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    posted a message on Setting Servers To Peaceful
    Quote from Krova

    Sheltered is wrong, you don't need a mod for that.

    The OP spesifically asked for mobs to continue to spawn. I asumed he ment hostile mobs. I might have misunderstood, but his reply to me should indicate that I didn't. Then again, he might have done the same mistake as you and forgot to acutally read my reply.
    Posted in: Legacy Support
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    posted a message on can't force grow large oaks anymore?
    Quote from GSR

    I can't force grow large oak trees now. I always use the tree tube method to grow huge oaks for landscape projects. now only little trees grow right through the tube blocks.

    You say you always managed to do this, but I wonder how often you actually used this trick. I believe you were lucky and that nothing has changed, but I could be wrong.
    Posted in: 1.1 Update Discussion
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    posted a message on overlooked.
    This is also a question about what you have created in your world. If there are a lot of redstone and piston stuff it will take the game more resources to update each tick. If you click f3 you should see a chart about what the cpu cycles are spent on. Maybe you have an addon that adds a lot of entity logic as well.

    There is also a graphic setting to limit the fps. Make sure it's on fast or balanced if your machine can handle it.
    Posted in: 1.1 Update Discussion
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    posted a message on Is drinking water not going to be added to the survival aspect of the game?
    Quote from DontStealMyBacon

    Preceding the adventure update, twitter posts released information about a hunger bar that would require you to eat food and drink water every so often or else you would starve.

    My first thought regarding this is that drinking would affect the hunger bar and not a separate thirst bar. Drink milk, water or some potion in order to get a few levels of hunger. I don't see it as impossible that they at one point add a new food type, but it would supprise me a lot if they added a "thirst bar".

    A thirst bar could in theory fill a new purpose. Like a form of mana pool to be used in magic, but I don't see why they couldn't just link something like that to hunger like they have with all other types of activity.
    Posted in: 1.1 Update Discussion
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    posted a message on Setting Servers To Peaceful
    You'll need server plugins if you want to have hostile mobs and health regen at the same time. It's not possible with a normal server.
    Posted in: Legacy Support
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    posted a message on Enchantment Statistics
    Quote from KyoShinda

    I dislike how they talk about getting certain enchant sets at the same time(ex: fireII + sharp I) instead of talking about each enchant independantly. All they had to do was say fire gets this % chance and these are the %'s for 2 3 or 4 stacked enchants.

    Pernsteiner looks at enchanting from two angles.
    1. What enchants can I get if I spend x levels?
    2. At what level should I enchant my item in order to get enchant x?

    The first angle is interesting to look at after an enchant. You can ask yourself: "OMG that was a good enchant, what was the chance to get that?". The table will then tell you the chance to get that spesific combination.

    The second angle is interesting if you are looking for a spesific enchant. It answers the question: "How many levels should I spend on this diamond pick in order to get enchant x". In this context there are 2 new angles that can be hard to understand.

    a. Lowest possible price in terms of levels.
    b. Highest possible chance.

    The first table tells you the least number of levels you need to spend. The price is that it's a lower chance at getting the enchant and you will probably need to enchant more items before you get what you are looking for. Use this if you love mining.

    The second table will show you the level you should choose to get the highest possible chance to get an enchant. For the better enchants it's usually level 48 or above. Higher chance of success means you need to spend fewer items before getting one with the enchant you are looking for. If you have an xp farm you might go for this approach because xp is easier to obtain.
    Posted in: 1.1 Update Discussion
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    posted a message on Enchantment Statistics
    Somone did the math when enchanting was released:
    http://pernsteiner.org/minecraft/enchant/
    Posted in: 1.1 Update Discussion
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    posted a message on Ok..Aggressive Mob Spawning needs to be increased
    Quote from Krova

    It's true; less mobs spawn on hard mode. For that reason, I find the hard difficulty to be easier. I die far less often on hard difficulty


    That is a myth, and a very false one. The spawning algorithm does not take difficulty into consideration AT ALL!. Mobs will spawn even if you are on peacefull. You should try to read up on the subject instead of spreading lies!

    They DO spawn on peacefull, the game just removes them again fast enough so you to never see them.
    Posted in: 1.1 Update Discussion
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    posted a message on You can use a bed outside? Absurd
    Quote from Locklear308

    2.) Iron was NOT plentiful. You had to search and mine around for it, not just walk through a cave and come out with 64 iron. This made you treat it with respect, you didn't just make tons of iron tools all willy nilly like. This also made leather armor actually useful, since iron was hard to come by.

    I have an old world from 1.7.3 and a new one from 1.0.0 that I've now analyzed with MCEdit. The area from both worlds where 600x600x64. This is NOT a very good test. It's just two worlds.

