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 12 years and 6 months
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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Because mobs spawn in an 8x8 square around the spawner, centered on its north-west corner. Making the room 9x9 both allows for a symmetrical design with a 1-wide opening in the center, and eliminates the need to figure out which way is north.
If you make the room smaller than this, you will get reduced rates because of failed spawn attempts. Each time the spawner "fires," it picks four random blocks within this zone (8x8, 3 blocks tall) and spawns a mob there if it can. To get as many spawns as possible, you want to ensure that every block space in that zone can fit a mob in it. Making the room smaller means that sometimes it will pick a spot in the solid blocks of the walls, and that particular spawn attempt will fail. If all four spawn attempts fail, it will try again on the next game tick and each tick after that until it successfully spawns at least one mob, but if even one mob succeeds, it won't fire again for another 10-40 seconds. So to keep rates as high as they can be, you must keep this entire zone (and one block above it, for headroom for mobs that spawn in the top-most layer) completely free of any obstructions.
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2: Click "New Profile" or select an existing profile and click "Edit Profile."
3: Click the dropdown box next to "Use Version:" and select "Use Latest Version."
4: Click "Save Profile."
5: Click "Play."
6: ???
7: Profit.
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I presume you mean you know (think) it couldn't have been destroyed. But what it actually said was "Your home bed was missing or obstructed." Probably, you placed it in a cramped, tiny space with no place to spawn right next to it. You would still be able to sleep in this bed, but you wouldn't be able to re-spawn there. So what happened was, you died, the game couldn't find a place to respawn you next to your bed, so it respawned you at the initial world spawn, instead. There's nothing you can do now, but try and find your way back.
You can either do this "legit" in-game by exploring the old-fashioned way, with your eyes (it helps if you can remember which direction you had set out in to begin with), or you can "cheat" and use an external program like MCEdit or Minecraft Overviewer to look at your world and try to find it that way. Both programs will show you what has already been generated, which should give you some idea and could be enough by itself, or if not, you can zoom in and try to look for your house itself (if it's above-ground) or any recognizable landmarks.
MCEdit is a map editor program. You can fly around using familiar WASD controls and the mouse, or you can switch to an overhead view of the entire map. Overviewer is just a renderer; it's a bit tricky to use (command-line interface) and can take a long time to render, but when it's done you're left with a Google Maps-powered web page (saved to your computer though, not actually on the web) that shows a 3-D isometric view of your world. MCEdit is probably easier and quicker if you just want to find your base, but Overviewer will leave you with a nice-looking map when you're done.
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Not with only one door, they won't. And not underground, either. Well, not completely underground. You need to put some skylights in (vertical shafts, all the way up to the surface -- it's okay if they're capped or filled with glass or other transparent blocks) so that every door has at least one "outside space" within five blocks of it. Then you need (roughly) three times as many doors as you want villagers, and make sure each one has the sky access within five blocks. See the link in my sig for a more detailed discussion on what makes a valid "house."
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It sounds like the pigmen are spawning outside your farm, somewhere within 128 blocks of your afk point, and gradually filling up the mob cap. Check the ceiling right underneath the bedrock, I'll bet you find some air pockets in there where the pigmen are hiding out.
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1.7.2? I've heard other reports of golems spawning where they weren't expected. I don't know if it's a bug, or an intentional change in behavior, but our golem farms might need some reworking if it stays (I'm still using 1.6.4, for the time being. Not because of that, though, but because of the overlapping music bug.)
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Right-click, save as. Offline, there you go.
Yeah, it's straight out the wiki, I guess they haven't updated yet.
P.S. When you copy-paste my name, instead of typing it out yourself (all nine letters of it, I know it's hard), all the formatting is copied, too; that's why the text is centered in the frame and has that weird colored background. You can fix this like I did when quoting you, by selecting all text with [CTRL]+[A] and then click the "eraser" icon which will remove all formatting from the selected text.
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What do you consider "recent," and do you have a link? The only thing I could find was from a year and a half ago (and I didn't watch it yet, haven't had the time.)
Are you sure what you're seeing are proper sieges, and not just normal zombie horde mechanics (tracking from far distance, spawning reinforcements when hit)? I thought real sieges haven't been occurring at all in recent versions, due to a bug in the game code.
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Spawners ignore the global mob cap. They do have their own sort of "cap" that only counts mobs of the type spawned by the spawner, only counts them in a very small area around the spawner, and only allows six to be in this area before they shut down. I imagine jpdude's "kill chamber" is too close to the spawner block, and this is what's causing his problem.
A skeleton spawner, for example, only counts skeletons, and a spider spawner only counts spiders, etc. If there are six or more of these mobs within eight blocks of the spawner horizontally, and four blocks vertically (this describes a box-shaped area like the spawning zone itself, not a spherical one like where you must stand to keep it active), then it won't spawn any more mobs until this number goes back down. The reason you are getting 12 is probably because of something like:
1: [Mobs spawn, go up the mobivator]
2: [More mobs spawn, go up the mobivator; first group reaches the top]
3: [More mobs spawn, go up the mobivator; second group reaches the top, first group falls down to kill zone]
4: [More mobs spawn, go up the mobivator; third group reaches the top, second group falls down -- now there are six or more mobs inside the counting zone]
5: [No more mobs spawn; fourth group reaches the top, third group falls down]
6: [No more mobs spawn; fourth group falls down]
7: [No more mobs spawn]
8: [No more mobs spawn]
9: [No more mobs spawn]
10, 11, 12: [etc.]
The solution, of course, is just to move your kill zone a few blocks further from the spawner.
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That's not possible. Portals don't link to one another, directly, it's all based on location. Here is an image I had lying around from the last time somebody asked this question:
Hopefully you can see from that image why a portal at the fortress can never take you home.
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Did you tweak the settings to fit the specific needs of your system, or just expect it to run smoothly right out of the box?