The hunger bar actually has a function. It's a resource you use like you use stamina in a lot of other games. Stamina in Minecraft give you the ability to sprint, mine, jump etc. If we where to get a thirst bar, what would its function be? "bullet time!"
There are consumables in the form of liquids already. Milk, water and potions. I think it's only natural that they can provide a minor effect on hunger, but to add a new bar isn't needed.
The images in the original post in this thread show no mobs, but he might have had difficulty on peaceful.
I should probably have tested this before coming here, but I believe that mobs are unable to spawn on bedrock. This is a change they did in one of the updates after the release of Anvil for the sole purpose of fixing the issue of mobs spawning on the roof of The Nether. Unless someone beats me to it, I'll test it when I get home from work in about 8 hours.
Edit: Tested and confirmed. No mobs are spawning on the bedrock roof in The Nether.
Even if Notch suddenly where to return and fulfill all promises, DaBiggman will be able to find grounds for hate. That is who he is. It's hopefully an act he perform here at the forum, but he's so good at it that I've given up trying to find reason.
How can anything he promised be "delayed" when he quit?
That would mean cancelled last I checked...also known as a lie
I think Mojang has proven that development didn't stop with Notch leaving
I don't expect to ever see a CTF kind of mode though. I think that is up to the modding and custom map community. Not unlike how race for the wool came to be.
Curious would it just be easier to delete my nether and just have the game generate a different one? The portal is in a really narrow cave system i noticed. I really want to build my portal by the village because I plan to destroy the village and make it look the the opening of the portal did it etc (well turn the village into ruins).
Your Nether realm is based on the seed of your world. The new Nether would be identical to what you have now. The simplest solution is to do what blue suggested. Take the coordinates of your portal in the normal realm. Divide the x and z numbers by 8. Use the new numbers to find the correct location for your portal in the Nether and build it there. The location is probably above a large pool of lava or inside a mountain of Netherrack, which is why the game didn't put the portal there in the first place.
The third row marked E: show you the number of rendered entities over the number of entities in the world. It doesn't show you an exact number of mobs, but it's usually a good indication. And if you are able to remove all other entities, it can show a number that are close enough. Do multiple tests to get better results.
The chunk size has not changed to 16x16x16. It is now 16x16x256. This is why the neather has a full height of 256 even though only half of it is filled. If the chunk size was cubic, the world sizes could be more easily constrained.
Although peaceful animals do have their own cap, they still take up space as an entity which can eventually affect spawning. The mechanic was changed slightly since animals no longer despawn and respawn very slowly.
Mob spawners are not affected by any caps, and will still spawn in peaceful before being removed. Other hostile mobs (with the exception of small slimes) will not spawn at all in peaceful mode. You can check this for yourself by turning on peaceful mode and looking at the entity counts. You may still have some lingering spawns in unloaded chunks, which you may need to reload, but any hostile spawns in active chunks will remove and no longer spawn.
The world is loaded and stored as 16x16x16 sized chunks. It's the essence of the new storage format. Any chunks that contain at least one block is stored fully, but chunks that are completely empty is stored only as a small indicator telling the system that it's empty. This is primarily what made it possible to increase the world size while actually reducing the storage size. The truth is that I know nothing about how this actually works. I only interpret what I've read, but I'll need some proper evidence before I change my view. It wouldn't surprise me that much if chunks where concatenated when loaded.
On the Minecraft wiki, the only place where a difficulty check is mentioned is related to Slimes in order to filter small from the larger Slimes. It could be that a similar check is done for all hostile mobs, but I've never heard of such a thing. In Alpha there was a bug that created ghost mobs in peaceful. Mobs where spawned and added to the world too fast. The despawn mechanic wasn't given enough time to prevent them from becoming visible. I'm not sure how it was fixed, but I got a feeling that they made sure to run despawning in time instead of preventing the spawn altogether.
