Tools with unbreaking enchantment break, disappear from slot then reappear - Nice!
Now; if they could fix the ghost block issue.... (where a block registers as having been broken client side, but remains in place, invisible and impassible.)
Tools with unbreaking enchantment break, disappear from slot then reappear - Nice!
Now; if they could fix the ghost block issue.... (where a block registers as having been broken client side, but remains in place, invisible and impassible.)
Found a few bugs. Pretty sure they are already reported. But here they are so you can play with them.
1. Shulkerbox does not display custom name when opened.
2. Placing a shulkerbox under your feet while sneaking you can tower pillar w/o jumping
Cool things I found
1. If a shulker box has items in it it cannot be destroyed by tnt / creeper explosions even when in it's dropped item state. However empty shulker boxes can be destroyed while in their dropped item state.
2. If a shulker box has items inside and you destroy it in creative mode it drops in it's drop state. Does not get destroyed.
3. Can place Shulker boxes in ender / normal chests.
Wait,... What? I saw no indication that they could be 'coloured'. they were demonstrated as that same color as the shulkers' shell, but not "coloured" in the sense that you could make them different colors as desired.
- Edit.... I still had the originally posted content of this thread, which didn't have the changelog expanded into more detail. Not sure how I saw that and your response.... sorry.
For an Exploration Update I'm really missing a feature that allows for quick travel, like the ability to build your own portal network over large distances.
When you explore far and wide to find a new biome in your world, then not even the nether portals will help you much as it only reduces your travel distance with one eight of the distance. So not only do you have to walk for several minecraft days, but now you have to travel surrounded by lava, huge drops and Ghasts.
So the only new feature I now want is a way to get home to my home base after having explored the minecraft world.
If you run your nether tunnels at y=120 for 'axis' travel, you very rarely, if ever, run into a drop that lands you into the lava ocean. The only openings I've encountered so far at that elevation are caves and maybe 2 caverns. And our server has more than 20k of Axis tunnels to date.
In 1.8, we used to have new players starve to death rather frequently... of course, our server is set on Hard, though.
This article actually revealed something to me that I hadn't thought about before. My personal 'minecraft' style is building excessively large projects that most would shy from due to the scale. but I had never thought to draw a correlation to that preference and my real life endeavors. Indeed, there appears to be a direct correlation between the two for me....
My career (which I LOVE) AND my leisure time (the vast majority of which is spent in MineCraft) share parallel aspects with respects to setting goals, organizing tasks to accomplish those goals and the level of complexity. For me, simple and short tasks have little appeal and provide little satisfaction. Where on the other hand, much longer tasks, even if the process of accomplishing them is simple, provide a much more satisfying sense of accomplishment when the result is combined with other tasks of similar nature to complete a much larger end goal for the project at hand. I'm not in construction, but a good analogy would be like the difference between a residential home builder and a skyscraper construction project's lead developer with respects to materials management, planning and execution.
6 & 10.... 3-blocks between; but I use a 'speed mining' technique....
1. Bring 4 empty chests, materials for 2 max-sized beacons, 4-5 EffV and UnbIII diamond picks (Silk touch recommended), 2 buckets of water, and a stack of coal blocks/wood (for torching the tunnels as you go, to reduce interruption by mob spawn).
2. Plant a max-size double beacon at the center point (base @ y=15), and set it to Speed II and Haste II. Create an 2x2 water pool at the center, and carry a bucket of water with you while mining for the lava.
3. Cut an outer hall at the 50-block limit perimeter, from y=6 to y=12, 3-blocks deep..
4. Starting at one corner, strip-mine at 6 & 10 from one end to the other, with 3 blocks between each hall. Start at 10, so you're not falling through holes created from mining at 6.
Of course, if you keep 'all' blocks you mine, you'll need more chests. But with the above, I can usually clean out 80%'ish of the diamonds in a 100x100 area in less than 2 hours. It's not 100% effective, but assuming you aren't short on map size, the speed more than makes up for the loss, imho.
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Hello Aux,
I'll probably reach out to you tomorrow or Saturday to set up the interview, and if all goes well, a brief tour of the server to see if it's what you're looking for.
