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?
- IronMagus
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Member for 11 years, 5 months, and 12 days
Last active Wed, Jul, 11 2018 12:16:36
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Oct 12, 2017IronMagus posted a message on Merge Your Minecraft Forum Account With TwitchPosted in: News
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Oct 12, 2017IronMagus posted a message on Merge Your Minecraft Forum Account With TwitchPosted in: News
There's already someone on Twitch named IronMagus. It isn't me. How will my posts be identified after the merge?
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Apr 21, 2014IronMagus posted a message on Community Creations - 1 Minute Parody: Batman RisesWhat the hell is with the "fish fish, passover passover" bit?Posted in: News
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Jun 7, 2013IronMagus posted a message on Snapshot 13w23a Ready For Testing!Posted in: NewsQuote from Bjossi
Why are some of the bugfixes worded as if they have not been applied yet? One would think using past tense was more effective.
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? - To post a comment, please login.
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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.
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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.
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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.
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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.
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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?
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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.
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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.
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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.
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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.
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So if I named them with a name tag, they won't count towards the mob cap? That's great, but...
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.
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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.
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Have your tried logging of and on again?
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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
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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.)
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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?