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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Err...I've yet to encounter one so I could be wrong but, I thought trap horses were spanwed tame and could be saddled/ridden/led just like any other horse. Is that not right?
[EDIT: I guess they can't swim while mounted, though, so riding them off the island wouldn't do much good. If you can't lead them like a regular horse, then I don't know...]
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I'm rather advanced in my world, so I'm at no loss for overpowered weaponry. Personally, I'd have rather captured their undead steeds and kept them in my stables as a trophy. 'Course, I'd have to build a stables, first. Right now I've only got one horse and he roams free in the loaded chunks around my base.
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I think the green marker (indicating a framed map in that location) only appears if the chunk that contains the framed map is loaded or has been loaded during the current game session.
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http://minecraft.gamepedia.com/Horse#Skeleton_trap
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I make them into dispensers as I acquire them (of course, I have to combine them into fully-repaired bows, first). That way, when I suddenly need a whole bunch of dispensers for some project, I can just go get 'em out of storage, and don't have to craft a bunch of non-stackable bows first and then craft all the dispensers one-by-one.
Courageous, you're in Oregon? Whereabouts is Aloha? I'm in Eugene!
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As I said, that's not an "infinite breeder." If you want to make it one, it's rather simple:
...anyway, as it is right now, a quick look at your villages.dat file tells me that your village has a population of 18 villagers. With a door count of 29 (I counted 28 before, but it looks like one of the rows has an extra one), it can only support a population of ten so right now, it's overpopulated, and there's not going to be any breeding until you do something about it.

The trading hall is way too close to your breeder, for it not to be an infinite breeder. They are still within the village boundaries and so are counted towards the population, meaning if the trading hall is full (or even partially full, since you seem to have plenty of space in there) the town is going to be overpopulated and won't breed. To remedy this, you can either convert your breeder to an infinite breeder as I mentioned above, or else move the trading hall so it's either more than 32 blocks away from the breeder (but they will "fight" the rails and try to run back to it unless it's more than 64 blocks away) or else raise it or lower it so it's separated vertically from the breeder by more than six blocks.
Still, I only saw a couple of villagers in there, and four more in the breeder. Doesn't account for what I saw in villages.dat. A simple "glowing" effect on all nearby villagers made them easy to locate:
Found 'em!:
Looks like you've got a backup in your flushing system. If you clear those out, your breeder should start working again but it will just freeze up again soon if you don't make the changes I mentioned above.
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So, you're going to have to finagle it so that the desired or "target" portal is the one closest to your entry point when you "warp in" from the other world. I will give you an example using simple coordinates, if you can not apply this to your world you can post the actual coordinates of your overworld nether portals and I can be more specific.
Say you have a base at x and z coordinates (200, 400). You've got one portal near the surface at y=60, and another one higher up at y=140. You want two different portals in the nether, that will link up with each of these overworld portals individually.
What the game does when you go through a portal, is it multiplies or divides (depending on which way you are going) the x and z coordinates by 8 to determine your equivalent location in the other world. Y coordinate is not affected. Then, it looks around that point in the other world to see if there are any nearby portals, and if there are then it takes you to the closest one, or else creates one if there is not one within close enough range (+/- 128 blocks on both axes, up to y=255 in the overworld or 127 in the nether).
So, you need to make sure one of your nether portal's "equivalent location" in the overworld is closer to the top portal, and one of them is closer to the bottom portal. Since they are not separated by any horizontal distance (in this example, or at least not very much in your actual world) this means we will need to separate them vertically.
The overworld base at (200, 400) works out to an equivalent nether location of (25, 50). So, we'll need two portals at or very very near to (25, 50) in the nether, one that's closer to y=60 than it is to 140, and one that's the other way around. Now, you could just put them right at y=60 and y=140*, but that isn't completely necessary. Halfway between 60 and 140, is y=100. That's 40 blocks from each. So if you put one just above y=100, and one just underneath, then the top one will be slightly closer to the sky portal in the overworld, and the bottom one will be slightly closer to the surface portal. This should be enough to have them link up correctly every time. If it doesn't work, try adding a little more vertical separation, and depending on how much if any horizontal space separates the overworld portals, you may or may not have to put the nether-side portal at exactly the right "equivalent location" in x and z, and not just "very very near".
