Quote from Papachabre
Imagine that - content was added that brought new bugs that have to be fixed. Why not work on fixing some of the previously existing bugs instead?
That's a pretty poor perspective. Besides, they regularly have bug fix patches. This is useful content that opens up a lot for modding and adventure maps and the like.
Besides, it is just one snapshot out of many, all of which create a single "update." They are merely doing us the favor of seeing what they did this week.
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My method:
1. Put everything you WANT in a chest by the lava pit.
2. Jump in lava pit.
3. ????
4. Profit!
Actually . . . I have never used this method. I like it though.
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I think in the extreme case of this incredible mob trap, the creator is clearly looking to push the boundaries of what is possible, exploring both the mechanics of enemy spawning, as well as the most efficient way to take advantage of that in what is ultimately a limited amount of space. When I downloaded this map, I found that it didn't even have a visible exit! Not having any mods that allow flying or inventory editing, it took me over an HOUR to work my way out of the spawner! I think this is evidence of how little this grinder has to do with items, and how much it has to do with having a hobby of exploring the game's potential.
Even with that in mind, you could take small chunks of this spawner (its highly modular) and build relatively high yield mini-spawners, with material requirements that are actually within the realm of feasible.
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They tend to serve a variety of purposes, either including lists of rules, recent events, frequently asked questions, important/emergency information, or sometimes, just DAMN good threads. You may be able to tell them by what looks like a little post-it note icon on some forums. On this forum, they look sort of like lightbulbs!
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Thats awesome! I wonder if it was actually created before 1.2 afterall . . . ahh well, doesn't matter now! Enjoy the lovely lapis blocks.
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Thats a great idea! I bet that could be combined with my "armor" collars fairly nicely! Afterall, buckles can have names on them as well!
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That being said, it seems they will be more expendable, and more easily obtainable, than anticipated. Since that is the case, I would prefer that their collars indicated a level of armor; solid leather would be the weakest, but stronger than the generic collar, a leather collar with an iron buckle would be stronger, giving more defense. Gold, like in other aspects, would not be so strong, but might confer some other benefit, either in movement speed or something unpredicatable. Finally, a diamond collar would be the strongest armor, greatly enhancing your dogs survivability. They could even have durability like human armor.
I also would have liked the ability to give them names, and potentially resurrect dead ones, though I doubt this will be implemented as the design structure Notch/Jeb seem to be heading towards is quantity over quality.
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Is that where you start the bottom floor? Wouldn't that reduce the ratio of useful ore, since bedrock chunks will be taking up the lowest layer?
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I can't speak for other people, but I wouldn't trade creepers for anything! I gladly accept the challenge that mobs bring, and to be honest, I have RARELY had creeprs blow up anything important. I've said in other threads, if I considered one normal world mob to be the most dangerous, its skeletons, not creepers. In practice, its really not that easy to consistantly prevent enemies from spawning with the use of beds; you have about 30 seconds to get to your bed as soon as the sun starts to go down, EVERY night . . . either through delays or lack of attention, you are bound to screw it up from time to time.
The only time I use peaceful is in the Nether, where massive ghast quantities causes my game to crash. Every 10 minutes or so I click to peaceful then back again to despawn the majority of them, so my world doesn't get rewound by 10 minutes.
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You gloss over the fact that enemies spawn in caves. This fact shouldn''t be ignored, and change an otherwise relatively safe cave into an area just as dangerous as outdoors.
Furthermore, there is one other major aspect of Peaceful which changes; health regeneration. There is a whole different thing to consider when your health doesn't regenerate. I know I played on a peaceful server, virtually ONLY SMP, for about a month and a half. I had a horrible time adapting back to worrying about 4 block drops. I found myself casually jumping off 10 block structures, forgetting I might take 3-4 hearts in damage, and worse, that I might not BE at full health!
So . . . tl;dr, beds do not auto-peaceful higher difficulties. Also, you don't have to use beds. I rarely do (though I have some for decoration).
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They moved it to seeds because thats where it belongs. You removed the seed portion, leaving it as a picture thread, so it belongs in the pictures. Why is this so important that it requires attention, especially since you already posted this once?
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Ooh! Something good to read! Thanks!
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I think the claim is that, while you can be 100% certain, without a shadow of a doubt sure, that you aren't missing anything with this "2 blocks between layers" build, you can be relatively certain with a staggered "3 blocks between layers" build. However, in the 2 blocks between build, you have to mine 25% more stone than in the 3 blocks between build, which is pretty significant when you realize that you may well spend 10 hours or more in a major branch mine project. Sure, you might miss a rogue diamond or iron vein that never left that single strip, but I doubt its would result in a 25% higher yield of ore.