no it was over water I liked it cause it was like that for a long time
Read and comprehend my post. When the world was generated, that pool of water under the cactus was most likely deeper and had sand covering it. Sand which had a cactus grow on it. Something must've spawned on it, and caused the sand to collapse into the pool of water, which used to be much deeper.
I see traces of this happening on all my worlds... with both sand and gravel. Caves and tunnels completely wide open except a huge pile of gravel... and the big gap in the ceiling from which it fell. Pools of water in the sand surrounded by huge hills.
One possiblility for this to work is to have block physics similar to forge mode phased piece properties on Halo Reach and Halo 4. Basically give wooden planks/blocks a property box...
All attached floating wood blocks would move together. Floating wood blocks could be placed next to a solid piece, but would immediately start floating away.
The problem with this is that it would most likely lead to reduced world sizes or at the very least, increase the map file sizes. Adding specific properties to blocks times the number of blocks in the world = more data for each world to store.
I actually had the same idea except you press one button, and 7 dispensers would give you the 4 armor pieces, a sword, a bow, and arrows. It was more for roleplaying than anything, and I knew that armor doesn't autoequip. It was just a guard house thing I did on one of my first builds. I went with the room and button idea so that you'd visit it on an "as needed" basis.
I've seen them form in underwater waterfalls... a lake that has a cavern under it. It was a nice, convenient way of killing them and getting the ink sac.
Yes it's a waste of experience to go past 30 because the experience needed is no longer linear after about level 20. After that experience needed increases significantly more. 40 also is not the cap. I've gone to 45, to see if it's the number of points or just the number of levels that are used at the enchanting table.
Like I said earlier, it seems like I have a better chance for better enchantments if I go to level 32-33 when I enchant an item... even though it only uses 30 levels... just based on my own personal experience. I then just use the leftover levels for iron items. It's a long trip to the blaze spawners, so I just try to make the most of them.
38? I thought we could only go to 30. Hmmm... did the latest patch change that?
I generally store up a few extra levels above 30. I find that I have a better chance of getting better multiple enchantments when I enchant with over 30 levels of xp. I then just use the extra levels to enchant a bunch of iron tools with level 1 enchantments. I figure that having unbreaking on iron is pretty handy at times. Unbreaking + efficiency is much better with a level 1 enchantment.
What I hate is the "POP! HISSSSSSSSSS" while you are in a menu.
Because you are dead. You cannot exit the menu and move in time.
I just bought a new controller and two sets of rechargeable batteries recently.
So like with every other rechargeable battery, I use it until I drain it completely. I sitll have
about 2 bars of juice left in the battery, so I keep playing. I step outside my door, look to
the left and see a spider in the distance. I decide not to take my chances and not engage
the spider. I walk along my house and my controller powers off... taking me to the menu.
I then immediately press the button and resume playing. I was thinking to myself that I
was fortunate that I didn't decide to engage the spider. If that had happened, I'd have lost
most of my 38 levels of experience.
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Read and comprehend my post. When the world was generated, that pool of water under the cactus was most likely deeper and had sand covering it. Sand which had a cactus grow on it. Something must've spawned on it, and caused the sand to collapse into the pool of water, which used to be much deeper.
I see traces of this happening on all my worlds... with both sand and gravel. Caves and tunnels completely wide open except a huge pile of gravel... and the big gap in the ceiling from which it fell. Pools of water in the sand surrounded by huge hills.
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Anyone get it to work?
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Boat [x] = floating wood block
Boat [ ] = solid wood block
All attached floating wood blocks would move together. Floating wood blocks could be placed next to a solid piece, but would immediately start floating away.
The problem with this is that it would most likely lead to reduced world sizes or at the very least, increase the map file sizes. Adding specific properties to blocks times the number of blocks in the world = more data for each world to store.
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Like I said earlier, it seems like I have a better chance for better enchantments if I go to level 32-33 when I enchant an item... even though it only uses 30 levels... just based on my own personal experience. I then just use the leftover levels for iron items. It's a long trip to the blaze spawners, so I just try to make the most of them.
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I generally store up a few extra levels above 30. I find that I have a better chance of getting better multiple enchantments when I enchant with over 30 levels of xp. I then just use the extra levels to enchant a bunch of iron tools with level 1 enchantments. I figure that having unbreaking on iron is pretty handy at times. Unbreaking + efficiency is much better with a level 1 enchantment.
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So like with every other rechargeable battery, I use it until I drain it completely. I sitll have
about 2 bars of juice left in the battery, so I keep playing. I step outside my door, look to
the left and see a spider in the distance. I decide not to take my chances and not engage
the spider. I walk along my house and my controller powers off... taking me to the menu.
I then immediately press the button and resume playing. I was thinking to myself that I
was fortunate that I didn't decide to engage the spider. If that had happened, I'd have lost
most of my 38 levels of experience.
0