After reading a variety of threads in which experiments are being conducted, I realized there is no simple way to track the amount of time that has passed in game. For the rancher; how many days did it take for for a new pair of cows to spawn? For the miner; how long was I lost in that dark cavern gathering gold and diamonds? For the adventurer; how many days did I trek across the barren desert to discover the lost ruins?
A simple chronometer could measure days, or a more precise tool could measure the number of "ticks." Either could be displayed under the F3 function with the seed and coordinates. Such a tool would greatly assist researchers of Minecraft. Additionaly, new features could be added to the game that happen periodically based on the chronometer, such as weather events, or rare spawns.
As an added feature, a chronometer could be an in game item made similarly to a compass or clock, and provide the number of days since the world was created. Such an item could greatly benefit roleplay by providing a common reference, and the basis for a calendar; as well as a trigger for events in roleplay/adventure mods.
How many are "many", then, and how big is that pen size? Because my chickens are spontaneously dying when they're alone in a 20x20x6 area.
My chicken pens are 8x8 and 4 high. Each with 12-20 birds. With two such pens I have more meat than I need to keep the bar full, so I don't bother to collect eggs most of the times passing that level of my dungeon. If you used a lot of feathers, you might want 2-3 times as many.
Many people talk about birds getting pushed through fences and roaming around, but I would suspect they have pens with multiple birds per square meter, and the birds are simply being forced through by all the jostling about.
The one peculiar behavior of the animals is that they will cluster against a door if it is reachable by them. So I use a pair of ladders to get up to the elevated door into the pen (at the 3-4th block level). They still like the fence side of the room more than the stone walls, but at least I don't have to be concerned about them escaping when I enter and leave. The other animals all dry hump the doors too.
Right now most people are wrestling animals into fenced / walled areas that keep them from running away. I've found that it is easier to push animals over long distances if you have a level surface to move them across, that includes the surface of an ocean or river (its actually easiest through water). Without water you might want to consider a canal system to push them through (2-3 wide, 2-3 deep).
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2. If there are fewer than 15(!!) Animals in the world (i.e. among all loaded chunks), then new animals will spawn. Squids aren't included in this count.
3. At first glance, it looks like the spawner tries to spawn a single animal in each chunk within 15 of the player's current position, but further than 24 blocks away from the player. (I'm not 100% sure about this part. It is a first-look impression)
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So if you have an animal farm of some kind, nothing will spawn anywhere near it. You also won't see new spawns in old chunks on a small world, since moving out to kill down to 15 animals will cause new chunks to generate, which will keep the loaded creature count above 15.
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I anticipated issues like this when I built my ranch. All animal pens are 2+ chunks into the ocean, under the ocean floor. With a tidily pruned forest opposite the ranch the other side of my keep and orchard.
I'd prefer to live on a tropical island, but i didn't feel like pushing a dozens of animals half a kilometer through the ocean.
One question I've thought of now ... how much information does an editor relocate if a person transplants chunks? Could I move a 3x3 set of chunks of forest biome into the middle of the ocean? Or does the biome data rely on the seed post-generation? Could I transport a tightly packed herd of animals with an editor? Or do only the inanimate blocks get moved?
So I was taking a boat trying to fill in my map so I could easily traverse my world. I noticed the ocean looked so empty and though Notch should throw in some coral or something so that it doesn't look as empty and maybe 1 new water mob! Or maybe some kind of sunken ship dungeon along with strongholds
Kelp - grows straight up to the surface, opposite physics as a vine, but won't spread over a larger patch than mushrooms do (~5 in a cluster).
Sharks - wolves of the sea.
Tuna - pigs of the sea.
Crabs - semi-aggressive like a wolf, crawls around at shallow/moderate depths.
It's super annoying. It only causes more lag. It doesn't make players "scared" of dying, it just pisses them off. It pisses me off. Does anyone agree?
Hardcore Diablo II. Death causes you to lose everything in lots of games.
I'm very wary of skills/skillpoints from this leveling system. It could drastically (if not balanced carefully) alter the way the game plays. Death causing loss of said skills helps alleviate that some.
So I haven't found a solid change log to 1.8, maybe somebody could point me that way, because there have been a lot of new features that I do not know of.
So maybe I'm a little slow and just figured this out while the rest of the community is ages ahead of me, but I noticed you can use shears to pick up tall grass and replace it? And when used on cob web it makes string. How come I never heard of this.
I found out about the tall grass accidentally too, while I was cutting vines with them.
I have the same problem. This means that I will never see passive mobs on my archipelago? :unsure.gif:
You'll probably never see critters spawn on your island. I would suggest finding a large continent and collecting chickens into a pen, use them to collect a stack or three of eggs, take the eggs back to your island home and start a chicken ranch in your basement. You'll get a chicken for every ~6 eggs you break. Keep at least 10-12 birds alive at all times for egg replenishment.
