I wouldn't call these things bugs. More like minor generator glitches.
It doesn't matter how much time Jeb could put into ironing out these things. There will always be incidents where the randomness of the world generator and the procedural generation of features like villages, will generate stuff that seems illogical to us. Fixing these things will also have drawbacks. The only way to remove these glitches is to remove most of the randomness in the shaping of the world. Make things more predictable and you get worlds that look the same.
It doesn't have a recipe because Notch was a lazy ass who threw things into the game with little thought and work. Most of the work Jeb did when he took the lead was to finish all the crap that Notch left half finished. SMH
The Nether fortress generation was actually added by Jeb.
The snapshot is for the few of us that like to test out the changes that are comming. It's a great help for modders to test out and see what they need to change in their mod long before the change is actually released. It also helps Mojang find and solve bugs and problems more effectively as they get a massive amount of testers.
I'm not a modder nor a tester, so I stick with the last official release. I really like the snapshots, but I've never actually installed one.
The snapshot is actually a good thing in this context. Now, the developers of different mods will have plenty of time to find out how this new feature works and can start to adapt their code long before the change is actually released. This is also good for us users as we are likely to see mod updates faster after a real release.
If anyone would benefit for this change it would be mods. Minecraft vanilla will probably never need that many unique blocks. This change is purly to help modders with a long lasting problem. ID conflicts and lack of space.
I don't think OP understand what the change to the ID size actually mean.
Each chunk has a 16x16 byte array with biome ids called "Biomes". If this array is missing it will be filled when the game starts. The converter doesn't include any biome sources, though (it had too many dependencies to be included).
It might mean that old worlds will get biome borders at chunk level. It depends on if they leave in the 1.1 version of the world generator or not in order to fill the new biome value array during convertion. From the quote I get the feeling that it's too complicated to callculate the correct biomes for old worlds.
This will not be a problem in new worlds, it's a problem only for chunks without the data.
No it has nothing to do with view distance. See the above wiki quotes.
I've heard that the number of chunks being loaded at any one time can be affected by view distance. I've never tested that myself, but I drew a conclusion from that. If you on tiny view distance load fewer chunks, then any wheat in the chunks not being loaded will not be updated.
Then again. 7 chunks isn't that much. It might be the limit of tiny view distance.
Looks fake. There's something fishy about the shape of the crater. Try to detonate a ball of TNT yourself and see what kind of crater you get. It's not going to be sphere shaped. Of that I'm certian.
It's always been recommended to use all your levels when you enchant something and to never grind levels past 50. You found the reason for that recommendation.
1. You need to be no more than 16 blocks away from the spawner or the spawning will stop.
2. You need to move the mobs more than 8 blocks away from the spawner or the spawning will stop.
3. You need to stay within 32 blocks of the mobs or they will start despawning.
These things can happen if the topography of the Nether forces the portal logic to spawn portals too far away from where it should have been placed. It can be a solid Netherrack mountain or a large lava lake.
When you enter a portal in the normal world the system will take the coordinates and divide them by 8. The new coordinates are the ideal place for a portal in the Nether, but it can place it as much as 20-30 blocks away. When you then go back, the game will do the same math, but it will now multiply the coordinates by 8. The result can in som cases be that the old normal realm portal is out of range.
I'm now realizing that mobs supposedly won't move anymore unless you are very close to them. This obviously presents a myriad of issues.
It's not that close. I believe the distance is 40 yards. That's a lot of room for a few spawning floors. You should probably build a wider structure instead of a slim tower, but the general idea behind the traditional mob traps still work. 32x32 is actually very large.
There are a few newer designs that use pistons.
1. Push the mob off a ledge. (More reliable with a sticky piston pushing a block.)
2. Moving the floor. Mobs can fall through a floor moved by pistons. (Works best with normal pistons.)
3. Open up for a flow of water that can wash the mobs away. (Any piston)
To get more realistic biome neighbors you should include humidity as well.
I personally wish Minecraft biomes where made slightly more adventurous or fairytale like. The jungles are awsome, but why add an Ocelot when they could have made a Heffalump. Walking out from a desert with magestic floating jellyfish into a deep frozen ocean with worms boring through the ice would be something much more exiting than the world you guys are currently envisioning.
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It doesn't matter how much time Jeb could put into ironing out these things. There will always be incidents where the randomness of the world generator and the procedural generation of features like villages, will generate stuff that seems illogical to us. Fixing these things will also have drawbacks. The only way to remove these glitches is to remove most of the randomness in the shaping of the world. Make things more predictable and you get worlds that look the same.
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The Nether fortress generation was actually added by Jeb.
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http://www.minecraftwiki.net/wiki/Wheat_Farming#Growth_and_Harvesting
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I'm not a modder nor a tester, so I stick with the last official release. I really like the snapshots, but I've never actually installed one.
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If anyone would benefit for this change it would be mods. Minecraft vanilla will probably never need that many unique blocks. This change is purly to help modders with a long lasting problem. ID conflicts and lack of space.
I don't think OP understand what the change to the ID size actually mean.
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It might mean that old worlds will get biome borders at chunk level. It depends on if they leave in the 1.1 version of the world generator or not in order to fill the new biome value array during convertion. From the quote I get the feeling that it's too complicated to callculate the correct biomes for old worlds.
This will not be a problem in new worlds, it's a problem only for chunks without the data.
Haven't anyone tested this by now? :smile.gif:
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I've heard that the number of chunks being loaded at any one time can be affected by view distance. I've never tested that myself, but I drew a conclusion from that. If you on tiny view distance load fewer chunks, then any wheat in the chunks not being loaded will not be updated.
Then again. 7 chunks isn't that much. It might be the limit of tiny view distance.
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2. You need to move the mobs more than 8 blocks away from the spawner or the spawning will stop.
3. You need to stay within 32 blocks of the mobs or they will start despawning.
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When you enter a portal in the normal world the system will take the coordinates and divide them by 8. The new coordinates are the ideal place for a portal in the Nether, but it can place it as much as 20-30 blocks away. When you then go back, the game will do the same math, but it will now multiply the coordinates by 8. The result can in som cases be that the old normal realm portal is out of range.
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It's not that close. I believe the distance is 40 yards. That's a lot of room for a few spawning floors. You should probably build a wider structure instead of a slim tower, but the general idea behind the traditional mob traps still work. 32x32 is actually very large.
There are a few newer designs that use pistons.
1. Push the mob off a ledge. (More reliable with a sticky piston pushing a block.)
2. Moving the floor. Mobs can fall through a floor moved by pistons. (Works best with normal pistons.)
3. Open up for a flow of water that can wash the mobs away. (Any piston)
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I personally wish Minecraft biomes where made slightly more adventurous or fairytale like. The jungles are awsome, but why add an Ocelot when they could have made a Heffalump. Walking out from a desert with magestic floating jellyfish into a deep frozen ocean with worms boring through the ice would be something much more exiting than the world you guys are currently envisioning.
The mooshroom biome is a good start.