Usual warnings…
- ScotsMiser
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Member for 7 years, 3 months, and 21 days
Last active Thu, Oct, 31 2024 19:16:50
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May 14, 2019ScotsMiser posted a message on Minecraft 1.14Posted in: NewsAs of 13May19has been released…
Note that the announcement references a "1.14.2 to address further issues" but gives no time frame…
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May 9, 2019ScotsMiser posted a message on Minecraft 1.14Posted in: NewsAs of 05May19
Minecraft 1.14.1 Pre-Release 2
is out…
Despite the title, the lower part of the page makes clear that MS/Mj considers this a snapshot and appropriate warnings re world corruption etc apply…
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Apr 30, 2019ScotsMiser posted a message on Minecraft 1.14Posted in: News
Re#74
If that's the result of world gen, I'd call it an argument for rapid deployment of 1.14.1…
Otherwise, could be used as bait for a zombie shooting gallery.
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Apr 24, 2019ScotsMiser posted a message on Minecraft 1.14Posted in: News
People complaining about "bad updates" when Mojang improves features that had unintended behaviors remind me of Super Smash Brothers Melee fanatics having a fit when they can't abuse glitches to their advantage in the new games. Nothing's wrong with an iron farm or anything like that, but with a game that's constantly changing, you can't seriously expect something that ridiculous and obtuse to stick around when villages finally got revamped. The changes made are pretty good if your goal isn't to lock all your villagers in a box for their whole lives. On my realm, there's a master farmer that gives me mysterious stews of saturation for a single emerald, which heal about 7 hearts in just a couple seconds. Love that guy. Also, due to the behavior changes, operating inside of villages and improving them is finally intuitive and worthwhile. They don't just wander aimlessly and get themselves killed anymore.
The distinction between exploiting a bug and clever use of the intersection of various mechanics is essentially a matter of individual perception.
Changing long standing mechanics such that older builds are bricked is the issue…
(Doing so becomes more offensive when the changes seem to push a particular OneTrueWay™ to play.)
As for "expect[ing] something that ridiculous and obtuse to stick around", surely this applies more to floating trees, stone, etc. and infinite cantilevers than the generation conditions for an interprectation of a fictional critter…
It's really too bad MS/Mj seems intent on forcing a particular playstyle as many of the additions made (see second para. reply #22) could have expanded the game without discommoding a major faction of players…
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Apr 24, 2019ScotsMiser posted a message on Minecraft 1.14Posted in: News
No worries, always a few of us insightful types about to help with that… [/sarky]
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Apr 23, 2019ScotsMiser posted a message on Minecraft 1.14Posted in: News
"Frankly, if we'd known how much work putting together the biggest Minecraft update yet was going to be, we'd have probably taken the easy option and tried to raise that child instead."
Given the poison pills included in 1.14 that break all prior worlds and greatly inhibit endgame play, a strong case can be made for that option having been preferrable…
Adding all the decorative blocks, bamboo, berries, new flowers/dyes, text editing in books, accessibility, the various technical changes, villager work stations (without messing with village recognition/golem spawning and trading), would have been a nice update that didn't grief a large section of the community. [Even including some of the cruft (foxes, pandas, stews, crossbows, noteblock sounds, etc) would have been fine… provided "Performance Improvements" is in comparison to 1.12 (not 1.14 snapshots).]
As is Minecraft seems well on its way to becoming MineCruft
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Apr 11, 2019ScotsMiser posted a message on Minecraft 1.14 Pre-Release 1 and 2Posted in: News
Uh-Oh! sombody let the marketing department out of the padded room again…
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Mar 28, 2019ScotsMiser posted a message on Minecraft 1.14 Snapshot 19W13A and BPosted in: News
THX for the fun read…
I gather we have another convert to wondering who slipped the hallucinogens into the MS/Mj watercoolers.
Pardon my inner grammarian, but
might be clearer as 'collection sippy cup'. (The first took a bit to decode, and largely beacuse I remember sippy cups… [a bottle to actual cup intermediate that helps in weaning infants for those not 'in the know'].) -
Mar 16, 2019ScotsMiser posted a message on Minecraft 1.14 Snapshot 19W11APosted in: News
Yes, blocks broken by a TNT explosion now have a 100% drop rate ie. no blocks are lost to the explosion.
Items, however, can still be destroyed by TNT so any items created by a first explosion are likely to be destroyed if not picked up before a second.
Have not been able to find anything that specifically mentions mob drops, but a number of indications that they also have a 100% drop rate from the first explosion [only in the sense that the TNT destroys no drops] but are subject to destruction by subsequent explosions.
TNT mining of diamonds would noy be something I'd recommend as it breaks the ore block without the benfit of Fortune, but it is otherwise possible.
