• 0

    posted a message on 1.3 Broke Minecraft?

    Why did it take 3 pages for someone to ask about what mods the OP has installed?

    internal server error is most commonly caused by mods being installed.

    SMP code base is new to most modders and even though some say they have updated for 1.3.1 their mods are far from stable. Try a clean install of minecraft and check your stability.


    The OP probably has a discrete Nvidia graphics card - I think i saw his machine was alienware m17x R3. You can't downgrade to just integrated on alienware machines. Those came with Nvidia 460m's initially with many upgrade options since initial release. Nvidia drivers use 'optimus' to run graphics through the integrated intel GPU for light tasks saving the discrete GPU for only intense 3d applications. Sometimes there is some manual effort required to force the Nvidia GPU to be used for certain tasks, but I would bet minefraft's exe is already set to use the nvidia GPU by default.

    His other specs are also fine for minecraft or really most games. You don't need a $1000 CPU for minefraft... any dual core will do.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Pistons ( Don't really know what to call this ( It's not a question ) )

    You cannot do one test to conclude what the outcome will be of the race condition you have setup.

    As was mentioned above, in this case race conditions are resolved by the java hashset.

    Every block update for a tick is placed in a hashset to be processed in an order for that tick -- thus resolving any race conditions by processing equally timed events in some order. The way the hashset is ordered is random, but consistent for a given circuit.

    The hashset is automatically re-sized when needed which can change the order updates are processed, which results in a change in the way a circuit behaves after the game has been running for a while vs a fresh start.

    Sethbling has probably the best video on this:
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on effective Wool farm and wool colors?
    For the dyes that are easy to get unlimited supplies of you can also use string -> white wool and dyes on the wool.

    Farm XP at a spider spawner and you will accumulate massive amounts of string.

    Then you basically have colored sheep for the dyes that come in limited quantities -- all the ones that require lapis or ink sacks (blues - gray to black). I count about 8... unless you have a good squid farm, then you can just do sheep pens for the five shades of blue.
    Renewable resource list: http://www.minecraftwiki.net/wiki/Renewable_Resources

    If you don't like the spawner part you can make your pens of the limited dye sheep larger than you need and dye the excess wool to the desired color with your easy to farm renewable dyes. Wool doesn't have to be white to dye it, so still just need the 5-8 pens.

    Example: You want to do a blue and a green building. You could have pens of blue and pens of green sheep -- keep them seperated and sheer them as needed. Or you could do one massive blue sheep pen and cactus farm. When it is time to build you just dye some of your blue wool to green.
    Posted in: Survival Mode
  • 0

    posted a message on Any good 1.3.1 map seeds?
    Super easy to search for map seeds using AMIDST.

    I just entered 1, 2, 3 etc ... until i saw something i liked on Seed 8



    Big desert start near tiaga (for ice). Other biomes close.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Redstone issue - Need some help

    Use levers and redstone lamps. When the player turns a lever on it will light up giving them an easy indicator...
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Just one final slime question, I swear!
    The zero is just the mobs in visible range.

    The big number is all mobs loaded. Standing at your collection point in peaceful for 2-3 minutes to see what the total tends to be and comparing it to standing there 2-3 minutes in non peaceful should give you an idea of the number of hostile mobs that are spawning.

    From what you reported it sounds like nothing in spawning - no creepers, skeletons, zombies, etc. And no slimes.
    Posted in: Survival Mode
  • 0

    posted a message on Just one final slime question, I swear!
    There is no normal range for the entities since it is pretty random how many passive mobs are in loaded chunks. Most of the passive types do not despawn. If you have a lake/ocean nearby then you might see minor fluctuations from squid spawning/despawning, but for the most part the peaceful count of entities will stay solid if you stop moving.

    So then when you leave peaceful the change should be how active your hostile spawning is.

    If you idle at peaceful at around 480 entities and you idle in easy+ at the same level then it seems like your game is not spawning any hostile mobs. Shouldn't take long for the game to add hostiles unless you lit up the caves super well.

    I would confirm any hostile mobs are spawning first, so go check a non lit area... If there are issues I would try without mods and see if you have any change.

