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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It's a side-view. is a video that has some great details on making this kind of spawner farm. He builds a whole one on-screen, and also discusses some of the important things to consider regarding the different distances and zones where you or the mobs can and can not be, with helpful diagrams as well.
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Passive mobs can only spawn on grass. Hostiles don't care, though, they spawn with the same frequency on grass or stone or any other non-transparent block.
That's not very many, but it's a start. The more you can make, though, the better it'll be (up to a point.)
I don't think signs do work any longer, actually, and I never knew that buttons did. These days I think open trapdoors are the go-to choice for this. You can also just use tripwire and pistons to push them off as soon as they spawn, instead of waiting for them to wander off on their own. It's a bit more resource-heavy, but it works out better in the long run.
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Yeah, that won't work out very well, unfortunately. Because of the 8:1 difference in scale in the PC version (it's only 3:1 on the Xbox, I believe, which might be why you're not used to it working this way), even traveling a very long distance in the overworld is only going to get you a little ways away in the nether. You can do it the other way around, going a short distance through the nether to end up a very long ways away in the overworld from where you started, but this requires actually going into the nether and traveling through it.
On the bright side, there is no one "the" nether fortress, there is only "a" nether fortress, and another one, and another one, and...you get the idea. There are countless nether forts, spread all throughout the nether. They tend to generate in rough, zig-zaggy "strips" running from north to south, so you're best off not searching in those directions, or else you may be forever stuck between two of the strips, never crossing over one and so never spotting a nether fort. Instead, you should explore either east-west or diagonally; this will ensure that you cross the strips at regular intervals, maximizing your chances of spotting one.
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(Portals in the nether only need to be sixteen blocks apart, to make 128 in the overworld and have a new one form.)
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I've heard that setting to anything other than "Max FPS" will reduce your framerate somewhat, even if you haven't reached the specified limit. So say you're getting 30 FPS, for example. You'd think if you set it to "60 FPS" it shouldn't do anything, since that's way more than what you get already, but (from what I've heard), it will actually drop your 30 FPS down to like 25 or something, due to the extra processing required I guess? The common wisdom, as I've heard it, is to only use the framerate setting if you need it for a specific purpose. Use VSync of you experience "screen tearing," or lock the framerate if you're recording (to prevent screen tearing in the final product). Otherwise, go ahead and leave it at max. That's what I've heard, anyhow, and it's always worked out well for me.
I suppose if you actually do get more frames than your monitor can handle, you might turn it on even if you don't see any visible screen-tearing. But for someone like me who only gets 30 or so to begin with, using VSync just slows it down even more.
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Someone didn't read the OP. "Minecraft 2.0" was an April Fools joke last year. The "official" download links have been removed, but you can still get the files elsewhere, from mirror links found in the wiki.
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Because even a level 30 enchantment only actually costs three levels. You hit level 30, you enchant a thing, and you go back down to 27. Now you only need to gain 3 more levels before you can enchant something at level 30 again. You can easily get that from mining or smelting or breeding farm animals or something; unless you plan on enchanting a big batch of items all at once, it might not be worth the trip to your XP farm, if you didn't happen to build your base right at the end portal, or find a nether fortress right near your spawn.
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Yeah. Since the new zombie "horde" mechanics were introduced a couple of updates ago, zombies can track you from much farther away, and will also spawn "reinforcements" when damaged. You're supposed to be scared to go out at night, this is supposed to make it just a little bit scarier.
Also, they all seem to be focused on something that isn't you. There must be some villagers up there, where they're looking?
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Yeah, I was going to chime in with my "We already have one of these, and it's called 'The Wiki'" but thanks to you, that would be redundant, too
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The "XPender" by ImpulseSV is a good design, I've built it myself (actually I built docm and Panda's version first, and then retro-fitted it with some of the XPender's features later) and it's the one I would recommend.
'Course, with the changes to enchanting and repairing in the upcoming 1.8 version, XP farms might become a thing of the past. Not that they won't still be possible, it's just they might be unnecessary.
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In May 2011, I'm pretty sure they meant beta 1.6.
(Although, much to my surprise, it does still work in release version 1.7.4. However obsidian is already infinitely renewable anyway, through auto-generated nether portal frames and the landing platform in the end.)