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 13 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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Did you look through my guide to villages (link in sig)? I explained the "house" mechanics as clearly and as completely as I could. I even included several pictures illustrating what I mean. I don't understand your question. If you have something specific in mind, perhaps you could post a picture of what you mean, and I might be able to help determine if it counts or not.
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But he needs villagers before he can make a villager farm. Zombie villagers are the way to go. However...
In the latest versions, Zombie Villagers have their own unique mob ID. This was done primarily so that they (as well as husks and strays) could have their own spawn eggs, but the side effect is that they no longer spawn from zombie spawners, only regular zombies will. On the one hand, you can now make a spawner that spawns only zombie villagers, but those don't exist in vanilla Minecraft -- you're going to have to find your zombie villagers "in the wild," as it were.
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Welcome! No, there's no speech-recognition in Minecraft. What you saw was just coincidence. And those are simply regular villagers that have been renamed "Dinnerbone" (works with all mobs -- "Grumm" does the same thing) using nametags.
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Click the link in my sig. There are multiple pictures detailing exactly how the game defines a "house."
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Yeah, it does. It's not very well-known, because the code that makes them do it isn't as straightforward as the rest of the game. But I do remember hearing that a couple years ago (it was a few versions back, I don't remember exactly when) I heard they hired a new programmer to develop a speech-recognition AI and embed it into the game engine. They didn't want people copying their work, though, so they took the program and cut it up into a bunch of little pieces and, like, inserted it into a bunch of other routines like the lighting engine or the mob pathfinding algorithm, so that it wasn't obvious what the function was supposed to do. So if you just went through and like read the program code line by line you wouldn't see it, but once everything is all put together and running as a whole, the little pieces come together and it does work. There's even an easter egg where if you say it in an Australian accent, they'll turn upside down when they go inside. I don't remember who it was that actually found out about it, but there's a discussion thread where you can read more about it Link Removed.
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It's not new. I've seen it at least as early as this 2012 Enderman farm tutorial video by Panda4994, and he even used it as the thumbnail shot for the video:
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*Technically, every village is at least 32 blocks in radius. Iron farms don't usually get hit by zombie sieges because you need at least twenty villagers for a siege to occur and most iron farms only use ten villagers (you need at least ten doors for a siege, too, but iron farms always need at least 21 so they can't ever be saved on that particular technicality.)
The siege itself starts (at least) 29 blocks from center and needs solid spawnable blocks within +/- a few blocks vertically of the village center. So for the "standard" iron farm pods that are raised up in the air, there's usually nowhere for a siege to begin. However, if you build your iron farm underground, or at surface level, and you also use a design that houses more villagers than normal, there is a chance a siege could occur "in" that village, although it would still be several blocks outside of the actual structure itself.
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That still leaves for 30-40 blocks of caves beneath the surface before you hit bedrock. Better craft some torches. Alternatively, you can rebuild the spawner high in the air. If your AFK spot is 128 blocks above the surface, then anything that spawns in the caves underneath will despawn immediately. The only mobs that will be able to stick around will be those that collect inside your spawner. You would have to move the whole thing though, not just your AFK spot because that needs to be within 32 blocks of where the mobs collect or they will still despawn over time, if not right away.
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They won't spawn on stairs*, but they can spawn on full blocks if there are any. Basically, if you can put a torch on it, then a mob can spawn on it. So go ahead and put the torch.
*EDIT: They won't spawn on "right-side-up" stairs, like you find in naturally-generated village houses. They can spawn on "upside-down" stairs, as well as half-slabs placed in the upper half of the block. Again, if it can have a torch placed on it, it can have a mob spawn on it. There are a few exceptions like wooden stairs and stone walls, but as far as block-shaped blocks go, the only exception I know of is glass -- you can put torches on glass blocks even though they are transparent and spawn-proof.
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Yes, that would make a big difference. Let me break down for you some of they key points we have discovered regarding cartographer maps:
- Each cartographer has two unlockable map trades - one Ocean Explorer map and one Woodland explorer map -- as their fourth and final tier of trade offers.
- Each one sells the same two maps, over and over again.
- Maps of the same map # are identical. So each "Ocean Explorer Map #17" for example, is exactly the same as every other "Ocean Explorer Map #17" in the entire world.
- Maps with different map #'s may or may not be identical to each other, depending on if anyone has gone to the first one yet.
- Each new cartographer sells a map which, at the time and place at which the trade is generated, points to the nearest, undiscovered structure of the appropriate type. By "undiscovered" we mean completely undiscovered. It exists -- or rather will exist -- in a part of the world that hasn't even been generated yet. A new cartographer's map simply can't point you to an already-raided structure, because it can't even point you to an existing structure. It always points to somewhere that has not yet been generated in-game, and it's kind of hard for someone to have raided something that doesn't even exist yet.
So, if you're out exploring the wilderness and you come across a village, and there's a cartographer in the village who has already been traded with and had his map trades unlocked, there's a pretty good chance that those maps have been purchased and explored already, and so they wouldn't be much good to you. On the other hand, if you breed a cartographer yourself, or come across one in the wild that has not had his map trades unlocked yet, then when you do unlock the maps you can be certain that no one else has gone there yet.
Note, that doesn't mean no one else will go there, it just means they haven't done so yet. But, imagine, I come across a village, with a cartographer, and I buy from him, let's say for example it's Woodland Explorer Map #18. I get the map, but I don't go there yet. I don't want anyone else going there either, so I slay the cartographer and return to my home base.
Later on, you build a villager breeder and trading center in your home base. Now, your base isn't necessarily anywhere near the village that I found, but remember woodland mansions are spread very far apart, so "the closest one" is going to be the same one for a very large area of the world. So in your villager trading center, you eventually get yourself a cartographer, and you trade with him to unlock his map trades. And you get Woodland Explorer Map #20 (map #19 would have been an ocean map, either my guy's second map or yours's first one, I can't remember which order they appear in.)
Now, since I never actually went to the area shown on map #18, it was never generated in-game and so when map #20 looks for the "nearest, undiscovered" mansion, it's going to point to the same spot as my #18 did. So then one day, one of us heads out to find the mansion and, thinking no one else could possibly have the same map as we do, we settle down and decide to live there. Then, the other one of us decides to follow their map, and ends up knocking on the first one's front door.
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That won't fix your problem, but it should grant you operator privileges so that you can enter the command to fix it yourself.
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Pause the game. Open to LAN. Seoect "Allow Commands: True." Now you can enter the command. Next time you play, both LAN mode and commands will be disabled, but any changes you made will remain.
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They are spawning, but then they are dying immediately afterward. Version 1.11 introduced a new feature and accompanying gamerule "maxEntityCramming" whereby if an entity (i.e. a mob) is pushing more than (default=24) other entities at the same time, it starts to suffocate. The default number of entities allowed before cramming occurs can be changed via the command /gamerule maxEntityCramming ## where "##" is any positive integer, or it can be disabled entirely by setting the value to zero (0). Or you can play the game how it was "meant" to be played, and redesign your structure with the cramming rule in mind. (Although that is a matter of opinion; clearly the developers "meant" for you to be able to change the gamerule settings, or they wouldn't have implemented that feature in the first place.)
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The wiki says that the skeleton trap horse will despawn after fifteen minutes, if not triggered. I presume this only counts while the chunks are loaded.
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Easy. Since you can't move the stronghold farther away from where you are, you just have to move yourself farther from the stronghold. Just pick a direction and go; sooner or later, a different stronghold will be closer to you than the one you're moving away from. Periodically test this with an eye of ender. If it still points back to the stronghold you just left, then you haven't gone far enough yet. Keep going and then try again.