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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I think the jury's still out on that one.....
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It might also bare mentioning that Java updates can wreak havoc on your Minecraft experience. Even as a product deployment specialist, I don't understand wth Java is thinking with their update system being dependant on the version of browser you're connecting to it with.... I.E., if you go to the java update site with a 32-bit browser, you get the 32-bit java drivers, and the 64-bit never get updated. Vice-versus.
In other words, if you're not certain you have the right Java drivers, open you 64-bit Internet Explorer {c:\Program Files\Internet Explorer\iexplore.exe... NOT c:\Program Files (x86)\Internet Explorer\...} and go to the java update site.
There's also a thread somewhere on these forums about specifying which java folder the launcher will use, but you'll still need the "current" drivers....
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Unfortunately, it appears the ZP aggro spread mechanic has changed with 1.9; Sadly, as such, our hybrid gold farm is effectively scrap.
Observations:
1. can't use snowballs to aggro now....
2. when a ZP is aggroed and he calls for help, that aggro does not appear to persist or spread beyond the initial call. Approaching angered ZPs (the 40-block alarm) doesn't seem to spread aggro beyond the initially called ZPs.
Basically, I'm working on re-designing it to function as an active aggro grinder, where the player's platform is un-reachable, but in clear LOS of the spawn floors, so you can shoot one with an arrow, and he'll bring friends to join him in the slaughter box. The slaughter box will be designed to accommodate 'softening' or 'death'.
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Wasn't really an accident. When I first started playing, on my first trip to the Nether to collect glowstone.... I saw some glowstone in the ceiling at a distance. Having already been killed once by a ghast, I decided it wasn't safe to just pillar up from below and spent at least 2 hours navigating to the nearest wall so I could plank out to the cluster. Problem was.... I was still so new to MC, that I didn't know you could "sneak" to prevent walking off the edge. I must have fallen off the plank (into the lava below....) a dozen times just trying to extend it 40 blocks to the cluster. But I 'did' get my glowstone!
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WIN!
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"Online gaming should be enjoyed, not endured" - Old Timer
If its lost its appeal and you get that 'ugh' feeling when logging in.... it's time to move on until it calls you back. It WILL call you back.
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I've noticed that pistons seem to be less persistent with 1.9. They seem to 'flicker' more than before, allowing all kinds of funky stuff to occur:
* Player standing on shaft when extended, falls through when retracted, and is pulled backwards with the head, into the piston block itself.
* items glitching through the space where the piston head travels (pretty vague description... so is the behavior).
* Blocks being moved by pistons seem to be similarly 'flickering' when moved. This may explain the OP's behavior where mobs theoretically drift into the space that the suffocation block occupies when the piston is retracted, because it (nor the piston head) occupy that space for the brief 'tick' that the piston changes state 'when' retracting.
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I have the same collection system for my guardian farm (with lanterns for lighting). The only thing I'm concerned with spawning on rails there is slimes in the 3 slime chunks that dot the farm. I'll have to monitor it sometime; but right now, our server is busy exploring for new stronghold locations close to other prospective farm locations (near monument & witch hut, for example).
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Tell me it isn't so!!! I haven't tested myself.
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Knowing you're playing on a small server, I should stress that if anyone else is on the server, and in areas not sufficiently spawn-blocked, all mob farm production rates WILL suffer...
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Yup yup. That's the change I've looked forward to most....
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I also prefer just mining out lava lakes. I use Eff V diamond picks; with that, and a Haste II beacon, it takes about 5 seconds to mine each block of obby.
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Get the world download for Unarybit's Compact Villager Breeder. It has all those nuances clearly defined. I know I promote it a lot, but it's really THAT helpful!
It's not your typical "I built this" world download. The developer obviously put a LOT of effort into confirming, documenting (via signs) and providing 'demonstrative' exercises in the map. VERY informative.
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I really hate to say this, but you essentially gave him your account.... I don't know that Mojang can do anything, but no-one on these forums is likely to be able to help aside from maybe reporting if they see that user in one of the thousands of worlds out there...
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What he said! (seriously...) If you're lucky enough to dream up something original, you 'might' be able to draw in players. How you manage donations/perks is the tricky question. Just be sure you've read, understand, and follow the EULA.