Any myths besides that have been disproven. The final findings, with proof, is that animals are (99.99%, there is always margin for glitches or oddities causing irregular code processing in Java) persistent and will not respawn in the chunk they are killed from. However, from the first video, it may be seen that killing many animals in certain chunks will cause many more animals to spawn in other chunks, however it is untested fully and should not be seen as fact.[/center]
Hope you all enjoyed the read, please contribute your findings and counterarguments below. I will check this thread regularly, and am looking forward to more testing :smile.gif:!
You certainly put a fair deal of effort into your experiment, but there are a lot of controls you are missing, and the data set is farfar too small to be anywhere near 90% accurate let alone "99.9%" conclusive.
Maybey it's just me... but I keep getting owned by Creepers. I seem to remember surviving them if I had full Iron armor and health. My armor would get pwned for the most part but I would survive the blast.. even at point blank. Now I seem to be getting killed instantly if I am even 4 blocks away from them and my armor is going from full to barely showing any red in it's health.
Did they increase the explosive damage of creepers?
Likewise Skeleton arrows seem to be ignoring my armor as well since they do the same damage with as without.
If that's the case I guess there isn't much to armor anymore. I have a suit of Diamond armor I haven't worn yet but I'm reluctant to don it since it seems I will just get killed and lose it anyways with the armor doing nothing to protect me. Even the zombies and spiders seem to be able to kill me quicker than before in full armor, about as fast as when I didn;t have any at all.
I've noticed creepers being more sensitive to detonation as well. I've been clipped by a few I didn't expect to go off. It is usually in response to damage they're taking. I would suspect this is part of new mob behavior that Notch is fiddling with. Maybe he thinks players are becoming more proficient creeper hunters and need more of a challenge from them (the same basic concept the WoW developers have with dungeons and raids, players became more proficient, so the challenge had to become greater).
Chickens are in fact the best mob in the game. You get delicious roasted chicken for food... Feathers for your arrows, and although they do not respawn, you can use a collection of eggs to have an unlimited supply of the aforementioned items by building a simple productive chicken farm.
I subsist on fish in the beginning. While the fishes are filling my belly I'm building a chicken coop. After I've built up several backup stacks of eggs (on about 20-24 birds), I use any new ones to make chickens that are butchered right away. My coop usually has about 12 birds in the end to keep me going, but I could easily raise the number if I started doing more dangerous activities and wanted some extra food around to keep my belly topped off.
Nope. Mine is fine too. I get 400FPS now on full settings (playing SMP that is hosted on another computer in my apartment).
I'd suggest altering your video card settings to cap the fps at the hardwares max frequency. When I'm running minecraft it would be over 300fps most of the time and the fan speed on the GPU would pick up. That kind of stress was pointless, since the monitor is only going to hit 60Hz.
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However, I'm not totally convinced that they don't respawn, since I have heard some folks claim they saw a new animal spawn, or that old animals up and disappeared for no reason.
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They do respawn. I had cleared the land and sea of terrestrial animals for several hundred meters on a new, post official, 1.8 map. They were all gathered into my dungeon/farm, counted, and separated into small breeding groups. After that I built some walls and fences above ground around my orchard.
When I came up from my mines to collect some lumber, there were a pair of chickens and a pig romping about. I slaughtered the chickens and drove the pig into the dungeon/farm. None of the previous animals had escaped, these were new ones that had spawned in the grasses of the orchard.
It certainly wouldn't be enough of a spawn rate to sustain anyone. In the time period that it had taken for the new animals to appear I had been forced to eat at least 32 cooked fish.
*edit*
I'll add that my dungeon/farm is under the ocean next to my surface structures, and all animals are contained in tightly closed pens over 24 blocks away from and over 32 blocks below the space the new ones appeared in. With over 4 sets of closed doors between them (herding animals without a catch pole or leash is terribly annoying by the way).
1
A simple chronometer could measure days, or a more precise tool could measure the number of "ticks." Either could be displayed under the F3 function with the seed and coordinates. Such a tool would greatly assist researchers of Minecraft. Additionaly, new features could be added to the game that happen periodically based on the chronometer, such as weather events, or rare spawns.
As an added feature, a chronometer could be an in game item made similarly to a compass or clock, and provide the number of days since the world was created. Such an item could greatly benefit roleplay by providing a common reference, and the basis for a calendar; as well as a trigger for events in roleplay/adventure mods.
0
My chicken pens are 8x8 and 4 high. Each with 12-20 birds. With two such pens I have more meat than I need to keep the bar full, so I don't bother to collect eggs most of the times passing that level of my dungeon. If you used a lot of feathers, you might want 2-3 times as many.
