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    posted a message on My Monster Spawner Only Makes a Few Mobs
    Whenever someone complains of a mob spawner that "spawns just a few mobs and then stops, it is almost certainly because their "holding area" where they store the mobs to be killed is too close to the spawner. If there are more than six mobs, of the type spawned by the spawner, within eight blocks horizontally and four blocks vertically, of the spawner block itself, it will not spawn any more mobs until some of the existing ones either die or leave the zone. You can end up with slightly more than six because the spawner spawns more than one mob at a time, putting them over the limit, or else because some mobs leave the zone temporarily (i.e. through a water-elevator) and then re-enter when they fall down the drop shaft to the "holding area." I'm almost one hundred percent positive that this is your issue. Move the holding cell another few blocks away from the spawner, and it should work just fine, without jamming up.
    Posted in: Survival Mode
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    posted a message on Iron farm issues in 1.7.9 in multiplayer
    Quote from JuniperMelody

    This isn't really fair to call village chaining a 'glitch'. Maybe you're trying to put a positive spin on Mojang's nerfs, or maybe you just didn't select your words carefully. I'll assume it was the latter, out of respect.

    It almost certainly wasn't a glitch, it was an intended game mechanic. That is to say, that a new door was assigned to the last village in range instead of the closest village in range, was not a mistake. It was a conscious decision by Notch to make it exactly that way. Not because it enabled village chaining, but because the code runs faster that way.


    Now the technical explanation of why it is faster.

    [snip]

    So we see that selecting the last village in range is clearly faster, and that's what Notch chose. There was no particular reason to think that selecting the closest village center was any better than selecting any one of the village centers in range.

    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."]
    Posted in: Survival Mode
  • 0

    posted a message on Iron farm issues in 1.7.9 in multiplayer
    Your floors are too high in relation to the doors (or the doors are too low), and so only the lower floor is actually inside the golem spawning zone. For all intents and purposes, the upper floor may as well not even be there. The fix, though, is a simple one: you can either lower the floors by one block, or raise up the doors, so that the blocks that make up the upper floor are even with the top halves of the doors.

    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.
    Posted in: Survival Mode
  • 0

    posted a message on Nether Portal Nonsense
    Quote from JHadden123

    On older versions I've made a portal, gone in, and left out of the same portal gate in the Nether and ended up at someone else's gate miles and miles away.

    What's up with that?

    Ahh, I just told you? Here, I bolded it for you this time::
    Quote from IronMagus

    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.


    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.
    Quote from Aesir

    Can't you just remove the original portal and put it near your house?

    Obsidian is not that hard to find (just dig down, and bring a water bucket.) It's probably the diamond pickaxe he lacks.
    Posted in: Survival Mode
  • 0

    posted a message on Is mouse clicking driving your family insane?
    Quote from Gregrs

    You could just buy a cheap microsoft mouse and try not to click so loud.

    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...

    <_<
    Posted in: Computer Science and Technology
  • 0

    posted a message on Nether Portal Nonsense
    Quote from Phlea

    So I was on a server with a nether portal, and when I transported into the nether, and tried going back, i popped up in the overworld somewhere completely different. How do I get back to my original portal?

    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.
    Posted in: Survival Mode
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    posted a message on Villager / Iron Golem Distance
    Quote from vnknow

    is this info in the wiki? because it should...

    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 :)

    Quote from Wendigo101

    Is this thread still relevant? I thought the golem farm changes were reverted...

    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.
    Posted in: Survival Mode
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    posted a message on Kudos to Markus...
    Quote from Carrotcake85

    Facebook will probably get rid of the gaming side of it. It might just be a vitual living room for your family...

    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...
    Posted in: Discussion
  • 0

    posted a message on newb problems
    My stepson had problems connecting via LAN from his laptop as well. I had to go into the settings and allow java through his firewall, then it worked right after that.
    Posted in: Discussion
  • 0

    posted a message on Villager / Iron Golem Distance
    Quote from vnknow

    Thanks, i've checked in a multiplayer server, 40+ blocks away from a village, and the golems keep spawning. Maybe i'll ask the admin.

    Sorry, I meant ten chunks. That's 160 blocks. I'll edit that now.
    Posted in: Survival Mode
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    posted a message on When Will Mojang Release the Final Version of Minecraft?
    Quote from thebaum64

    I just want it to hit 2.0 and done

    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?
    Posted in: Discussion
  • 0

    posted a message on Chunk loader?
    I think this might be just the thing you're looking for.
    Posted in: Discussion
  • 2

    posted a message on Wither skeleton Head drop discovery!
    Quote from Will85237

    It might be a bug?

    We're not scientists or something who want 9,999,999,999,999,999,999,999,999,999,999,999,999 trials to make sure our experiment is valid.

    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!)
    Posted in: Survival Mode
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    posted a message on Villager / Iron Golem Distance
    Quote from vnknow

    How many blocks / proximity? Is it dependent of anything?

    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.
    Posted in: Survival Mode
  • 0

    posted a message on I suddenly have admin powers?
    Quote from TinyTimsTit

    Is there any way I can toggle this on/off myself?

    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.)
    Posted in: Discussion
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