I can see the impetous to make TNT more viable for mining, but agree that preserving a small chance of destroyed blocks (or – better still – further reduced blocks eg stone types to gravel or sand / wood to sticks) would be more realistic [for whatever weight the realism argument can be said to have].
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Mar 16, 2019ScotsMiser posted a message on Minecraft 1.14 Snapshot 19W11APosted in: News
"it's bug fixing from here on out and we're
hoping for a release quite soon!"
This does NOT bode well…
Particularly as code optimiation needs to follow bug fixing…
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Dec 1, 2018ScotsMiser posted a message on Minecraft 1.14 Snapshot 18W48APosted in: NewsQuote from ChosenMental»
Is this another new form of absurd virtue-signalling after the animal cruelty thingy? Personally i can see the feature do more good for the game.
I'd call that a very kind and gentle way of explaining the situation…
[Others might see it as an exercise in proper and responsible corporate protection of "the children" :BLETCH: ]
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Nov 29, 2018ScotsMiser posted a message on Minecraft 1.14 Snapshot 18W48APosted in: News
From the Grindstone section [Emphasis added]:
"Has the ability to remove all non-curse enchantments from an item; for each enchant removed some XP is reimbursed"
Probably not of great utility given the new furnace/XP behavior, but a this would seem to make the enchanted armor drops from various mob farms another source of XP.
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Nov 24, 2018ScotsMiser posted a message on Minecraft 1.14 Snapshot 18W47APosted in: News
18w47b has issued. [same link]
More changes- Numerous worldgen performance improvements
- Adjusted mob spawning behavior to be closer to that of 1.13.2
- More Jappa texture changes
- Fixed strongholds not generating properly
- Reduced the cluster size of Pillager spawning so Outposts aren't flooded by Pillagers
More fixed bugs
MC-139764 - World generation logs warning "Empty or none existent pool : minecraft:empty"
MC-139693 - Blocks appear elsewhere in the world when they update
MC-139497 - Can't place rails, redstone, and other blocks that need a solid block below on Soulsand
MC-139401 - Pistons are no longer (redstone) transparent
MC-138566 - Barrels facing south have a rotated front texture
These announcements would be of greater utility if they included (or at least linked to) actual descriptions of what is being done/attempted:
"Adjusted mob spawning behavior to be closer to that of 1.13.2" could stand some expansion as to how and what mechanics were reverted.
As it stands attempting to eveluate how this is working [the presumptive purpose of snapshots] is greatly impeded by there being no clear indication of what is intended… -
Nov 15, 2018ScotsMiser posted a message on Minecraft 1.14 Snapshot 18W46APosted in: News
This "Added support for directional opacity of blocks (used by slabs, stairs, snow layers, non-full-block dirt-related blocks and extended piston base blocks)"
could do with some explanation....
The inclusion of "extended piston base blocks" suggests a repeat of the lag monster that occured the last time piston opacity was messed with may be in the offing :sigh:
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Assuming one is duplicating the template, the current path for a netherite pick is:
4 Netherite scrap
10 diamonds
4 Gold ingots
1 block Netherrack
2 sticks
& an upgrade template that is duplicated.
Switching to 12 Netherite scrap, 12 gold ingots, and 2 sticks doesn't strike me as a large change in difficulty; the removal if the template being balanced by the tripling of the scrap [8 scrap vs 10 diamonds might even be somewhat more expensive].
In SMP, the need to find only one initial template server-wide ( or one per 'faction' etc.) might actually lead to the current path being the more readily available – particularly as the template is good for all gear.
I see the major reason for the current system as a way of establishing the 'otherness' of the netherite tier. [Hoes from piglin bartering do not, however, stike me as violative of this.]
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Hypothetically, no. (Standard mechanics make vanilla bedrock unbreakable.)
There are, however, a large number of means that have been found to do so by utilizing 'corner' cases in the programming/rules.
[Many of the simpler (and generally earlier) techniques have been removed in later additions, but the 'headless-piston' based techniques seem deeply enough entrenched they are likely to remain. (Should all bedrock breaking be removed, I would expect to see mods to reinstitute the ability in very short order.)]
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There is a bit of this already (villager carrot etc farms, allay sorters, fox berry farms, trading halls), but – given the opposition to item 'farming' in general by a not inconsiderable part of the player base, I doubt there will be much corporate enthusiasm for expanding on these examples.
There is also the issue of such an addition shifting the focus of the game to acquiring, training, and supervising 'minons': while this could be the focus of a game, it would likely appeal to a different player base (with only limited crossover).
Prototyping such a game via a minecraft mod would be the only circumstanec under which I think it likely to be available in minecraft. [I'm considering MS/Mj issued 'experiments' to be a form of mod for these purposes.]
@OP: To what is the repeater looking thing in the graphic in relation?
