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Last active Thu, Jan, 17 2013 11:14:24
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Jan 17, 2013For those worried about coal consumption, you could make an automatic blaze farm (Which is probably one of the hardest mobs to make an automated farm for, but eh.) which feeds in blaze rods as fuel instead!Posted in: Recent Updates and Snapshots
Jan 4, 2013Posted in: Recent Updates and SnapshotsQuote from Wolflyn
I have not tried out the snapshot, but I think a feature that should be added to the hopper is the ability for items to fall out of the bottom of the hopper even if there is no chest to catch the items below. You should be able to control whether the hopper dispenses the items or holds them if there is no chest, probably via a toggle switch (perhaps controlled by redstone or manual toggleing)
A mechanism like this would work perfectly with the new weighted pressure plates, providing an easy way to have a redstone timer controlled by the hopper flow, perhaps for adventure maps.
Ex. Drop all of the specified collected items into the hopper, and it's a timed race to the door before the items dispense onto a pressure plate that is triggered far enough to close a door. Not sure if there is already a mechanism that is does this easier, but it's a neat way to change the time a player has depending on how much of the item is collected to put in the hopper.
You can put a dispenser beneath it.
Dec 20, 2012Posted in: Recent Updates and SnapshotsQuote from Wither_Boss
I would have preferred to have it in my inventory
But thank you anyway
It used to be there but it did next to nothing. There are so many variations of fireworks that you can't really complain that they didn't put them in the creative inventory. They're not hard to craft.
Dec 17, 2012Posted in: Recent Updates and SnapshotsQuote from cadika_orade
This is getting pretty good!!
I have yet to see anyone say what happens when the fireworks hit a player or mob in flight. Any damage done?
No, they're harmless. They pass straight through mobs without influencing their flight pattern.
Dec 17, 2012Am I the only one who's had this issue. I probably have a pretty old version of NBT, but simply crafting fireworks makes NBT edit no longer load the file. When I delete the fireworks it magically works again.Posted in: Recent Updates and Snapshots
The error I get is: "Unknown TagId '11'."
Checking the error log it gives me:
System.Exception: Unknown TagId '11'.
at NBTedit.NBTView.Load(String filename)
at NBTedit.MainForm..ctor(String filename)
Dec 17, 2012Posted in: Recent Updates and SnapshotsQuote from haschischtasche
Maybe I am doing it wrong, but when I try your setup about 90% of the rockets fly outside of the render distance (far btw.) before they explode.
My design? That's odd. When I use a dispenser they fly beyond the render distance, but if you do it by hand they don't. If you use a dispenser you have to use flight duration 2 rockets.
Dec 12, 2012Posted in: Recent Updates and SnapshotsQuote from GloomyGus
The design I posted works. I have built it myself and tested it. I would not post info on something unless I have made it and tested it.
I wouldn't have said it didn't work if I hadn't recreated it and made it myself just to be sure. And after getting an idea I realized what the issue was. That design doesn't work with fireworks if they have a fuse length/flight duration of three. I'm assuming this is because the distance between where the launcher spits it out and where it explodes is actually too great to have loaded at one time. (At least in single player)
With a flight duration of two it functions properly.
Dec 11, 2012Posted in: Recent Updates and SnapshotsQuote from GloomyGus
I saw something like this on reddit the other day. Their design was different. It was 4x3x2.
You can replace the slabs with trap doors and hook them up to a simple redstone circuits to have them open and close to get more variety in the location they explode in.
I've tested similar designs, and I can tell you that this specific layout doesn't work. Any layout that has a dispenser firing directly into water will result in the firework flying off, but not detonating correctly. I made a design that works with dispensers but it doesn't fire nearly as far because you have to bury the dispenser one block below where it is now and put a sign in front of it. That way it fires into air and still explodes properly.
EDIT: To be honest, both this design and even the one I posted is overdesigned. All you really need is a block on top of a water source, on top of another block. Then just put a hole in the group in the direction you want it to launch. (Diagonals work too.)
H=Block that can be removed to fire in this direction.
It's obnoxiously simple in design.
Dec 11, 2012That's where I placed the roof. having it go up an extra block loses some of it's potential. I place the rocket on the gold block, not where the gold block is. Anyway, it's good to see that you get the same results. This has some potentially interesting applications.Posted in: Recent Updates and Snapshots
As stated if you add additional roof blocks one or two blocks down the water stream you get a more horizontal flight.
