Their feet will be either one below, level with, or one above the spawner. So if you're talking 2-tall mobs and you're talking about their head level, I suppose it would not be incorrect to say level with, one above, or two above. This does not account for 1-tall mobs like silverfish or spiders however, nor 3-tall mobs like endermen (enderman spawners don't exist in vanilla but remember, spawners can spawn anything you want if you edit the game files.)
In Minecraft, when a mob spawns, it spawns in (not on) a particular block, and if it's more than one block tall it spawns with its feet in the selected block and the rest of its body above that.
1: Use 'em in your furnaces. Each blaze rod will burn for 100 seconds, smelting ten items in the process. Save your coal for torches or decoration.
2: Gold has such low durability, I don't waste levels on enchanting it (I don't even use it at all, actually) but if you've got nothing better to spend them on, why not?
3: Mending is a "treasure enchantment" which can only be found in the world, not created on an enchanting table. Treasure enchantments can be obtained by fishing, trading, or sometimes as loot in chests.
4: You've got plenty, why not go all out and make a full set?
BUT--is it advisable to enter the Nether if one does not have Diamond yet? Though that's a new question. I had this nebulous idea that the Nether was for middle-Game -- when you were sufficiently powerful to handle it. Maybe after getting some enchanted weapons? And better armor.
I'd actually recommend you not bring anything valuable (read: diamond gear) when you're first getting used to life in the nether, even if you have it. Chances are very high that you're going to die, and you might not be able to get your stuff back easily, or at all. Might as well go in with expendable stuff, then, since there's a good chance you're going to lose it. You can usually get some quartz, glowstone, and now magma blocks without venturing too far from your portal. Mobs in the nether aren't too tough to deal with. Pigmen won't bother you if you don't bother them. Magma cubes (not to be confused with magma blocks) are slow-moving and rather rare. Ghasts can be annoying, but their fireballs are easy enough to dodge or bat back in their direction (actually hitting them with one is another story, though. The ghasts meander randomly, and the fireballs are pretty slow.) The real dangerous mobs are wither skeletons, and blaze, but you'll only encounter those in or very near a nether fortress, so unless your portal spawns inside a fortress, you shouldn't have to deal with them until you're ready to.
Unfortunately, I've never been to the Nether -- don't know how to go there.
First you need to build a 4-wide by 5-tall obsidian "frame" so there's a 2-wide, 3-high opening in the middle (minimum size, it can be as big as 23 blocks wide or tall but no smaller than 4x5). You don't need the corners, so you can do this with as few as ten pieces of obsidian. Then, use a flint & steel to ignite the portal by starting a fire on the top face of one of the bottom blocks of the frame.
1: Make a backup of your world folder, just in case something goes wrong. That way, you can always revert back to how it is now, and try again.
2: Use MC Edit to delete the chunks you haven't built anything in, and don't want to keep.
3: Use NBT Explorer to change "[world_name] -> level.dat -> Data -> generatorName" from "amplified" [edit: "largeBiomes"] to "default". Don't forget to save your changes.
4: [recommended] Delete your structure data files ([world_name]\data\Fortress.dat, Mineshaft.dat, Temple.dat, Village.dat) so the game doesn't think they've "already been created" in the chunks that were deleted (otherwise, when the game re-creates these chunks you will get things like villages with no villagers, temples with no loot, mineshafts with no spawners, and strongholds with no end portal)
5: [optional] Run MC Merge in "trace" mode, to mark the border where your current amplified large biomes generation ends. (otherwise, you will get big flat cliffs at the borders between your old large biomes areas and the new, default generation.
-- explore beyond the borders of your existing world, to generate new default terrain.
-- run MC Merge in "merge" mode, to smooth out the transition between the old and new generation. You can do this as often as necessary, until you've generated and then smoothed out the whole border. You don't have to do it all in one go. Just don't build anything near the borders, until you've "merged" that area of the border, or it may get messed up if/when you do merge later on.
