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
- Registered Member
-
Member for 11 years, 5 months, and 13 days
Last active Wed, Jul, 11 2018 12:16:36
- 21 Followers
- 5,879 Total Posts
- 1414 Thanks
-
Oct 12, 2017IronMagus posted a message on Merge Your Minecraft Forum Account With TwitchPosted in: News
-
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?
-
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
-
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.
0
It only shows what you've explored. But an un-zoomed-out map only shows a very small area to begin with, so as soon as you first view it, it will be either fully or at least mostly filled in (depending on how near the center of it you were when you first activated it.) Once you start working with zoomed-out maps, you'll see that it's actually just a small area around your curent location that is filled in, but in the smallest maps, that small area still covers the whole thing.
0
Yes they remain willing until they actually breed. They go in and out of active "love mode" at irregular intervals, but if they don't breed the first time around they will keep trying until they find a partner.
0
Sorry I did not have time when I posted that to check the wiki or test it out in-game but yes, presuming the rabbits spawned in with world generation and not after, then they are tied to the world seed and duplicate worlds will have the same animals in the same locations.
Source: http://minecraft.gamepedia.com/Spawn/Natural_generation
0
Nah he's plenty close enough, the mansion just ain't there. You've seen a mansion, yeah? They're big. Even if he weren't close enough to see it in-world -- which I'm pretty sure he is -- it should still show up on the map he's holding there in his hand; if there were a mansion there, it'd show on the map as a big brown rectangle, much bigger than the icon itself.
0
Um, try it and find out? It would not be that hard to test. Give a man a fish...
0
Well the other day I was flying around on rocket-powered elytra in my ongoing survival world where, up until recently, the dragon had been dead since 1.2.5 so, yeah, I'm pretty sure...
0
That's a very helpful answer or maybe it's not.
0
No, you don't need to reset anything. You can resummon a dragon in your existing world. First, craft a few end crystals using (for each one) an eye of ender and a ghast tear, surrounded by seven glass, and place four of them around the exit portal in the end, one on each side of the portal frame. In an older world (where the portal just appears wherever the dragon was when it died, instead of directly in the center of the island) you will need a fifth crystal to place down ("just about anywhere" supposedly works according to everyone else, although it was a bit trickier for me in my old 1.2.5 world) which will cause a new portal frame to appear in the center. Place the four crystals around this new frame, the existing portal will turn to end stone, the obsidian pillars will reset themselves in a series of explosions, and the dragon will be resummoned. Once you kill the dragon, a gateway portal will appear near the island's edge, and the exit portal (now in the center of the island) will acivate once again.
1
Villagers don't despawn, but they might:
- get attacked by zombies and die,
- fall down a hole and get stuck,
- get struck by lightning and turned into a witch, then despawn,
- come into contact with fire or lava and burn,
- or simply wander off and get lost.
0
No. Each portal will take you to a new location (in the same general direction from [0,0] as the portal itself), somewhere near the inner edge of the outer islands, just beyond the void that separates them from the central main island. Once you get past the 1,000 block void, the islands themselves are rather densely clustered. You should very much ought to be able to hop from one to the next using ender pearls. What you saw on chunkbase.com spread out like villages, was probably the end cities, which are structures made primarily of Endstone Bricks and Purpur blocks, that populate the islands. End cities contain enchanted loot, and are the only place to find shulkers and elytra.
0
Replace "some distance" with "at least 1,024 blocks" and try again. Maybe go like 1200 just to be sure.
...or, drop some gravel to make a pillar you can climb down, then bridge over to the land with some cobble.
0
Sadly you cannot just add a floor to that farm, because of the way it is designed. But if you're down for a little remodeling, you could make one like this (here he makes four separate modules, but it doesn't have to be four; you can make as few or as many as you want, if you space them out like in the video):
One floor is about 84% efficient (meaning a spawn attempt will fail about 16% of the time, due to not finding a spawnable block in ten attempts.) A second floor drops the failure rate to less than 2% making the farm over 98% efficient, or about a 15% increase over the single-floor design.
0
A villager breeder is seen by the game as a village in and of itself, and the function of the breeder relies on the very precise placement of the village center point. Thus, you will need to ensure that the mock-village in your breeder does not "merge" with any other nearby village. You need to make sure the two villages are at least 65+ blocks distant from each other, to avoid them merging into one.
If you want to build it closer than that, you can "invalidate" the existing village by removing every wooden door from the area. A village is only a "village" if it has houses, and something is only a "house" if there is a wooden door (with some caveats about nearby block placement), that has had a villager within sixteen blocks some time in the last sixty seconds. If you remove all the doors (or all the villagers), then there are no "houses" and if there are no houses, there is no "village."
0
Sounds like you're using mods. Try checking their documentation to see if there's a feature to turn off a particular aspect. Otherwise, I guess you'll have to disable the whole mod if you don't want its effects in your game anymore.
0
Oh. Well then, yes, you might be better off building that one off the main island but if you're determined, spawn-proofing the island should help a lot. Up to you whether that's more or less work than just pillaring out over the void and building it again.