Jens Bergensten
"I've uploaded the release, but I'm getting an error, investigating..."
Quote from 5thHorseman
It wasn't fixed, but it was substantially improved. From the site:
EDIT:
I just tested this in my test world where I have a little spawn area and iron golem farm, and it works in that they don't crowd into one area any more. They do however crowd into *two* areas...
Quote from 5thHorseman
I'm very excited about this one in particular. Finally, my villagers will abandon that one single house and actually use the entire village!
(Or at least most of it)
Quote from Marko413
double sad face on the lighting.
...wait, on the sand... so when you were higher than 128 sand didn't fall?
If this is true, I need to build a massive sand patch over my friends homes before they update to the latest snapshot!
Quote from 5thHorseman
So how do the snow heights work? I just generated a new world, went to a snow biome, and all the snow was normal. I then did /toggledownfall and let it snow for a bit, and the snow on the ground still looks the same.
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Are there any utilities that can read/edit/create these regions, for mapmakers who want to be able to explicitly define where they want nether mobs to spawn?
If not, anyone know how to decipher the values I'm seeing?
I'm pretty sure it is saved in \data\fortress.dat, not sure if the witch farm data is inside the same one, or in a different file. I can open fortress.dat using NBTExplorer, but I'm not really sure what I'm seeing there:
Anyone know how to interpret these?
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BREAKING NEWS: Release 1.7.2 is out!
A few relevant changes since my giant list a page or two ago:
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Can Amidst read/display fortress/witch huts that are indicated only in these new DAT files? (As opposed to fortresses/witch huts that are generated by the terrain generator)
Does it have the ability to edit/modify these values, to allow mapmakers to define custom fortress/witch hut spawning regions?
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There is a simple but cool example of that kind of adventure/challenge map built with command blocks here:
http://www.reddit.com/r/Minecraft/comments/1mw5sp/i_used_the_new_commands_to_make_a_fully_scripted/
(It apparently does have a big redstone apparatus under the house.)
The Oceanblock server has an achievement system, where you can do:
"/oceanblock challenges list" to see the objectives, then "/oceanblock challenges complete" or something like that. I'm sure that's a server-side plug-in, though.
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The 1.6.4 release was mainly to fix bug MC_15547, where valid 1.6 location-based structures (Nether Fortresses and witch huts) no longer spawned the appropriate mobs after upgrading to the 1.7 snapshot.
The fix, apparently, was to add something to the map save that explicitly specified where these structures appeared. Players simply had to open their maps in 1.6.4, visit their structures, and once those chunks were loaded, Minecraft would save these locations in the save file.
I don't know anything about how this specific data is saved, but as a mapmaker it sure would be handy to view/move/create/remove these regions. I'd also be curious if the save format only allows for nether mobs or witches, or if it might even allow us to choose other mob types to spawn in a specific region.
Is this something that MCEdit can already do? If not, can this be considered for a future version?
Thanks!
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Nice start! Not sure if you noticed, but you dug up all your grass blocks, so you won't be able to spawn in any friendly animals. The emergency chest way up above does have a few of each sapling type you lost, but I don't believe it has any grass blocks, you might have to restart or cheat some in.
You will definitely need to protect those villagers, they are key to many of the objectives.
Good luck and have fun!
This isn't comprehensive, but some ideas about 1.6 and 1.7 that might start you thinking:
Finally, this is important enough to deserve its own section:
In the early snapshots there was concern about existing location-based structures (nether fortresses and witch farms) that work in 1.6 being broken after the upgrade to 1.7 (as the new biome/structure generating code would not generate them in the same place, and the new code had no way to "remember" those areas were supposed to generate witches or blazes).
They fixed this in 1.6.4 by adding some data to the map save that explicitly specified "there is a witch farm at these coordinates", "there is a nether fortress at these coordinates". For players, this simply meant loading up their existing world in 1.6.4 and visiting those locations, and Minecraft would explicitly write that data into the save files once those chunks were loaded.
For map makers, though, the existence of this new data in the world save means (hypothetically) that you could choose any old seed for your map, and then explicitly specify where you want Nether mobs and/or witches to spawn, by directly modifying the save data.
I don't know exactly how the data is saved, or how to edit it. I would guess that MCEdit or some other utility may add this functionality.
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I ran across a new video that illustrates the practical difficulty of creating a "perfect blacksmith" villager:
The villager stuff starts right at 07:00.
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I'm kind of surprised that more people didn't take the "Skyblock" approach like the two griefers did.