    The seed and slime chunks look to be accurate from the slime finder website.
    Posted in: Survival Mode
  • 0

    posted a message on Just one final slime question, I swear!
    Quote from Murmi11o

    Alright, here's a quick update, mainly towards Peppe, but hopefully others see. I First of all made sure that my waiting space was close/far enough away from the spawning pads, and it was. It is about 34 right, 57 blocks back from the furthest point of the furthest spawn chunk. Then, I did the F3 check, and I first wrote down the number at peaceful: E: 0/478. Then, I recorded it at hard mode: E: 0/474-476 it would fluctuate. I really don't know what that means, does that mean that there are 0 mobs out of 474-476? How is this affecting my spawn rates. Any help?


    The number counts entities, mobs both hostile + passive are in this count. Along with any items on the ground.


    In peaceful mode idling in one location the total number of entities should remain fairly constant. So outside of peaceful the total entities in that list above the baseline you saw in peaceful should be hostile mobs.

    If you are getting no change between peaceful + easy+, then maybe something else is wrong with your game. If you go to a new area do hostile mobs spawn like normal?

    Maybe one of the mods you have installed has broken spawning.


    Edit:
    The first number - 0 in your case is how many entities are on your screen (can be behind walls).
    Posted in: Survival Mode
  • 0

    posted a message on Just one final slime question, I swear!

    Quote from Killia

    Slime Chunks are 16x16

    Spawn Pads
    Build them from layer bedrock/6 to 40 and stock them, spawn pads should be 2 layers thick(ground), 4 layers tall(spawn area), roof 2 layers thick(new spawn pad ground) and keep stocking to layer 40.

    About Lighting the spawn pads which is very important.
    Slimes can not spawn on torchs, glowstone, pumpkins and so on.
    So Do not put any light into the floor pads
    Put the light into the Roof, as its 2 layers thick per spawn pad, you can use 1 layers for light, and dont be cheap with light, light the spawn pads really good.

    Best go NETHER and get glowstone.



    So much wrong in one post...

    Pumpkins are solid blocks. Slimes can spawn on them.

    Torches occupy the block they could spawn in and glowstone is a transparent block, so slimes cannot spawn on either.

    Spawning floors should be 3 high to allow large slimes to spawn. The floor/cieling can be any thickness, but 1 thick would be the ideal to make the best use of space.

    With the right placement you can light two floors at a time:





    Basic concept from a ethos' SMP video on slimes.

    To the original poster. To find out if you have a hostile mob issue try using f3 and going to peaceful then back to easy+. Watch the 'E:' value. It should give you a count of all entities. Get your count before going to peaceful and then look at it after. If the difference is ~70-80 then you have too much dark space.

    If you go from peaceful to any other mode a few times and don't get slimes out of your system there might be something else wrong with your system. Maybe they are stuck somewhere or dieing in transit.

    Or if you don't want to switch modes just watch the 'E' values. It should go up/down fairly rapidly. As long as those numbers are changing hostile mobs are spawning and de-spawning.

    The critical dark space is anywhere < 32 blocks away -- hostiles here will not de-spawn and lock up a spawning space.
    Posted in: Survival Mode
  • 0

    posted a message on Useful redstone contraptions for my SMP house.

    If you do get villagers an automatic reed farm will probably be the most useful thing in 1.3.

    Reed -> Paper is and string-> wool are the only automatically farm-able items that the villages trade emeralds for.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Enderman grinder in 1.3
    Quote from ArrogantLobster

    Am I the only person who extremely wants a tutorial on how to make this!
    But yeah that's insane dude.


    Docm77 has probably the most detailed tutorial on this design.

    No change to the design between 1.2.5 and 1.3. You just gain levels easier. If you built a lot of floor in the old design you could get level 50 in 5-6 minutes. Now you can get 30 in 1-1.5 minutes -- really just limited to how fast you can punch.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Mob Spawning and Trap Mechanics?

    The size of the trap does not = more items.

    What is the goal of your trap? Items per hour, XP, or toggle between?

    What mobs do you want to kill in your trap?

    If you want enderman then you can't use water and you have to plan for a larger mob (3hx1). No water complicates other mob and item transport.

    If you want spiders you have to plan for their climbing and size 1hx2.

    There are a lot of good designs out now.

    Old reliable is always just a plain dark room trap with spawning pads and 1-2 deep water currents on all sides. Relies simply on mobs to just walk off into the water and from there be pushed to a kill/collection mechanism.

