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 7 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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Well, what would you call it, then? Sure, there was, at the time, no reason to think one way would work better than the other, but the fact that it did allow the village chaining was clearly unintended and undesirable behavior. Once that bit was worked out, something did need to be done about it. You call it an "unintended consequence of a consciously-implemented feature," I call that a "glitch."
[EDIT: Why'd you delete your post? The part about why it was done that way in the first place was actually very interesting, I just didn't agree with your conclusion that it was "working as intended."]
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Also, couple other things I noticed. You've got, like, sixty villagers in there. Those aren't necessary, and won't increase the golem output by more than a tiny fraction of a fraction. Mostly all they do is push up the entity count and contribute to lag. If you want to spawn more golems, just build another one of these things roughly 70 blocks above the first one, and put sixteen villagers in each one (technically you only need ten, but with the door count what it is, they'll breed up to sixteen anyway.).
And you don't need the whole lava and cactus setup to bring them down to 1-punch kills. Just float some lava above the hoppers, and have them stand with their heads in it, let it kill 'em all the way dead (lava in the third block up, where their heads are. So, top to bottom, it goes lava, signs, air, hoppers.) The whole "they only drop iron if killed by the player directly" thing didn't pan out (and wouldn't have helped much anyway, as evidenced by the simplicity of your workaround), that change was reversed and instead they fixed the glitch that allowed villages to be "stacked" in the manner of Tango Tek's "Iron Foundry," but this doesn't affect the "standard" model iron farms, like what you have here, at all.
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Ahh, I just told you? Here, I bolded it for you this time::
What's "up" is that you made your portal, and when you went through, it put you somewhere in the nether that was less than 128 blocks from an existing portal, so it warped you there. Then, when you leave through this portal, it can return you to the overworld as far as 1,024 blocks from where you started. Then at this point where it returns you to the overworld (far away from your own home), someone else already had a portal built within 128 blocks of that location, and so it warped you there.
Obsidian is not that hard to find (just dig down, and bring a water bucket.) It's probably the diamond pickaxe he lacks.
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I don't think it's the force of her fingers impacting the mouse button that is the problem. Rather, it's probably the internal mechanism that almost all computer mice have, that makes it go "CLICK" every time no matter how gently you press it...
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Portals aren't "linked" to one another directly; rather, they just calculate your position in the other world and dump you in the nearest portal to that location. Only if there are no other portals within 128 blocks will a new one be created. Due to this and the fact that the nether is "compressed" by a ratio of 8:1 compared to the normal world, any two overworld portals within 1,024 blocks of each other will almost always link to the same nether-side portal, on initial construction. Returning through this portal will only ever take you to the first-constructed of the overworld portals, or somewhere nearby (within 128 blocks) to that location.
To link a return portal up properly with your overworld portal, you're going to have to build it yourself in the proper location. Note the coordinates of your overworld portal in all three dimensions (x,y,z) then divide just the x and z coordinates, but leave y alone, to attain the equivalent nether location (x/8, y, z/8). Bridge or tunnel your way as necessary to these exact nether coordinates, and build a portal there; it should link up with your overworld portal every time, regardless of which "direction" you are traveling, or any other portals that may exist nearby.
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About how far chunks are loaded around the player? Yes, it's in the wiki; that's how I knew it in the first place
The questions asked here don't really have anything to do with the change anyway, but yes, you are correct. The change to iron golems (that they only dropped ingots when killed by a player) was reverted. Instead, they "fixed" the glitch that allowed village stacking, so while the standard, old-style iron farms are unaffected, you will no longer be able to build the huge ones that crammed several villages into a tiny space, a la Tango Tek.
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Right. Because when Virgin Records acquired an airline, they grounded the planes and turned them all into recording studios...Oh wait, no they didn't. That's right, now they do both. And mobile phone service. A company can do more than one thing, you know...
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Sorry, I meant ten chunks. That's 160 blocks. I'll edit that now.
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So, you want them to release a brand-new game, "Minecraft 2: the Sequel," and then never update once it or even fix a single bug?
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You're right. We usually don't need ten million, million, million, million, million, million trials to be reasonably sure of something. But we do often need more than a hundred. As evidenced by the fact that, the "discovery" this guy made with his hundred trials, turned out to be total bupkis in the end, anyway! Had he done further trials, he could have known that himself before he posted his false claims. And yes, most of us do want to make sure an experiment is valid, before we go and base our decisions on its results. Maybe a hundred thousand is pushing it, still, but with something as rare as wither skull drops are in the first place, you should know better than to place much faith in the results of something as few as a hundred. Especially when these results are "it can't happen."
Imagine if I said I have a special way to flip a coin, so that it will always come up heads. So I flip a coin ten times in a row and it comes up heads every time. Pretty convincing, right? But what if it turns out that this was a special coin, which had a 99% chance of coming up heads anyway? Suddenly, my "special way of flipping" doesn't seem so impressive anymore, right? I mean, it probably would have come up heads all those times anyway. When it's so unlikely for it to come up tails in the first place, you put a lot less faith in my "special flip," and it would take a lot more than a few tries to convince you that it actually does anything. If it's weighted to come up heads 99% of the time, you would expect to see, on a large scale, an average of about one tails per 100 flips. But, of course, this is just an average. Doing only a single hundred of flips, and not seeing a tails, says nothing still about my special technique. You'd need a lot more trials, so that you'd expect a fair number of tails in the first place, before you could say anything assertively about the lack of them so far.
(And spamming digits like that only belies your ignorance. If you're going to use a specific number, you should mean it. I challenge you to give me an example of that many anythings. Even if those were mere tenths of a second, that would still be two million, million, million times longer than the age of the universe. A number like that is worse than meaningless. I realize you were just trying to make a ballpark statement, but good god, man, your ballpark isn't even on the right planet!)
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In single player it is determined by your render distance and movement; in multiplayer it is configurable by the server admin but the default is a square "radius" of ten chunks around the player's current chunk, forming a 21x21-chunk grid in total.
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It sounds like you may have been put into creative mode. If you actually do have admin powers, you can switch gamemodes yourself, using the command "/gamemode #" where # is either 0 for survival or 1 for creative (or 2 for adventure mode or 3 for spectator mode, in more recent game versions.)