    Iron in 1.7.3: 125 367
    Iron in 1.0.0: 124 656

    I tried to make a just comparison, but there is one major flaw with my logic. In 1.7.3 there was a bug in the resource generation. If one or both coordinates were negative, all resource veins where smaller. My numbers where taken from the quadrant with the intended number of resources (no bug).

    So you are right, the actual amount of resources where lower in 1.7.3. Because of a bug.

    Continuing to compare I see that my 1.0.0 world have less Redstone, Gold and Diamond than the 1.7.3 world. Again, only in the quadrant without the bug. My 1.0.0 world has more air blocks, which can imply more caves and that can again mean that the resources are more accessible.
    Posted in: 1.1 Update Discussion
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    posted a message on You can use a bed outside? Absurd
    Quote from StalePhish

    How would you programmatically define "inside"? What if your house doesn't have a door, but an opening instead? Is that outside or inside? If you're in a cave with an opening to the outside, is that inside or outside? What about having a huge room with a skylight?

    That was the problem with the old system. The game can't know, in any way, if the bed is "inside" or not. What it did, was to use the level of light on the blocks around the bed. If lit enough, mob spawning was prevented. This is where the rule with the "don't put your bed next to a wall" comes from. I had all my beds right next to the wall. Spawns was prevented with a single torch on the outside.

    I think it was a good system, but I also understand why it was changed. The numerous threads we had about being woken up by a mob should be proof enough that the system was ilogical to too many players. The current system works a lot better in that regard.
    Posted in: 1.1 Update Discussion
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    posted a message on You can use a bed outside? Absurd
    99 % of my time in Minecraft is spent on gathering, producing and using resources for one or more building projects. The only difficulty implied is the size of my projects and complexity related to more technical aspects like mob behaviour and redstone logic.

    I'm not sure where Mojang want to go with Minecraft in terms of the survival aspect. I personally think the term is wasted on the current version of Minecraft and only cause confusion. Survival currently just means you need to gather and produce the resources you need. It's definetly not related to actual survival.

    I don't think I would enjoy a survival version of Minecraft very much. I like being forced to manage resources, but I don't like the idea of being forced to spend a significant amount of my time finding food or making defences against mobs.
    Posted in: 1.1 Update Discussion
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    posted a message on Nether portal problems?
    The solution for them would be the same as for you. For "the friend of OP" to get his own portal in the Nether he must build one in the Nether. Destroying portals in the normal world won't help.
    Posted in: Discussion
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    posted a message on Nether portal problems?
    Quote from Acteon
    However this all but confirms the OP is out of luck unless he uses the aforementioned bukkit plugin.

    Depends on his goal, You can build portals in both realms and create perfect links that way. Like in case 1 in your post. Build a portal at coordinate 55, 20 and it will spawn you at 438, 160.

    This is possible because if there are many portals in range it will select the closest.
    Posted in: Discussion
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    posted a message on Nether portal problems?
    In all those cases you will see the same behaviour in single player.

    Case 1
    110, 80 => 14, 10
    438, 160 => 55, 20

    The Nether coordinates are closer to each other than 124 blocks. Players will be sent back into 110, 80 because that is the only one that is within 124 blocks when entering the normal realm again.

    Case 2
    60, 40 => 7, 5
    480, 50 => 60, 6

    Same stuff happening here.

    Case 3
    Did you get two portals in The Nether? That would be strange indeed.

    22, 65 => 3, 8
    310, 180 => 39, 22
    -180, 164 => -22, 20
    -510, -170 => -64, -21

    All those portals should link to a portal in the Nehter at coordinate 35, 50.
    Posted in: Discussion
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    posted a message on Nether portal problems?
    Quote from Acteon
    There is to my knowledge: no way to change it once the first portal has been placed. You will always be the exit. (Unless someone knows of an editing program to change portal destinations? I would love to hear of it if one exists)

    The game does not link portals.

    The rules for where you spawn in the parallell dimension is based on distance to existing portals. If you go into a portal at coordinate 800, 800 in the real world the system will look for a portal at coordinate 100, 100 in The Nether. (If no portal is found it will create one as close to the correct coordinat as possible.) The search area are 124 by 124 blocks. It's therefor a very large chance that the first portal created in The Nether will be the destination for a lot of other portals unless the player spread out over large distances.

    As an example. If anyone create a portal at 400, 400 in the real world, the system will look for a portal less than 124 blocks away from coordinate 50, 50 in The Nether. In our case, that will be the portal at 100, 100.

    BUT, you CAN fool the system. All you need to do is to build a portal in THE NETHER at coordinate 50, 50 and you suddenly have a woorking portal from 400, 400 to 50, 50 and back.
    Posted in: Discussion
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