Your discovery about peaceful is the most interesting. Mobs have always been spawning in all difficulties, even peaceful. If you play on peaceful, the game just never show them and despawn them as fast as possible. If you stand close to a spawner you can sometimes see puffs of smoke. They are even able to activate pressure plates.
What you found is a very good indication that mobs are placed into the world out of reach of the despawning mechanics.
Peaceful animals have always had a different spawn cap. Not sure if it's still there, but I'm certain it's different from hostile mobs.
You have fewer spawns on Hard mode because Hard mode lowers the spawn rate.
This is not the case. It's just a very resilient myth.
As to the bug with mobs walking out of the area affected by despawning mechanics. This bug was fixed, but it might have returned with Anvil. Mojang changed chunk sizes from 16x16x128 to 16x16x16. This would naturally influence all mechanics using chunks.
@voidzm, Do you know for sure that this is what's happening to you or are you making assumptions based on old threads from before 1.0?
We should be able to craft Diamonds. They're too rare too be useful as a building material and I really don't like to ruin those nice diamond veins I find in the ground anyway. They are sacred rocks and I always build small altars around them for worship. I don't understand how people can dig them out and use them as tools!
I suggest a recipe where we need to use 4 coal, 8 redstone, a stack of stone and 1 bucket of lava.
1. One of the main points of survival is to add a challenge to building stuff! I don't see what people don't understand about this. Just read the development and philosophy section: http://www.minecraft.net/game
So creative mode is no fun, and how are you supposed to build massive castles, etc, with a limited number of blocks?
2. I know some of you want it as a trophy block, but wouldn't blaze rods serve the same function? In fact, blaze rods would serve as a harder-to-obtain trophies, since not only do you need to find a nether fortress, but you need to kill a enemy of fire with both long-range and close-range attacks! What, you want a placeable trophy? Make a brewing stand. It will serve both as a trophy and a functional block.
3. Adding a recipe for it will not remove any challenge! Trust me, I am making a renewable resources mod that aims to maintain challenge level, and with the exception of clay, every item maintains it's challenge (sometimes even more challenging). To the main point, it's possible to add a challenging recipe that makes sense for it.
4. Many of you say, "Nether fortresses have so many bricks! Just harvest them!" But for some people, that would be equivilant to destroying a historical site. Who wants to destroy a valuable mark of the past for your own selfish needs?
5. For those of you who say "get a mod," people shouldn't have to download something that has a possibility of ruining their game just to finish a building project.
Except for the fact that you wish for a crafting process that would require some effort and not just a simple "cook some Netherrack", I can't see any of these points as any convincing arguments. They are all your opinions more than anything else. Just as I have my opinion that for some blocks we should be required to seek out the source, or sources. The Netherbrick can really be found in infinite quantities.
A recipe could be a nice change if it means a balanced choice between spending time gathering the materials for the crafting process and the effort needed to seek out a Nether fortress.
I'm currently spending most of my time in a survival world that I started in Alpha 1.2.0. I created it a few days after the big Halloween update. There is one big problem that I hope will be fixed some day and that is the spawning of Strongholds. I currently do not have access to The End, but everything else works just fine.
My world is in a way split in two. It's the part of the world that was generated in the time before 1.8 and it's the part that has been generated after the release of 1.2.3. (The time between was spent in temporary worlds.) The two parts are linked together with a very long tunnel in The Nether. My Speed II potion buff runs out before I get from one side to the other.
I've made sure to explore a fair amount of the area around my new 1.2.3 base so that I have plenty of areas to exploit even if the generator is changed yet again. And one day I'll make a brach tunnel in The Nether in search of the riches given with the future updates. So in a way you could say I start a new world, but I do so in the same save I've always used.
If they do, then they should not come here to complain then should they?
The players that enjoy gathering resources for their constructions in survival mode is not the same players that come here to complain about there not being a recipe for Netherbrick.
If anything, I actually wish there were even more obscure and hard to find building blocks than there currently are.
0
There are consumables in the form of liquids already. Milk, water and potions. I think it's only natural that they can provide a minor effect on hunger, but to add a new bar isn't needed.