Lava, water, some dirt with grass, and a few plant starters (saplings and sugarcane, mainly) should be enough to build a sustainable sky village with ever-renewable resources (cobblestone generator, tree farm, mob farm, animals, etc).
This wasn't possible in the original Skyblock, but with a normal nether you'd be able to get blaze rods and Nether Wort for potions to heal two zombie villagers. Then you can grow a village, make an iron golem farm, build up your trading, eventually trading for all-diamond gear.
Villager trades can also provide glass, redstone, enchanted books, melons, eyes of ender, and tons of other food and gear options.
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So I did, at very long last, get a single ghast to spawn in my little Nether box, so I'm half way to my 6 potion achievement. It was very far from AFK, though, I had to constantly monitor it, and clean out the minecarts every time they got clogged up with magma cubes. I'm wondering whether I'd be just better off without the cart and smother mechanism, and just let the room fill up with pigmen... would ghasts still spawn, do you think?
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Yeah, I have been keeping this Let's Play on 1.5.2, but I guess there isn't much reason not to use 1.6 instead. Horses aren't relevant, and I don't imagine mutiplying zombies will cause me much trouble this late in the game. I can choose whether I want to use other new items like leads, hardened or stained clay, or hay bales.
Ugh, except for the ever-present villager "HHRMM". That'll be annoying...
To change topics, does anyone have a design for a working "ghast spawning room" for the Nether? I'd prefer not to have them free-floating around the Nether, so I made a 10x10x8 enclosed room (with a roof of slabs to keep them from spawning above). I knew pigman spawning would be a problem, so I ran a powered rail around the edge to pick up the pigmen and smother them.
I went AFK last night, and didn't get a single ghast to spawn. I got tons of pigmen, of course, and then a few small magma cubes clogged up the minecarts, so the pigmen stopped getting killed. Not sure if I hit the mob cap or something.
So are Ghast spawns just much rarer than pigman spawns? Do I just need to give it more time? Or am I doing something wrong?
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Shooting an arrow works, I would bet that tossing a snowball would unclog them just as well.
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A few things in this video that I don't believe we've discussed in this thread:
1. He says a NEW offer always locks after exactly 8 trades (14:35). After unlocking, it can take between 3 and 13 trades before it locks again. This is news to me, but sounds plausible, he shows this on a new villager. Anyone up to testing this to see if it is consistent?
2. He says that the chances of unlocking a gold trade in a Librarian's 9th and last slot are 0.00011% (at 29:29). I think we are still awaiting our 100 million trials on the 9th trade slot, I'll be curious to see if our testing confirms his figure.
3. Starting at 31:30 he shows two different ways that villagers can get their only trade locked. These were both also mentioned by Tempus64 on page 1 of this thread, but are worth mentioning again:
4. Starting at 34:40, he shows a clever trick to keep villager trades from getting locked: trade with a villager who has just passed through a nether portal. He explains that villagers are "cloned" when going through the portal, so your trades with the one on "this side" (that has just disappeared) don't lock the clone's trades on the other side of the portal. Pretty complicated, but I could see some use for this, let say for a very valuable (but expensive) enchanted book trade that you don't want to be replaced with a cheaper one.
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Final set of test results, for the butcher. Here are the Probability Values per round, based on how many existing trades have been opened:
and how that impacts the tested probability per round:
and the chance of gold per round:
And the raw data dump:
Trade Item,0,1,2,3,4,5,6,7,8,9
Coal,21053418,17128944,13445387,11234363,9666710,8708329,7900484,7187679,6558015,5992539
Cooked Pork,7930104,8729608,9185276,9461205,9659740,10104899,10479882,10809179,11096542,11365546
Cooked Steak,7937865,8720757,9184198,9458308,9660174,10102581,10481589,10807247,11103492,11362298
Gold,792868,9701,2875,570,118,99,33,20,8,2
Leather Boots,7938513,8732005,9184086,9466423,9661414,10103361,10482266,10818806,11103494,11368446
Leather Cap,7941035,8731940,9192312,9470504,9660921,10109962,10481913,10818305,11108727,11370569
Leather Chest,7934522,8728592,9193866,9465595,9666567,10112261,10492936,10816244,11108487,11372844
Leather Pants,7937603,8737415,9189756,9465521,9661466,10108991,10490826,10818395,11107386,11363964
Raw Beef,14009503,12712119,12797869,12818179,12827859,11728155,10787100,9970651,9249772,8601685
Raw Pork,14007917,12709704,12789914,12821404,12832422,11727280,10789801,9974620,9253336,8601917
Saddle,2516652,5059215,5834461,6337928,6702609,7194082,7613170,7978854,8310741,8600190