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    posted a message on For how long does an ore power a beacon?
    Quote from sazrocks»

    ? You don't need ore to power beacons.


    No, but to activate their boost effects and not just the visual beam you do need a resource item such as a gem or ingot, which is probably what they meant.

    The beacon power will remain active until the beacon block is removed or you want to switch it to a different power, which will cost an additional resource item at that time. Otherwise, yeah, forever.
    Posted in: Discussion
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    posted a message on Question about iron and slime farms
    The golem in the slime farm must be outside the radius of the mock village in the iron farm which will be 32 blocks from the center

    Actually I believe the "golem counting zone" is similar to the "population counting zone" that enables infinite breeding. A golem only needs to be separated vertically by a few blocks before it stops being counted as "in" the village. For example in a standard docm/JL-style golem pod, a golem is "outside" the village as soon as it drops down beneath the lower and into the lava trap/holding cell/what-have-you.
    Posted in: Survival Mode
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    posted a message on Help with Villager Breeding? [1.11.2]

    Do you have a 9th villager up there with the doors to keep them "active"? I can't see one in the pic. There needs to be one, or that style of infinite breeder won't work.

    Posted in: Discussion
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    posted a message on Is there a mod- that fix's the nether portals connection for MP?
    Quote from GeoFor»
    (Y value doesn't matter, I had to mine up into the ceiling over a lava lake to get there in my world but it's doable)

    Y value can matter, if the portals are very close together. It's not as essential as the horizontal position so you do get some "wiggle room" with the vertical, but the closer they are to each other the more it will start to matter. Key is that the game looks for the nearest portal in straight-line distance, so if there's one for example that's 20 off from your "entry point" on x, y, and z, and another one that's spot-on for x and z but 40 blocks straight up, you're going to end up in the one that's 20 blocks away in each direction because it's closer than 40 in Euclidean distance, at only 34.6 blocks.
    Posted in: Discussion
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    posted a message on Is there a mod- that fix's the nether portals connection for MP?
    Quote from Daomephsta»

    I shouldn't have to mess around building portals at specific locations just to get a link that reliably takes me from my base to the nether and then back to my base. Your solution is a bandaid over a problem, it works, but the nether portal system is still broken.

    Seems like you want to just "do it, and it works." When in this game has ANYTHING been about just do it and it works, without having to carefully set everything up "just so," first?
    Posted in: Discussion
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    posted a message on Aftermath of Eula enforcement
    Quote from Lonsdale1086»

    Care to explain why the EULA is "unjust"?

    I think that was in reference to the question of "what if the EULA said you had to jump off a bridge?".

    In any case. You didn't purchase any software. What you purchased was a software license, a license which grants you the rights to use the software in accordance with the terms of the agreement under which the license was purchased. It does not grant you ownership of the software -- that is still maintained by Mojang and Microsoft -- or the rights to use it in any other manner aside from those prescribed by the terms of the agreement. People think that just because you "buy" something that you can do "whatever you want" with it but that's simply not true. When you buy a movie on DVD, for example. You are granted a license to use the DVD for private home exhibition. Any other use (paid or public exhibition, for example, or copying) is "strictly prohibited." You are very much not "allowed to do anything you want" once the disc is in your hands. It's the same with software. Just because you bought a license, doesn't put you in charge of how to use it.
    Posted in: Discussion
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    posted a message on Is there a mod- that fix's the nether portals connection for MP?
    Quote from Daomephsta»

    So, to clarify, you went through your Overworld-side nether portal, and came out of your Nether-side nether portal.

    But, when you returned through your Nether-side nether portal, you came out of someone else's Overworld-side nether portal?


    That definitely sounds broken to me, and yes, there is a mod to fix it.



    Okay, I'm back at a real keyboard now, so here we go (again):

    Nether portals are not broken. They do not need fixing. They can do (almost) exactly what you are wanting them to do, and you don't even need any mods to make them do it. You just need to have a look under the hood, and see what is going on when you use them.

    Portals are not linked to one another directly, rather they are sort of "anchored" to a certain point in the other dimension based on their coordinates whether there is already a portal near that location in the other dimension, or not. When you enter a portal, the game multiplies (nether->overworld) or divides (overworld->nether) your coordinates by 8 (I think it's by 3 in console editions) to determine your "equivalent location" in the other world. Only the horizontal x and z coordinates are modified, the vertical y value stays the same. Once your equivalent location is determined, the game looks for any active portal blocks (the actual purple swirly part, not just an obsidian frame) within 128 blocks in any direction (257x257 horizontal) and for the full world height (128 in the nether or 256 overworld).and if it finds any, it teleports you to the nearest one. Otherwise, it looks for a suitable location to place a portal nearby and if it finds any, it creates a portal and teleports you there. Otherwise, a portal is forced at the target coordinates and any blocks in the way are simply replaced.

    When you go from the overworld into the nether, your coordinates are "compressed." Anywhere from a very very large area of the overworld, is going to arrive in a relatively small portion of the nether. If there's already a portal there, you'll arrive in that portal, no matter where you came from. And when you go back through that portal, you'll go to whatever overworld portal is closest to that one nether portal's "alternate coordinates." However, it doesn't have to be this way. Once you make a portal in your base in the overworld, write down the coordinates. Then go through the portal. You'll end up in the nether, in your friend's portal. Don't go back through this portal Build one right next to it. Look at the coordinates you wote down; divide the first and last one by 8, and build a portal at those coordinates inside the nether. It will be very close to the other one that's already there, but don't worry. Once you have both portals in the right locations, your portal will link to your base, and your friend's portal will link to your friend's base. It's as simple as that. Put them in the right place, and they will work right, every time. If you just use the ones the game generates automatically, you're going to go crazy trying to make it all work. But if you work out where they're supposed to be, and build them manually, where they're supposed to be, it's literally so easy a child could do it.