*(You'd have to get yourself above the bedrock ceiling of the nether, and this could only be used as an "exit portal" to escape the nether; you can never arrive in the nether at this portal as the search algorithm does not look above y=128 for suitable entry portals to the nether world.)
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/gamerule doMobSpawning false will disable all mob spawning, after world generation, for both passive and hostile mobs. However, animals will still generate in along with terrain as new chunks are created in the world. I do not think there is a way to prevent this in vanilla Minecraft.
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World saves are usually shared as an archived .zip or .rar file. You download the file to your computer, then "unpack" it with a utility like 7zip or WinRar. What you should have then is a folder, with a whole bunch of other stuff (files and more folders) inside of it. Move that entire folder into your ".minecraft/saves" folder, and then it will be available for you to play in your game.
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They shouldn't. Are you sure they're not taking any damage before the fall? I've got a 43-block drop in my enderman farm and it leaves then with half a heart. Fall damage is (full blocks - 3) in half-heart "points" (half blocks don't count, so falling 10.5 blocks deals the same amount of damage as just falling 10 blocks). Endermen have twenty hearts or 40 points of health. 43 blocks should kill them but, as with all fall damage, that last block somehow does not count and 44 blocks are actually needed to kill them. Both 43 and 42 should leave them with half a heart, then a full heart at 41 blocks and increasing by half a heart for each full block the drop height is lessened.
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They so so so need to add a redstone-activated block rotator in Minecraft!
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That really depends on your internet speed, and what site you're trying to upload to. When I upload a map to share, I use minecraftworldmap.com. I can upload a 250MB .rar file there in just a few minutes. Of course it takes longer than that (sometimes up to several hours) for processing after the upload is complete, but then my part is done and I can shut down my computer or whatever, and know that the map will be available for download before too long. Other free, public filesharing sites like mediafire (or whatever else they have these days, I try not to use them anymore) will intentionally throttle upload and download speeds so they can deliver more ads to more customers at one time. If you're uploading a map to a realms server, then I have no idea as I don't use realms but I would presume they have a pretty decent infrastructure in place and so they should ought to be able to handle whatever your upstream data rate can dish out.
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If you want to make a village underground, you need a shaft up to the surface, like this:

A door only counts as a "house" if there is a clear "inside" side and "outside" side. The shaft or "skylight" allows direct sunlight to come down and hit the block next to the doors, which tells them that side is "outside" and they count as a proper house. It doesn't have to be filled with glass. It can be ladders or fence posts, or anything transparent. Even air. But you can't cover it (at any height) with anything that blocks or diffuses direct sunlight from reaching the bottom of the shaft (so leaves and water are no good, since they will diffuse the sunlight even though they don't block it entirely.)
Hint: blue stained glass is practically invisible in or next to water. You could hide your village under a lake (or make an artificial one above it, if the location is non-negotiable) and put blue glass up to the surface to camouflage the skylights.
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Darkroom mob spawners work best if you build them high in the sky. Otherwise you have to light up all the caves in the area (and the surface, too, if you want the farm to work at night) -- within 128 blocks spherical radius of your AFK spot -- so they don't spawn outside the farm and quickly fill up the mob cap, leaving very few if any to actually spawn inside the farm. There are plenty of designs on YouTube that work great. I made the one from Mumbo Jumbo's "Practical Skills" video in my world and it works well enough (it's a bit slow, though, because I did build it in my underground base and the surrounding caves are not fully lit up, yet, although I am working on it.)
What designs have you used in the past, and what didn't you like about then?
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I haven't used this method myself but perhaps regular TNT is less reliable since it gets a small random velocity when it's ignited? I don't know how "delicate" this method would be but with a minecart, the TNT blows up in the exact same position, every single time. That's not so with regular TNT; the variation is not large, but it is there. Maybe it's enough to make a difference, I don't know.