the "village house" conditions. Instead of rushing to closest house, each villager would have an assigned home, and would go back to his own home. If the villager is actively pursed by a zombie or if his home is "too far away", then the villager will flee to the nearest house instead but that won't make that house his new home -- he is there only for that one night.



    More metadata, exactly what we need.



    When a kid is born, it gets the home of one parent. Villagers love chatting with each other, so when a villager didn't meet anybody in a day, it "feels lonely enough" to select a new house, closer to other villagers. When a kid grows up, it may also get a new home, with odds depending on the house's size and number of current occupants. When a home is destroyed, villager selects a new home. when villagers breed, one of them might go live with the other (again house size and number of occupants are a factor) or they may both go live in a totally new home along with their kid aka "it was getting a bit too crowded in both our homes anyway". When new houses are added in the village, crowded homes might spontaneously see one or some of their occupants decide to move to the new home.



    This would require a total, ground-up overhaul of villagers, and would be damaged or completely negated by fake houses; not to mention the excessive tax on their processing requirements to facilitate this.



    Home selection would be weighted towards spreading out villagers, but in homes that are near each other, starting with the village center well, and with special care for special professions. For example, if there is only one library at village limit, even if most villagers live near the well, then unless the distance is really great, the librarian will tend to stick to preferring the library.



    The well is not the center of the village; the center is the average position of the doors that count as houses.



    Each home/door gets a "preferred profession". Villagers would strongly prefer homes that have "their" profession tag. An in-game (not a command) way for the player to select the role of a village door building would be added, so that players building their own village could help encourage which kind of NPC would live in which of the houses they made.



    Or, players that want to build farms would totally ignore this, or exploit it to lure villagers of a certain profession elsewhere.



    #3 - Villagers are door crazy


    Currently they pick up a 100% random spot around them whenever they move. This makes them cross doors all the dang time and the player hears slamming doors non stop all day long. Utterly insane.


    Instead, they would "swap" between the inside and outside much less often. When randomly roaming about, they would have only very low odds of deciding to cross a door or not. If not, then they try moving a few times to find a random spot that doesn't cross any door, trying to move less far each time. If still unable to move, then they don't move at all. Thus, they don't clump up in corners or against doors.


    Maybe adding this "consciousness" of what a home/door really is in a village could open the path for villagers to eventually become able to go visit each other, or go to a store to ""buy stuff, or have more advanced pathing behaviors, but basically what I want is that unless they have a reason to cross doors they should do so only rarely.



    This would nearly double the amount of processing time that villagers need to plan their paths, if not more. For that matter, the same goes for Iron Golems earlier in the post.

    Overall, you've put a lot of thought into this, but there are just too many issues for it to be viable. This would take an extreme amount of time to implement, and put a significant tax on the CPU and RAM requirements, all for a set of features that will be ignored almost entirely by a significant portion of the playerbase. While some of the smaller changes, such as fences and better lighting, would make for a much better village, the other suggestions are just too much work for too little payout. Minimal support.
    Posted in: Suggestions
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    posted a message on Sword keeps dropping?

    At this point, your best bet is simply to file a bug report.

    Posted in: Minecraft (Bedrock) Support
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    posted a message on Airplanes
    Quote from TheCMGamer»
    And 200 blocks is, like, only two American football fields long. A plane needs more space to take off than that.

    It's about 100 blocks to my girlfriend's base from the near end of mine, and if I use the Elytra tower on the far end of mine, it takes about ten seconds to get there. And the majority of that time is spent redirecting in midair to keep from flying into the side too fast. It's seriously not remotely worth it to use a plane in that case.

    Now, 2000 blocks might make more sense, but there's a mushroom island more than a map's span away from my base, and it takes about 20 seconds to get there, too. It's simply not worth it; any distance that could conceivably require a plane can be covered with elytra. Even beyond the effective distance for a straight glide, the sine wave glide can be used with a Punch II bow to go far beyond any reasonable distance; indeed, that alone got me going so fast I was running into loading issues that froze me in midair. And the benefit of gliding is that, instead of using some hard-to-find fuel like oil that would still necessitate refinement procedures of some sort, my fuel is only the food I need to recover health from shooting my own feet and the minimal XP to repair my bow engine. I don't need a plane; I am become plane.
    Posted in: Suggestions
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    posted a message on Airplanes

    I still don't get why you need a specialized vehicle designed only for flight, when we already have elytra and, in 1.11, observer block flying machines. This whole suggestion, on top of being overly convoluted and requiring a total restructuring of the game code, is completely unnecessary, because there are already solutions that accomplish this in the current game.

    Posted in: Suggestions
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    posted a message on World at War Behavior Pack

    Ah. If I remember correctly, this was in the general discussion board when I first saw it, which is what caused the confusion.

    Posted in: MCPE: Texture Packs
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    posted a message on World at War Behavior Pack

    What is a "behaviour pack"?

    Posted in: MCPE: Texture Packs
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    posted a message on Dyeable Potions

    This would be literally useless for anyone who isn't intentionally trying to deceive other players. No Support.

    Posted in: Suggestions
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    posted a message on Ever since i started playing minecraft again
    Quote from gerbil»


    ^^^^^^^^^^ ^^^^^^^^^^^ why you have severe lag spikes.


    DON'T DO THIS.


    Uncheck the parameter box, go back to the default arguments, and your lag will disappear.


    Out of curiosity, and an urge not to run into this myself, why does this cause lag spikes?
    Posted in: Java Edition Support
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    posted a message on How do you use your first bits of Iron?
    Quote from Mettan»

    It's nice to have spares.


    I tend to make a bucket every time I need one, so I've ended up with several stacks in storage.

    Posted in: Survival Mode
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    posted a message on Vindicators are quite insane now.

    Now to make them stronger against bows...

    Posted in: Recent Updates and Snapshots
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