    Pressure plate as only spawnable space + piston to push mob off to its death is the most item per hour efficient, but resource expensive. Can be used with or without water. And hard to get an xp mode out of it.

    JL2579 showed a nice efficient and simple water flush design where the mob spawns anywhere in i think a 2x7 cell of pressure plates, standing on a plate triggers water to flow over top them and push the mob out of the cell to take fall damage.

    Shifting a floor back and forth with pistons will cause mobs to fall through the floor. These are usually called sieves or sifters. You can make them entirely without water for use with endermen.



    My personal best trap is this one using the sifter technique:
    No enderman, no spiders, Toggle XP (In 1.3 30 in 2 minutes) vs Item mode (11k items an hour).

    The trap above is only 3 floors with about 2000 spawn-able blocks. I it was like 33x33x24h. I think it could possibly sqeeze more items per hour with another floor, but at 3 floors it spawn faster than you can punch kill the mobs and in item mode it runs pretty close to the hostile mob cap of 80 mobs.

    One of the limiting factors on items per hour is how long mobs live in your trap. To optimize for items per hour you must kill freshly spawned mobs quickly, so you don't reach the hostile mob limit and stop mob spawning. At the cap no mobs spawn, so your system is less efficient than an ideal system.

    Other critical items to know. Mobs cannot spawn above y=240.6 (eye level in f3).

    Your trap will lose efficiency if there are any dark spaces outside the trap. Mobs can spawn within 128 blocks of where you stand - in a sphere around you. Outside of 128 blocks there is a region mobs can spawn, but they should instantly despawn. That distance is about 272x272 block square with you at the center -- this distance may have changed with the move to multiplayer client as less chunks appear to be loaded.

    Building over ocean with an idle/collection point above y=190 virtually guarantees there will be no other spawning outside of your trap as the ground level is > 128 blocks away.

    If you don't build a sky trap you can get good rates at normal ground/underground levels, but you have to make sure all the caves are well lit and eliminate spawning space in slime chunks in at least the 128 block range.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on looking for 1.3 XP farms vs pre 1.3 XP farms comparisons

    In 1.2.5

    A single overworld spawner got to 50 in 1.5-2 hours.

    1 Blaze spawner got to 50 in 50-60 minutes.


    Started a new world for 1.3, so don't know the exact times to lvl 30 from a spawner trap. Based on the spawn rate and number of kills to level 30 in 1.3 -- ~160 regular mobs.


    Estimate 1.3 Level 30
    20-25 minutes 1 overworld spawner
    10-12 minutes 1 blaze spawner


    I did have a save with a mob sifter dark room trap I made for 1.2.5. Was getting Level 50 in ~ 8.5 minutes in 1.2.5. Now, Level 30 in 2 minutes on 1.3.

    That trap here:
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on 12w30e creeper detonating range
    Quote from zfz

    Hopefully it's just because I'm not used to the new creepers and it's still possible to fight it with a sword without detonating it.


    From charge up range:
    A normal attack does not push them out of range.

    You have to either hit them and back up.

    Hit them while sprinting at them. -- assuming room behind them to be pushed back and you stop sprinting / backup a block or two from contact.

    Hit them with a knockback sword. -- assuming room behind them to be pushed back

    Hide behind an object, so they lose line of sight.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Producing Pulses of Various Quantities (Help Wanted)
    A toggle-able clock would be more expandable.

    Each button then sends a pulse the length required for the number of pulses you desire to be generated.

    If each button adds a certain number of pulses and they are in order you should be able to wire each button so it goes through the path of the previous, so all the repeaters in the system are re-used to generate the correct pulse length.



    Example:

    This seems to do what you want, but hard to tell 100% since it is 1 tick pulses every other tick.

    Buttons:


    Red - Any pulse limiter to reduce button down to 1 or 2 ticks - doesn't matter:


    Light blue - each limited pulse feeds into the previous extending the pulse length 2 ticks:


    Special case if you are going farther than 15 blocks (add a tick to the button line and a repeater to the dark blue line):

    You should be able to go 8 buttons between these extensions.


    Toggleable pulsar clock - Snapshot may change how this clock works, but there should be options:


    Every 2 ticks the clock is on it sends out 1 tick. Each button down the line adds 2 ticks to the pulse length, which should output the desired number of pulses.
    Posted in: Redstone Discussion and Mechanisms
  • To post a comment, please .