    Posted in: Discussion
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    posted a message on ? about mobs spawning in an area.

    Quote from rugnuts >>

    I thought maybe there was specific mob limit.



    There is with dungeon spawner cages, those won't spawn more mobs if there's already six or more of the type they spawn, but it only counts within a very small area, I think these days it's 9x9x9 blocks centered on the mob cage. But as far as random spawn-cycle spawning goes, there is just the hostile mob cap that causes the hostile spawn cycle to be skipped if the cap is met or exceeded, and on console editions there is also a global mob cap beyond which I believe nothing can spawn by any means.
    Posted in: Survival Mode
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    posted a message on Is there a mod- that fix's the nether portals connection for MP?

    Portals aren't broken; just because YOU don't understand how they work, doesn't mean they need to be "fixed." I could explain more but I've already done several times before and I'm on my iPod right now so it'd be a lot easier for you to do a search than for me to type it all out again on this tiny little screen.


    Post your coordinates, and we'll get you sorted out.

    Posted in: Discussion
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    posted a message on Named mobs and mob cap -- charged creeper farm in spawn chunks?
    Quote from TheMasterCaver»

    Named mobs do not despawn for the same reason mobs holding items don't - their PersistenceRequired tag is set to true, which is what causes the game to skip over them when counting entities. The exception is if you use commands or named spawn eggs to spawn them (they can also despawn since PersistenceRequired is not set), but I assume that isn't the case here.


    So if I named them with a name tag, they won't count towards the mob cap? That's great, but...



    As for lightning in spawn chunks,[...]



    I wondered if there was an easy way to test this, so I set out to do a simple experiment:


    - creative, superflat world, all netherrack.

    - doWeatherCycle false

    - mark spawn with a compass

    - tp 1000 blocks from spawn

    - set render distance to minimum (to load as few chunks around me as possible)

    - set weather to thunder

    - wait

    - set weather to clear

    - set render distance to normal

    - count the fires I see around me (nine)

    - tp back to spawn

    - fly around and count the fires I see in spawn chunks (zero)


    I mean, it's not definitive, but it's not looking good for the spawn chunks, here. I think perhaps I'll just build the creeper farm in some out-of-the-way location, then, and not ugly up a large portion of my spawn chunks.

    Posted in: Survival Mode
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    posted a message on Help end glitch
    Quote from John_cards78»

    Yes everytime I join back I'm in the same sport I've tried to kill myself and that won't work, it seems like I'm in a limbo


    That is odd. Sorry then, it's beyond my scope. I had hoped that relogging would provide an easy fix but if that didn't do it, I'm afraid I can't help you. Hopefully someone else will come along soon, who can provide a bit more insight.
    Posted in: Discussion
  • 0

    posted a message on Help end glitch

    Have your tried logging of and on again?

    Posted in: Discussion
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    posted a message on Does telling Villagers to get in their houses actually make them do it?
    Quote from iPizzaLord»

    Duuude xD !!!
    I was actually going to plug in my mic and start talking to a bunch of NPCs in a game O_O
    You sounded so real, dem.

    Haha yeah. That's the secret to a good Rick Roll, you have to sound convincing. I envisioned a bunch of people yelling into their mic's, trying to do an Australian accent. "Geet een yoah heauses. GATE AIN YEOUAH HEEYAUZZES! It's not working. Ma! WHY'S IT NOT WORKING!?!"

    The secret is, you have to remember that it's a game made by Swedes, and played primarily by Americans. So, you have to make it sound like an American doing an impression of a Swede doing an impression of an Australian accent, for it to work. Plus, I heard the guy that wrote it was South African, so maybe throw a little of that in there, as well ;)
    Posted in: Discussion
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    posted a message on Villager Farming above ground
    Quote from Deadly_9860»

    Basically this is what I have.(the doors are 3 wide by 6 deep in that enclosed space. the holes are for water in the farm and they will be covered by stone bricks with a glowstone piece on them so they cant jump on the brick and then destroy the farm. basically im asking is if i can leave it just glass where there is no roof or if i have to add solid roofing for the farm?


    No, glass would be fine here. In fact, if you did use opaque blocks there ("in front of" the doors) then you would need to switch the roof out for something transparent above the doors or at least some of them wouldn't count. As it is right now, I think maybe your 4th row of doors (4th from the inside -- 3rd row if you're counting from the outside) might not count as it has 3 rows of covered doors on the inside, and two rows of doors plus what looks like an outer wall for three rows of covered spaces on the other side also. To fix this simply put a row of glass blocks to replace the ceiling above any one of the other rows and it should work out fine. (Or, extend the opaque roof inwards by one block towards the inside, just past that inner-most row of doors, before you start putting the glass. That would work too, and then you don't need the glass row above any of the doors.)
    Posted in: Discussion
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    posted a message on Named mobs and mob cap -- charged creeper farm in spawn chunks?

    I now know that mobs holding items (i.e. a gaggle of zombies wielding chicken eggs) do not count towards the mob cap. How about named mobs? I want to build a charged creeper farm and I thought I might put it in my spawn chunks so I would not have to go stand there during thunderstorms. But if I'm going to have 80-some-odd named creepers hanging out in my spawn chunks, would that prevent my darkroom mob spawner from spawning mobs? Or do they not count, like ones holding items?


    On that note, does anyone know if lightning strikes can occur in spawn chunks, without player proximity, or do I need to stay nearby anyway?

    Posted in: Survival Mode
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