I believe Notch is about my age, which would put him about early 30's when the game was created. Presumably, he wanted to create a game that he himself would enjoy, so I'ma go out on a limb here and say it was originally made for men in their early 30's.
often considered to be the greatest method of transportation without or not, it can often be discussed within large groups of individuals whether this is detrtimental to the game or not. as an individual i think it is pottentially harmful to the "flow" or feelings of the game to be able to unable to be doing this potential transportation...
With absolutely no way to link yourself to the account, the transaction, or even any proof that you ever bought it in the first place? Not likely. Take it as a life lesson, and keep better records next time.
1: That villager can't see those doors, unless he's inside the house or standing on the front step. When he's outside on the ground, he's one block too low (or the doors are one block too high) for them to be counted. A villager can only "see" a door up to three blocks above (or five blocks below) his current location (measured from the block the villager is standing on to the block the door is placed upon.)
This villager can "see" all the doors in this image, but just barely. A new door placed either above, or below these levels will be outside of his range.
2: Breeding was changed a while back so that just placing down a bunch of doors isn't enough to get them going, anymore. Now, in addition to having enough doors around, they also need to be "willing." A villager may become "willing" after you perform a trade (I think it's 100% chance the first time you perform a particular trade, and then something like 1/5 chance each time you perform that particular trade after that) or upon consuming a certain amount of food (bread, carrots, potatoes). You can either give them food yourself, or leave them near a farm and they will tend it themselves, and share the food with one another. Once they become "willing," a villager will enter "love mode" (heart particles) at random intervals. When two villagers create a baby, both parents lose their "willingness" until it is regained again by the normal means (trading/feeding).
I presume the answer will be "whatever name you select for your Twitch account" but then I should clarify, how will my existing posts be identified in the future, after I decline to create a Twitch account and am no longer a member here?
Sometimes it's not clear whether the text is the bug, though, or the fix. Imagine you see the following items in a list of bugfixes. We don't know exactly what the bugs are, but they have been fixed. Most of the time, we can infer from context:
"Game crashes when sheep eat grass." -- that's clearly a bug, and it has been fixed.
"Sheep regrow wool when they eat grass." -- this one, on the other hand, seems to be the fix and not the bug. Apparently the bug was that before, they would not regrow the wool, and now it's been fixed, so they do.
Okay, so that's fine. We're all familiar with sheep and what they do. We know that when they eat grass, they're supposed to regrow their wool, and not supposed to crash the game. But what about when the bugfix says something like this:
"This new block you've never heard of before does this thing which you're not sure if it's supposed to do or not." -- What? Is "that thing it does" the bug that's been fixed (and now it doesn't do the thing anymore)? Or, is the bug that it was not doing it before, and doing it now is the fix?
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I see only one entity (the player) is shown in that F3 screen. That means there are no mobs, anywhere. Are you sure you're not set to peaceful?
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What do you mean "eugh!"? I don't like SPAM!
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Their feet will be either one below, level with, or one above the spawner. So if you're talking 2-tall mobs and you're talking about their head level, I suppose it would not be incorrect to say level with, one above, or two above. This does not account for 1-tall mobs like silverfish or spiders however, nor 3-tall mobs like endermen (enderman spawners don't exist in vanilla but remember, spawners can spawn anything you want if you edit the game files.)
In Minecraft, when a mob spawns, it spawns in (not on) a particular block, and if it's more than one block tall it spawns with its feet in the selected block and the rest of its body above that.
They can not spawn in water.
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1: Use 'em in your furnaces. Each blaze rod will burn for 100 seconds, smelting ten items in the process. Save your coal for torches or decoration.
2: Gold has such low durability, I don't waste levels on enchanting it (I don't even use it at all, actually) but if you've got nothing better to spend them on, why not?
3: Mending is a "treasure enchantment" which can only be found in the world, not created on an enchanting table. Treasure enchantments can be obtained by fishing, trading, or sometimes as loot in chests.
4: You've got plenty, why not go all out and make a full set?
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You could get efficiency, and either silk touch or fortune (silk touch is probably more useful, although neither of them really do much on an axe.)
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I'd venture roughly about a Snow Golem's chance in The Nether.