Many people talk about birds getting pushed through fences and roaming around, but I would suspect they have pens with multiple birds per square meter, and the birds are simply being forced through by all the jostling about.
The one peculiar behavior of the animals is that they will cluster against a door if it is reachable by them. So I use a pair of ladders to get up to the elevated door into the pen (at the 3-4th block level). They still like the fence side of the room more than the stone walls, but at least I don't have to be concerned about them escaping when I enter and leave. The other animals all dry hump the doors too.
0
Right now most people are wrestling animals into fenced / walled areas that keep them from running away. I've found that it is easier to push animals over long distances if you have a level surface to move them across, that includes the surface of an ocean or river (its actually easiest through water). Without water you might want to consider a canal system to push them through (2-3 wide, 2-3 deep).
0
I anticipated issues like this when I built my ranch. All animal pens are 2+ chunks into the ocean, under the ocean floor. With a tidily pruned forest opposite the ranch the other side of my keep and orchard.
I'd prefer to live on a tropical island, but i didn't feel like pushing a dozens of animals half a kilometer through the ocean.
One question I've thought of now ... how much information does an editor relocate if a person transplants chunks? Could I move a 3x3 set of chunks of forest biome into the middle of the ocean? Or does the biome data rely on the seed post-generation? Could I transport a tightly packed herd of animals with an editor? Or do only the inanimate blocks get moved?
0
When you turn a pumpkin into a jack-o-lantern is when you should get the seeds. That way they can be placed and picked up without destroying them.
0
Kelp - grows straight up to the surface, opposite physics as a vine, but won't spread over a larger patch than mushrooms do (~5 in a cluster).
Sharks - wolves of the sea.
Tuna - pigs of the sea.
Crabs - semi-aggressive like a wolf, crawls around at shallow/moderate depths.
0
Hardcore Diablo II. Death causes you to lose everything in lots of games.
I'm very wary of skills/skillpoints from this leveling system. It could drastically (if not balanced carefully) alter the way the game plays. Death causing loss of said skills helps alleviate that some.
1
Rudeness is easy, being polite takes effort.
0
I found out about the tall grass accidentally too, while I was cutting vines with them.
0
You'll probably never see critters spawn on your island. I would suggest finding a large continent and collecting chickens into a pen, use them to collect a stack or three of eggs, take the eggs back to your island home and start a chicken ranch in your basement. You'll get a chicken for every ~6 eggs you break. Keep at least 10-12 birds alive at all times for egg replenishment.
0
You certainly put a fair deal of effort into your experiment, but there are a lot of controls you are missing, and the data set is far far too small to be anywhere near 90% accurate let alone "99.9%" conclusive.
0
I've noticed creepers being more sensitive to detonation as well. I've been clipped by a few I didn't expect to go off. It is usually in response to damage they're taking. I would suspect this is part of new mob behavior that Notch is fiddling with. Maybe he thinks players are becoming more proficient creeper hunters and need more of a challenge from them (the same basic concept the WoW developers have with dungeons and raids, players became more proficient, so the challenge had to become greater).
0
I subsist on fish in the beginning. While the fishes are filling my belly I'm building a chicken coop. After I've built up several backup stacks of eggs (on about 20-24 birds), I use any new ones to make chickens that are butchered right away. My coop usually has about 12 birds in the end to keep me going, but I could easily raise the number if I started doing more dangerous activities and wanted some extra food around to keep my belly topped off.
0
I'd suggest altering your video card settings to cap the fps at the hardwares max frequency. When I'm running minecraft it would be over 300fps most of the time and the fan speed on the GPU would pick up. That kind of stress was pointless, since the monitor is only going to hit 60Hz.
0
They do respawn. I had cleared the land and sea of terrestrial animals for several hundred meters on a new, post official, 1.8 map. They were all gathered into my dungeon/farm, counted, and separated into small breeding groups. After that I built some walls and fences above ground around my orchard.
When I came up from my mines to collect some lumber, there were a pair of chickens and a pig romping about. I slaughtered the chickens and drove the pig into the dungeon/farm. None of the previous animals had escaped, these were new ones that had spawned in the grasses of the orchard.
It certainly wouldn't be enough of a spawn rate to sustain anyone. In the time period that it had taken for the new animals to appear I had been forced to eat at least 32 cooked fish.
*edit*
I'll add that my dungeon/farm is under the ocean next to my surface structures, and all animals are contained in tightly closed pens over 24 blocks away from and over 32 blocks below the space the new ones appeared in. With over 4 sets of closed doors between them (herding animals without a catch pole or leash is terribly annoying by the way).