One powered track is enough to get started. Continue with at least one normal track and then add additional powered tracks depending on how fast you want to gain speed.
That's the simple solution. The more advanced option would be to have a separate arrival track and a convoluted system to automatically move the cart from arrival to departure so that it's ready for the trip back.
The spawning rate is also much higher in a spawner xp farm.
That isn't always true. It depends highly on your dark room trap and how much time you put into it. The limitation is, as you pointed out, that you must actively kill off mobs as they spawn and arrive at your collection area or they will prevent new mobs from spawning. With large spawning numbers, being afk isn't really an option anyway.
You could say that being afk is an advantage of the spawner based trap and that the time shouldn't be counted as leveling time. You could be out with a friend, drinking a beer in the sun, while the mobs are piling up! I'm not going to argue that, but I usually include the afk time when looking at the traps efficiency.
I know, right? Mods are going to be awesome in 1.3. I can't wait to see Mo' Creatures horses flying through the air and teleporting here and there while having absolutely no collision detection. It'll be the stuff from my wildest dreams.
I've got no doubt that there will be start up problems and that bugs that used to be SMP specific will start appearing in SSP, but I'm not going to be so pessimistic about it that I'll start to call doom on Minecraft modding.
Also, all this discussion about a unified codebase is funny, the game still runs on a master-slave system, the only difference is it's disguised by having everything initiated through the client. It won't halve the workload, and mod makers will have to work twice as hard to get their mods to work (unless they use the API... which still isn't here).
Some people chose to look at the current implementation of the system and find flaws in it. No surprise there. Mojang themselves has said that it's incomplete and that they have a lot of work left before the SSP and SMP versions of their game have been properly bundled. Other people chose to look at the possibilities that this bundling might bring. Like for example simplifying mod development for both SSP and SMP as it's basically going to be the same thing.
There are a lot of mods that have support only for SSP or SMP. For those mods, there might be a little bit more work to get the mod functioning at all, but I don't think it'll be "twice as hard".
When you travel from the normal realm to The Nether, the game takes your coordinates and divide them by 8. The new coordinates will be your exit point in The Nether. When you are there, the game will do a search for portals in the vicinity. I think the search range are 128 blocks. If a portal is found, the game will teleport you to it.
When you travel the other way, the procedure is exactly the same, but your coordinates are multiplied with 8 instead of divided.
If the portal search fails to find a portal, the game will attempt to create one within 30 blocks of the exit coordinates. Portal creation is limited by Netherrack mountains and lava lakes so the exact location is affected by the topology of the area. You might need to create a platform or hollow out a room to get to the optimal location, but there is some leeway. The portal search will pick the closest portal if multiple portals are in range.
In short. The game does not link portals. You can freely destroy and build portals in both realms as you see fit and create fairly advanced portal systems for fast travel. Just do the math yourself and move the portals around.
I find it hard to believe that a powerful tool such as WorldEdit is missing the option to change the biome for an area, but if you can't find it there, I'm sure there are other tools that can.
This isn't house building though. It's software development. Bundling the server and client like they have done in the snapshot could be the best preparation, or "land flattening", they could do before starting on the actual separation of logic.
It's probably possible to adapt the server some more first, but I don't understand why the op believe that would be more productive than bundling them together right from the start. Maybe give us an actual reason for concern instead of just his opinion.
This is just a snapshot after all. It's not like this experimental change is forced on us.
You can delete the save folder for a world manually. The world files are stored on your disk. Usually in your user profile.
On Windows, your Minecraft data is saved in your application data folder. You can access this by holding Windows+R or hitting Start > Run and then typing "%appdata%\.minecraft" in the box. This will open your minecraft folder (if it doesn't, it may be because you have not enabled "view hidden files/folders")
Delete the worlds you don't want to keep. The next time you start Minecraft, the world should be gone. You can now reuse the world name for a new world.
The super high efficiency traps you have seen to produce more than 50 000 items/hour where all constructed in tools like MCEdit. It's not something that you can feasibly make in survival at all. Maybe you could create it in Creative, but I'm not sure why you would do that.
Most of the old super traps where very large experimental designs that was made not for the items, but for the traps themselves. People competed in how many items they could get, but the items wasn't really interesting in themselves.