Also, to you and others: I'm currently reviewing/trimming down the map in preparation for updating to 1.13. Essentially, any region files not yet developed will be regenerated for mesas, oceans, etc. It'll be like a server wipe, but keeping spawn and legacy builds/farms intact.
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Hello there, Secret
I'll PM with the name of the Skype account that will send a contact request. Hopefully we'll be able to set up an interview/server tour this week-end.
To others...
Yup; I'll be monitoring this week-end. With a couple pending return for 1.13, were probably only looking for a couple more players; so get your apps in. Probably won't recruit again until 1.13 settles down.
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As for render distance; we're talking about the server's view distance; not the player client render distance. I think Realms default to 10, but can be managed; and if set lower than 10 will cause spawning issues very similar to what you've described.
Curious, but possible scenario.... Did you spawnproof/slab the slime chunks near your afk spot? Lighting won't stop slimes from spawning, and if they spawn and enter an area between 24-36 blocks from your afk spot (out of ear shot, but in the 'no-despawn' range), they can accumulate and max out the mob cap. Of course, leaving the area by foot/flight by > 128 blocks and coming back would typically cause any such mobs to despawn.
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up-voted for beating me to the punch.
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Can you not push mobs up stairs (not waterlogged) with flowing water? Any mob more than 1 block high should at least be pushed by the current, whether they 'sink' or not. wouldn't be an 'up/down' elevator, but still elevation.
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Hello Electronetic,
I would like to go ahead and have a brief skype call to review your app and see if Kindred is a good match. As mentioned in the app into of this thread; we're not a big-name mainstream type server with the goal of becoming something reputable. Rather it's more of a private 'multiplayer' server for like-minded minecrafters. Our community did get to about ~20 players/week, with peak times having 8-10 players, but that was several years ago; and was the result of a heavy round of applications/interviews to weed out the ones that weren't a good fit. Our 'nominal' goal is to have 4-5 people on regularly during peak times, if that, Even though the server's hardware specs support up to 100 players, the resources are actually meant to accommodate the OP nature of some of the farms, and the perm-loading ray, etc.,
In other words, our community isn't "dwindling" to a small number, or smaller; we just don't try to 'grow' it to unsustainable numbers; hence the very selective application process, long history of apps, but still decidedly low active player count.
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Noting Kristof won't be able to join us for a couple weeks, we do still have room for a couple more. Just keep in mind; we're not a big server, and don't intend to be. But we DO do BIG builds.
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Heya. To be fair; it's been more than a year since you were referred, and I don't think you ever actually submitted an app. As I actually use this thread for reference, if you wouldn't mind; go ahead and do that, and send me a PM with your Skype handle in case I've already removed you from my contacts (my skype got jacked a month ago, so I cleaned up my contacts quite a bit).
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Tonnes on youtube... search "minecraft mob farm 1.12" and you should see quite a few options.
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The OP appears to be referring to a darkroom spawner (natural spawn chamber), not an actual 'mob spawner' (cage with spinning mob inside when active).
The cap is typically 70 aggressive mobs when only one player is in the world. See this link for more details:
How fast it fills up depends on the number of spawn tiles (surface where a mob can spawn).
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Noting you were on console, Is it possible you two were then using the early edition and were in the welcome/demo world? I seem to recall my first world as having some structures that, as I recall them now, aren't current world-gen. Or am I just remembering dreams of minecraft?
Edit: come to think of it, I don't think there were guardians in the early PS3 version...
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Looking to add a few players this week-end.
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"Like rebooting a region?" Pretty much, yes. But I honestly can't answer that question of corruption.... perhaps we should start/find a thread that focues specifically on 'trimming down' pre-update worlds in preparation for new terrain generation. I'm pretty sure there is at least one or two dependent processes/files that should also be reviewed/updated along with the deletion of regions where re-generation is desired (to ensure structures generate correctly in the re-gen chunks and elsewhere while not corrupting already-present structures 'not' deleted (Like Guardian Temples' mob spawn area, which is governed by the 'Monument.dat' file.
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Kiern_ and Ciarn (It's hard to ignore the similarity here....)
We appreciate your application, but neither of your applications really show what we're looking for. Good luck in your search.
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Hey Gypsy; KP from Kindred here. when/how long ago was the message system broken? I seem to be able to 'send'; sent an update to the convo we had going.