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    posted a message on Getting Ghast Tears Easy
    Quote from Mr_N_Derman»

    As i usually fight Ghasts with a bow, I usually ping their fireballs back with an arrow, bit more reliable than timing it with a sword,


    The thing is, you still get that looting bonus if you're holding the sword in your off-hand! So go ahead and use that bow....


    And yeah, tridents in the Nether doesn't work too well. They really are specialized for water use.

    Posted in: Survival Mode
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    posted a message on Bring Fishing Back

    I'm referring to this; at least some ores will not generate if they are
    exposed, favoring branch-mining over caving even more than it already is
    (I only find about 4 diamond ore per hour of caving while the Wiki
    claims you can find upwards of a stack, assuming 1.7% of blocks mined are diamond ore and you mine one block per second, which is feasible):

    It looks to me like most of the ores have an exposure-blind distribution, and an additional reduced-exposure distribution, the latter usually in the depths. And yes, the increased air surface and volume underground would make a huge difference in balance if they didn't do reduced air exposure.


    I'm betting the upshot will that be players can find about as much ore by caving as before (but not always in the same places). But then if they dig around some, they can find a good deal more, even without branch mining as such.


    The point I find interesting about the new depths: It looks to me like those depths are big enough that rather than just "light everything up", it'll be worth building actual bases in them perhaps even with farms, and setting up perimeters. The digging involved in reshaping an area for a base will surely turn up some ore.

    Posted in: Suggestions
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    posted a message on Bring Fishing Back

    Tedium is part of balance. With fishing, tou spend the time to get the stuff, that's the deal. If you don't like that deal, you can go farm animals, go exploring, and/or trade with with villagers to get similar resources. That's your choice, and there's no disputing taste. Fishing is the option for people who are willing to spend time to get stuff with little risk.


    And you do need a fair bit of time and experience to get from the basic rod to the God Rod that's really showers you with stuff -- again, it's usual with Minecraft that putting a fair bit of effort into something gets you an order-of-magnitude or better improvement in your yield.

    Posted in: Suggestions
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    posted a message on Bring Fishing Back

    Agreed, AFK fishing farms are a dead loss.


    Fishing itself, however, is an excellent way to get resources, loot and experience, and while away those annoying rainy or stormy days while you're at it. It's got a classic ramp-up, where you catch fishing rods and can combine them on the anvil (using the experience you got fishing). Once you've got your "god rod" (Mending, Unbreaking III, Lure III, Luck of the Sea III), you're golden.



    go mining, which will be made much worse in 1.17-1.18

    Eh? My understanding is that they're segregating the ores a bit more, and kicking diamond further down, but for iron especially, the new Fortune-able raw iron is a straight win. That said, I did just build my first iron farm, and I'm quite liking the results.... but I also have a dozen or so stacks of ore blocks waiting for when I upgrade the world. ;-)

    Posted in: Suggestions
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    posted a message on Where can I learn redstone?

    I'd say start by browsing the Wiki tutorials on redstone, and then just go on to make some contraptions that seem useful. Farms cover a variety of topics and components with an obvious payoff, so building a few farms can be helpful. Some of my standbys are:


    A chicken farm that will automatically hatch about 64 chickens at a time, and then let them refill the egg dispensers before you slaughter them.

    A cobblestone generator that gives you four pillars of cobblestone that regrow while you mine them.

    A simple kelp farm that provides a steady supply of fuel, and occasional dollops of experience. (video)




    Item sorters can also be helpful.


    Piston doors and bridges are mostly for show but can be fun. If you're really ambitious and have lots of slime or honey blocks, you could even get into flying machines.

    Posted in: Redstone, Commands and Mechanisms
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    posted a message on Getting Ghast Tears Easy

    You can also bounce their fireballs back at them while holding that Looting sword.

    Posted in: Survival Mode
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    posted a message on Are Beds Overpowered?

    I don't use them as IEDs due to aforementioned risks, and strange status (joke feature becoming solid alternate use), though if they are meant to be used like that, I'll get over it.

    Well, it's an "ascended quirk". Certainly the streamers have wholeheartedly adopted bed-bombs for PvP and the End fight, and the devs aren't complaining.