The trick with the moving floor is exploiting a glitch. The moving blocks are turned into entities while being moved so mobs can fall between them. I'm not sure if that ever worked very well in SMP at all. You can still use pistons to move the mobs that refuse to move on their own. Either by opening gates for water, pushing the mobs directly or removing the floor entirely (just 2 wide).
Also,has anyone ever found a cavesystem that goes down to bedrock?
ive found a mineshaft that goes down to bedrock but never any caves...
The world have a lot of caves that goes down to bedrock, but they are all filled with lava. Caves are added to the world before lava and when lava is added, the game just converts all air below a certain level to lava. Mines are added after that conversion.
You could also say that caves don't exist that deep for the reason I just stated.
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One powered track is enough to get started. Continue with at least one normal track and then add additional powered tracks depending on how fast you want to gain speed.
That's the simple solution. The more advanced option would be to have a separate arrival track and a convoluted system to automatically move the cart from arrival to departure so that it's ready for the trip back.
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That's different games developed by other teams of developers.
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That isn't always true. It depends highly on your dark room trap and how much time you put into it. The limitation is, as you pointed out, that you must actively kill off mobs as they spawn and arrive at your collection area or they will prevent new mobs from spawning. With large spawning numbers, being afk isn't really an option anyway.
You could say that being afk is an advantage of the spawner based trap and that the time shouldn't be counted as leveling time. You could be out with a friend, drinking a beer in the sun, while the mobs are piling up! I'm not going to argue that, but I usually include the afk time when looking at the traps efficiency.
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I've got no doubt that there will be start up problems and that bugs that used to be SMP specific will start appearing in SSP, but I'm not going to be so pessimistic about it that I'll start to call doom on Minecraft modding.
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Some people chose to look at the current implementation of the system and find flaws in it. No surprise there. Mojang themselves has said that it's incomplete and that they have a lot of work left before the SSP and SMP versions of their game have been properly bundled. Other people chose to look at the possibilities that this bundling might bring. Like for example simplifying mod development for both SSP and SMP as it's basically going to be the same thing.
There are a lot of mods that have support only for SSP or SMP. For those mods, there might be a little bit more work to get the mod functioning at all, but I don't think it'll be "twice as hard".
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When you travel the other way, the procedure is exactly the same, but your coordinates are multiplied with 8 instead of divided.
If the portal search fails to find a portal, the game will attempt to create one within 30 blocks of the exit coordinates. Portal creation is limited by Netherrack mountains and lava lakes so the exact location is affected by the topology of the area. You might need to create a platform or hollow out a room to get to the optimal location, but there is some leeway. The portal search will pick the closest portal if multiple portals are in range.
In short. The game does not link portals. You can freely destroy and build portals in both realms as you see fit and create fairly advanced portal systems for fast travel. Just do the math yourself and move the portals around.
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I found one potential: http://dev.bukkit.or...er-mods/biomed/
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It's probably possible to adapt the server some more first, but I don't understand why the op believe that would be more productive than bundling them together right from the start. Maybe give us an actual reason for concern instead of just his opinion.
This is just a snapshot after all. It's not like this experimental change is forced on us.
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On Windows, your Minecraft data is saved in your application data folder. You can access this by holding Windows+R or hitting Start > Run and then typing "%appdata%\.minecraft" in the box. This will open your minecraft folder (if it doesn't, it may be because you have not enabled "view hidden files/folders")
Delete the worlds you don't want to keep. The next time you start Minecraft, the world should be gone. You can now reuse the world name for a new world.
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Most of the old super traps where very large experimental designs that was made not for the items, but for the traps themselves. People competed in how many items they could get, but the items wasn't really interesting in themselves.
The trick with the moving floor is exploiting a glitch. The moving blocks are turned into entities while being moved so mobs can fall between them. I'm not sure if that ever worked very well in SMP at all. You can still use pistons to move the mobs that refuse to move on their own. Either by opening gates for water, pushing the mobs directly or removing the floor entirely (just 2 wide).
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The world have a lot of caves that goes down to bedrock, but they are all filled with lava. Caves are added to the world before lava and when lava is added, the game just converts all air below a certain level to lava. Mines are added after that conversion.
You could also say that caves don't exist that deep for the reason I just stated.
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Then what happens if you remove it again?