0
No mobs spawn above the roof in the Nether. That include ghasts.
0
I should probably have tested this before coming here, but I believe that mobs are unable to spawn on bedrock. This is a change they did in one of the updates after the release of Anvil for the sole purpose of fixing the issue of mobs spawning on the roof of The Nether. Unless someone beats me to it, I'll test it when I get home from work in about 8 hours.
Edit: Tested and confirmed. No mobs are spawning on the bedrock roof in The Nether.
0
0
I think Mojang has proven that development didn't stop with Notch leaving
I don't expect to ever see a CTF kind of mode though. I think that is up to the modding and custom map community. Not unlike how race for the wool came to be.
0
Your Nether realm is based on the seed of your world. The new Nether would be identical to what you have now. The simplest solution is to do what blue suggested. Take the coordinates of your portal in the normal realm. Divide the x and z numbers by 8. Use the new numbers to find the correct location for your portal in the Nether and build it there. The location is probably above a large pool of lava or inside a mountain of Netherrack, which is why the game didn't put the portal there in the first place.
0
0
0
The world is loaded and stored as 16x16x16 sized chunks. It's the essence of the new storage format. Any chunks that contain at least one block is stored fully, but chunks that are completely empty is stored only as a small indicator telling the system that it's empty. This is primarily what made it possible to increase the world size while actually reducing the storage size. The truth is that I know nothing about how this actually works. I only interpret what I've read, but I'll need some proper evidence before I change my view. It wouldn't surprise me that much if chunks where concatenated when loaded.
On the Minecraft wiki, the only place where a difficulty check is mentioned is related to Slimes in order to filter small from the larger Slimes. It could be that a similar check is done for all hostile mobs, but I've never heard of such a thing. In Alpha there was a bug that created ghost mobs in peaceful. Mobs where spawned and added to the world too fast. The despawn mechanic wasn't given enough time to prevent them from becoming visible. I'm not sure how it was fixed, but I got a feeling that they made sure to run despawning in time instead of preventing the spawn altogether.
0
What you found is a very good indication that mobs are placed into the world out of reach of the despawning mechanics.
Peaceful animals have always had a different spawn cap. Not sure if it's still there, but I'm certain it's different from hostile mobs.
0
This is not the case. It's just a very resilient myth.
As to the bug with mobs walking out of the area affected by despawning mechanics. This bug was fixed, but it might have returned with Anvil. Mojang changed chunk sizes from 16x16x128 to 16x16x16. This would naturally influence all mechanics using chunks.
@voidzm, Do you know for sure that this is what's happening to you or are you making assumptions based on old threads from before 1.0?
4
I suggest a recipe where we need to use 4 coal, 8 redstone, a stack of stone and 1 bucket of lava.
0
Except for the fact that you wish for a crafting process that would require some effort and not just a simple "cook some Netherrack", I can't see any of these points as any convincing arguments. They are all your opinions more than anything else. Just as I have my opinion that for some blocks we should be required to seek out the source, or sources. The Netherbrick can really be found in infinite quantities.
A recipe could be a nice change if it means a balanced choice between spending time gathering the materials for the crafting process and the effort needed to seek out a Nether fortress.
4
My world is in a way split in two. It's the part of the world that was generated in the time before 1.8 and it's the part that has been generated after the release of 1.2.3. (The time between was spent in temporary worlds.) The two parts are linked together with a very long tunnel in The Nether. My Speed II potion buff runs out before I get from one side to the other.
I've made sure to explore a fair amount of the area around my new 1.2.3 base so that I have plenty of areas to exploit even if the generator is changed yet again. And one day I'll make a brach tunnel in The Nether in search of the riches given with the future updates. So in a way you could say I start a new world, but I do so in the same save I've always used.
0
The players that enjoy gathering resources for their constructions in survival mode is not the same players that come here to complain about there not being a recipe for Netherbrick.
If anything, I actually wish there were even more obscure and hard to find building blocks than there currently are.