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[SOLVED]
The issue was not the minecraftforum email, but the twitch email (which I had not realized was a seperate thing).
For anyone having a similar issue, one needs not only to change the email in one's minecraftforum/account page, but also to log into one's twitch account and change that email as well.
I am attempting to change emails
The NEW email shows properly at the minecraftforum^net/account page and notifications are being sent to that address
HOWEVER
the six digit code needed to log in (via Twitch) is still being sent to the OLD email (which is highly inconvenient)..
Can anyone share how to redirect the six-digit sign-in codes to the NEW email?
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THX, that was what I had thought, but the recent discussion raised doubts…
Nice to have that resolved.
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👍
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I get that the site is 'fan-run' and certain low priority tasks (like curating the deleted posts logs) are likely to get pushed.
My point about the bad PR is that the current set-up allows users to do something, then cuts off that ability… and does so apparently without warning.
[I am not one who likes surprises.]
Since the site must check any new uploaded image against the remaining allocated space to determine if the file can be accepted, how much would it cost (in terms of resources) to add a splash window along the lines of:
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Which still leaves the points of publicity and being able to track one's usage.
AFAIK I've never uploaded any image to the site, but memory going back 7 years may be less than perfect.
(Depending on circumstances [one's usual image host being 505 as example] I can see occassional reason to upload images directly despite there being good reason to host them exteriorly as a general rule.)
An argument can also be made that the site choosing to retain an image after it has been deleted by the poster ought be charged against the site rather than the poster who has (at least as far as they are concerned) removed the image.
Regular purging of the retained material would also be beneficial. It seems unlikely that posts deleted more than a few months previously would be worth retaining — particularly if storage is considered a significant expense.
At minimum, letting posters know about this lifetime limit upfront would be better PR than having them hit it unawares.
(Being able to see their usage would provide further gentle nudges to move tyro posters to external hosting.)
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…of Decay: I also see this as primarily useful in its lingering form (possible splash to a lesser degree) as an area denial weapon for group combat
…of Luck: by the time I'd be willing to spend 8 gold for a 15 second boost I doubt it would be worthwhile.
Taking the skull example: I'd likely have Loot3 so the boost would be getting 1 skull per ~6 vs 1 skull per ~12 and (given the short duration) would not seem useful outside a farming situation thus lowering the benefit to a few seconds wait. [This assumes the effects would stack, and that luck would double the drop perecentage — both highly optimistic.]
For ores: a similar argument can be made for Fortune.
For Chest loot: outside of collecting some of the music discs, I don't see chest loot as valuble enough to bother increasing my 'luck' here.
[Note this is likely very dependent on play style, players who do not 'farm' might have a different attitude.]
…of Fortitude: concur w Staricle; even if one is Jeb-farming one's iron, the reward is too great for the input (especially without any countervailing effect)
…of Fury: Not sure I'm reading the description as intended: it appears to indicate that one would deal more damage the mor injured one was. [If so, I can see political reasons for MS/Mj to avoid any item that worked in that fashion.]
(If that isn't how it's intended to work, please clarify….)
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Ah, well that tells you how often I use that particular mechanic…
Just means the OP is worse than I though.
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The first issue I see is that one could use a single empty bottle and an infinite water source to top out one's saturation.
This could be avoided by capping the sturation level obtainable by water consumption, but this would call into question the utility of the mechanic.
(Simply imposing a cool-down before a second water bottle was effective would work only if the cool down was so long as to make repeated use too annoying to be useful.)
The second issue is one of utility: unless one is going to stand at a water source (or run along a coast etc.), the non-stackable water bottle seems a poor substitute for any of the standard foods.
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From the description, this would appear to be a dimension dependent cosmetic change only.
Having all bedrock behaving blocks look the same isn't something that bothers me so I don't see much upside; on the other hand this seems like it would be fairly cheap to code so there isn't a huge downside either. [Although any cosmetic bits that distract from the pressing needs of bug fixing and performance restoration impose significant costs in that respect.]
This might be something that could be done with a datapack/mod (but I've insufficient knowledge to be certain) which would make it available without distracting MS/Mj.
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On the other hand, if there is a limit
it should be publicized
people should be able to check where they stand (probably best in teh account info area), and
removal of material should adjust that standing just as addition does…
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I'm not clear on how the mod works (there are several that do whole stack transfers for one thing), however…
I THINK if one were to use a dropper to place items one at a time into the input hopper of a standard item sorter, the sorter would work.
The dropper would need to be controlled by a clock slow enough that the sorter could act on the first item before the second was 'dropped', but that should be doable.
[This supposes the mod transfering "the entire stack at once" means it would transfer a 'stack' of 1 cobble (or 63 cobble) rather than wait to reach the full 64-cobble stack. ]