    Posted in: Suggestions
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    posted a message on Are Beds Overpowered?

    The basic argument amounts to the OP saying that they're not feeling challenged anymore, so they think Mojang should make the whole game harder for everybody, all the way down to the 10-year-olds.


    Bluntly, if you're not feeling challenged, go looking for challenges! Speedrun, play nomadic, rebuild the Nether or End, see if you can beat the game without armor. Download a challenge map or few. Or toss in a few mods, say something that adds more powerful mobs, or enforces extra rules like thirst and weather vulnerabilities.


    1) Beds are most fundamentally the original respawn mechanic for Minecraft. Being able to take a bed with you and move your spawn point is certainly useful, but of course setting your spawnpoint in the field means that if you get a *bad death* (lava, void, monsters spawncamping your death site, etc.), then you're respawning far away from your base. At least you get a chance to check your coordinates before you break the bed and commit suicide....


    2) The above is also the original reason beds didn't work in the Nether or End, because respawning with no equipment in hostile territory could be a Non-Standard Game Over. In recent updates, they've added spawn anchors so that once people have properly "settled into" the Nether, then they can set up a spawn point. In the mean time, they also provided an extra use for beds in those dimensions -- a powerful weapon, but also one that's awkward (unstackable) and somewhat hazardous to use.

    Posted in: Suggestions
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    It has kinda been superseded by the new structure blocks etc in vanilla. The question is, has anyone built a way to autoconvert the old ruins to vanilla-style structures?

    Posted in: Minecraft Mods
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    posted a message on 1.14 Village near spawn, savanna/plains/desert, icebergs nearby.

    See this video: . There's more banned seeds than I remember (without rewatching the vid, I think it's single-character seeds plus negative single digits), but the point is that if you try to enter them directly, you get a random seed instead. ISTR that the others can likewise be gotten at with crafted strings, but you can't enter them directly. And when you do get at them, they're all kinda weird.

    Posted in: Seeds
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    posted a message on So what do you guys think about the new 1.14 textures?

    I'm not too wild about the new stone and cobblestone (I liked having "smooth stone" be the default), but rather like most of the plants It does look like the new netherrack texture is not half as eye-hurtingly ugly as the old, and I'll forgive a lot for that. In general, the new items look to be smoother and more detailed than the old textures... which is fine when I'm playing full-screen, not so much when I'm playing in a window and everything is smaller.

    Posted in: Recent Updates and Snapshots
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    posted a message on Design for golem farm in a free village in 1.14
    Quote from notyourcomrade»


    Ah yes and dont forget to place a roof above your zombie coaster, a helm wont save them


    Pumpkins don't wear out.

    Posted in: Recent Updates and Snapshots
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    posted a message on Regarding disappearing threads, posts and users

    Note that Curse/Fandom then decided to close the forums altogether, but they got saved. As I write, Magic Find has not made their presence known, but apparently the forums will continue despite. Hopefully, they might even have gotten/kept the archived posts, and perhaps can do a better job of contacting the original posters.

    Posted in: Forum Discussion & Info
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    posted a message on 1.14 Village near spawn, savanna/plains/desert, icebergs nearby.

    Seed: -4922875999357450583


    I was playing with single-digit seeds... I saw on Youtube that anything from -9 to 9 gives a forced random seed, so I wanted to see if it would do base conversion (answer: no, but leading zeroes are silently stripped.). After two island starts, I got this little gem. Spawn is at the edge of plain and savanna, with much desert nearby. Following the desert north and a bit west, you find a frozen ocean with packed-ice icebergs. And a village, which in 1.14 means beds from day 1 as well as food!


    The village is on the plains side, and is a little too dispersed, but otherwise almost unbroken -- the paths extend over a cliff into a river, but otherwise all the buildings are reachable. However, one hut and the farm are waytheheck over from the rest, I wound up leaving them outside the fence. There is a big ravine smack under the village and a few small caves scattered beneath the area.


    Dunno much about the nearby oceans, as I haven't had much chance to go under; A cartographer's map suggests there's an ocean monument way to the southeast.


    There are a couple more villages down about 6-700 blocks to the south, well into the desert (one split by a ravine). I haven't explored them much.

    Posted in: Seeds
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