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I'd actually recommend you not bring anything valuable (read: diamond gear) when you're first getting used to life in the nether, even if you have it. Chances are very high that you're going to die, and you might not be able to get your stuff back easily, or at all. Might as well go in with expendable stuff, then, since there's a good chance you're going to lose it. You can usually get some quartz, glowstone, and now magma blocks without venturing too far from your portal. Mobs in the nether aren't too tough to deal with. Pigmen won't bother you if you don't bother them. Magma cubes (not to be confused with magma blocks) are slow-moving and rather rare. Ghasts can be annoying, but their fireballs are easy enough to dodge or bat back in their direction (actually hitting them with one is another story, though. The ghasts meander randomly, and the fireballs are pretty slow.) The real dangerous mobs are wither skeletons, and blaze, but you'll only encounter those in or very near a nether fortress, so unless your portal spawns inside a fortress, you shouldn't have to deal with them until you're ready to.
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First you need to build a 4-wide by 5-tall obsidian "frame" so there's a 2-wide, 3-high opening in the middle (minimum size, it can be as big as 23 blocks wide or tall but no smaller than 4x5). You don't need the corners, so you can do this with as few as ten pieces of obsidian. Then, use a flint & steel to ignite the portal by starting a fire on the top face of one of the bottom blocks of the frame.
0
1: Make a backup of your world folder, just in case something goes wrong. That way, you can always revert back to how it is now, and try again.
2: Use MC Edit to delete the chunks you haven't built anything in, and don't want to keep.
3: Use NBT Explorer to change "[world_name] -> level.dat -> Data -> generatorName" from "
amplified" [edit: "largeBiomes"] to "default". Don't forget to save your changes.4: [recommended] Delete your structure data files ([world_name]\data\Fortress.dat, Mineshaft.dat, Temple.dat, Village.dat) so the game doesn't think they've "already been created" in the chunks that were deleted (otherwise, when the game re-creates these chunks you will get things like villages with no villagers, temples with no loot, mineshafts with no spawners, and strongholds with no end portal)
5: [optional] Run MC Merge in "trace" mode, to mark the border where your current
amplifiedlarge biomes generation ends. (otherwise, you will get big flat cliffs at the borders between your old large biomes areas and the new, default generation.-- explore beyond the borders of your existing world, to generate new default terrain.
-- run MC Merge in "merge" mode, to smooth out the transition between the old and new generation. You can do this as often as necessary, until you've generated and then smoothed out the whole border. You don't have to do it all in one go. Just don't build anything near the borders, until you've "merged" that area of the border, or it may get messed up if/when you do merge later on.
1
I believe Notch is about my age, which would put him about early 30's when the game was created. Presumably, he wanted to create a game that he himself would enjoy, so I'ma go out on a limb here and say it was originally made for men in their early 30's.
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Come again, love?
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With absolutely no way to link yourself to the account, the transaction, or even any proof that you ever bought it in the first place? Not likely. Take it as a life lesson, and keep better records next time.
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Yeah, switch back to survival mode. Portals are only instant in creative (or they should be, anyway...)
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I've seen you post this a couple times, recently. It used to be sixteen blocks. Has it been changed since I took this screenshot, in 1.3.2?
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1: That villager can't see those doors, unless he's inside the house or standing on the front step. When he's outside on the ground, he's one block too low (or the doors are one block too high) for them to be counted. A villager can only "see" a door up to three blocks above (or five blocks below) his current location (measured from the block the villager is standing on to the block the door is placed upon.)
This villager can "see" all the doors in this image, but just barely. A new door placed either above, or below these levels will be outside of his range.
2: Breeding was changed a while back so that just placing down a bunch of doors isn't enough to get them going, anymore. Now, in addition to having enough doors around, they also need to be "willing." A villager may become "willing" after you perform a trade (I think it's 100% chance the first time you perform a particular trade, and then something like 1/5 chance each time you perform that particular trade after that) or upon consuming a certain amount of food (bread, carrots, potatoes). You can either give them food yourself, or leave them near a farm and they will tend it themselves, and share the food with one another. Once they become "willing," a villager will enter "love mode" (heart particles) at random intervals. When two villagers create a baby, both parents lose their "willingness" until it is regained again by the normal means (trading/feeding).