Dec 11, 2012So after playing around with fireworks in the newest snapshot I came across a handful of discoveries purely by happenstance, and put together those discoveries to make a horizontal firework cannon.Posted in: Recent Updates and Snapshots
The first discovery is that when a firework collides with a block it won't pass through it, and won't go up again until it's eventual horizontal drift moves it out from under that block.
A second discovery is that flowing water will influence a rockets trajectory. (In a minor way at first)
Third, I found that when a rocket will accelerate in any horizon direction it's forced to move in. So even though water only pushes the rocket a small amount, as it flies longer that small horizontal movement compounds into a massive arc.
Finally, to go along with the third discovery, as a firework gains horizontal speed it will lose vertical velocity.
After having played around to find these four properties of fireworks, I had a pretty good idea how to use those mechanics: Launching fireworks in any particular horizontal direction. And so I devised a design. It would use flowing water to direct the firework, and it would be covered as to limit the rocket's upward movement. I came up with something like this.
Except with a water block placed on top of where the gold block is. Basically all blocks are visible in this picture. And the design worked. I found that it was even more effective if you extended it out to have two cover blocks along a water stream, but past three the potential distance seems to fall off.
Usage is pretty simple. Just place a firework on the gold block (Where the water source block is placed) and it will do pretty much exactly what you want it to. In order to get any major distance, it is necessary to have a fuse length of three. (Place two additional gunpowder with the paper when crafting the rocket.)
I would be very happy if someone else tested this for themselves and confirmed that it works. I'd put up a demonstration video of it if I had a video capture program on my computer.
EDIT: zeel made a video demonstration of it, so all the thanks to him.
Dec 10, 2012As for the firework cannon and fuse and automatic you should know that you can fire them out of dispensers. So basically that fits all three. Also, as previously stated multicolor is already thing. Hell you can make them fade to another color if you want as well.Posted in: Recent Updates and Snapshots
Nov 6, 2012Posted in: Future UpdatesQuote from Lord Penguin
I can't say I've been as successful with spawning in that village. I've tried it on three worlds and on none of them have I spawned first thing on a building. After falling into the void a few times, my spawnpoint meandered onto a rooftop. It seems to be semi-random, but always around the same general area (I always spawn in or around the village). I've noticed that the spawnpoint seems to change after every death, not just from "invalid" spawns over the void, and many times from a good spot to open air. The village itself has good supplies, on top of the iron and saplings it has 7 obsidian which can be used with the lava to create a portal.
Spawnpoint meander, as you call it, is actually just you spawning randomly within a map's predetermined spawn zone. The current spawning system designates a 21x21 zone your spawn area, and when you respawn it places you in a random horizontal spot on the highest solid block at that X,Z coordinate.
Oct 28, 2012Doom_Lich posted a message on Noticed something wonky with the falling anvil damagePosted in: Recent Updates and SnapshotsQuote from Amehtta
I think the anvils just have a hard cap of 20 damage then. The reason zombie pigmen and zombies don't die is because they actually have a single point of natural armor, regardless of what they're wearing. I have to wonder if this is true of a player as well then? Does a player wearing any armor always survive an anvil at full health? Time to test!
EDIT: Just tested this, and now I'm absolutely certain of it. Anvil damage has a hard cap of 20 points. So at full health, even wearing just leather boots, an anvil cannot kill you alone from any hieght.
Another odd thing I discovered by happenstance, is that helmets actually give you a huge armor boost against anvils. Just wearing a leather helmet, I took 11 points of damage at max. Leather boots, which have the same armor rating, took a full 19 points of damage at max.
Oct 28, 2012Posted in: Future UpdatesQuote from Baconboy2015
That wouldn't make sense though. Include math in that. 1.9 = 1.90. So going from 1.90 to 1.10 would be in a wrong order.
This is not math. Considering the current version is 1.4.2 you should be able to deduce that, since numbers cannot have two decimal points.
When working with version numbers of anything 2.0 means something very different from the version after 1.9. 2.0 means some massive, sweeping version update that redefines a game. If it's just a regular update, it goes from 1.9 to 1.10 to 1.11
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