Okay, this really needs to be clear, because too many people are complaining about the "new EULA".
THE EULA HAS NOT CHANGED.
Servers were technically supposed to be following these rules all along. The only difference now is that Mojang will be enforcing the rules.
Seriously, can we put a banner at the top of this topic or something? This is a widespread misconception that's hurting discussion.
- Tkpi
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Member for 10 years, 9 months, and 28 days
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Feb 19, 2014Tkpi posted a message on Snapshot 14w08a Ready for Testing!Posted in: NewsQuote from Sacheverell
Please report any and all bugs you find in Minecraft to bugs.mojang.com. BUGS CAN'T BE FIXED IF THEY AREN'T FOUND AND REPORTED!
...
BUGFIXES:
...- And many more that weren’t on the bug tracker so we couldn’t mark them as fixed! Did I mention please report bugs? Thanks.
*facepalm*
I certainly appreciate the bugfixes, but get rid of the contradictory snapshot messages. -
Feb 14, 2014Tkpi posted a message on Universal Death Clock (in Minecraft)Hmmm.Posted in: News
If there is only one item in each timer, the clock will trigger in under 10 seconds.
If there are two items in each hopper, the clock will trigger in about 111,569 years.
With three items in each hopper, the clock will trigger in around 4.16 quadrillion years. (For reference, this is about a million times the age of the earth.) -
Jan 9, 2014Tkpi posted a message on Snapshot 14w02a Ready For Testing! YAY!Posted in: NewsQuote from Ouatcheur
I can imagine many FUNNY builds with trampolines jumping bridges and circus stuff and things like that. This opens possibilities, at a reasonable cost.
Outside of marshes, slimeballs are a relatively rare item, way less ocmmon than a couple wood blocks, a little iron, and water. hus, a much "costlier" way -yet lengthier- to avoid fall damage. The only way it may seem "low cost" is that there currently are WAY TOO MANY slimes spawning in marses. Look in ANY direction in a marsh, and odds are you will constantly be able to see and hear slimes all around you. Making slimes less rare in marsh is ok, but more common by a factor over 100+? That's ridiculous.
Let's compare:
Typical Water-based drop-chute:
Build: 1x1 vertical drop shaft, water-above-sign-above-air-above-groun at the bottom.
Base Materials: 6 planks, 1 stick, 3 iron ingots, acces to water.
Effect: zero fall damage from any height, instant sto at end of fall.
And you can already drop from say an extreme hill high elevation straight into a natural pond or lake WITHOUT having to go down place the water first.
vs
Bouncy Block drop chute
Build: 1x1 vertical drop shaft, bouncy-block ground.
Base Materials: 9 slimballs.
Effect: zero fall damage from any height, may take a while before the bouncing fully stops.
How is that in any way overpowered, already?
I'm picturing a tripwire-based bouncy block chute, where a piston extends over the player's head to prevent bouncing. -
Jan 9, 2014Tkpi posted a message on Snapshot 14w02a Ready For Testing! YAY!Posted in: NewsQuote from Swift_RIder
definately the stackable doors will save space and the new types of stone can you still craft the weapons with them
They're variants of smooth stone, not cobblestone, so no, you can't create tools with them.
However, you can make stone slabs with them. Also, crafting a 2x2 square of granite or diorite will create their respective polished versions. -
Jan 9, 2014Tkpi posted a message on Snapshot 14w02a Ready For Testing! YAY!Posted in: NewsQuote from Beed28
The new bouncy block is awesome! And on my birthday, too! I need to know what block ID it is to make a superflat world made out of them!
It's ID 165. -
Jan 9, 2014Tkpi posted a message on Snapshot 14w02a Ready For Testing! YAY!Slime blocks are crafted using 9 slimeballs in the crafting grid. They are a "bouncy" block, but they seem to have a scaling-down feature (i.e. if I fall on to one from 5 blocks up, I'll bounce about 3 blocks into the air). They remove all fall damage if the player lands on them. Though slime blocks appear to be transparent, they transmit redstone power like opaque blocks, and mobs can spawn on them.Posted in: News
Villagers now unlock two trades at once, and give experience for trading (around 1 level if you have no experience beforehand).
Villagers now have "names" which correspond to their class at the top of the trading screen. It seems that even villagers which were formerly of the same type have different names (e.g. some blacksmiths are now "Armorers", some are "Weapon Smiths", and some are "Tool Smiths". This also seems to affect the items they trade; Armorers sell armor, Weapon Smiths sell swords and axes, and Tool Smiths sell shovels and picks. All of the varients sell emeralds for coal, iron, and diamonds.
Priests will now sell emeralds for rotten flesh (I had to give 37 flesh to one, and 40 flesh to another, but it probably varies more than that.) They also will sell emeralds for ender pearls (4 ender pearls for one emerald) and will sell lapis at a rate of 1-2 lapis:1 emerald. (Finally renewable!)
Farmers will now sell emeralds for string (I had to give 19, but again, it probably varies.) A farmer sold me an unenchanted bow for 2 emeralds. A farmer bought 12 pumpkins for an emerald, and sold 2 pumpkin pie for an emerald. He also bought 9 melon blocks for an emerald.
The Gravel-to-flint trade actually became somewhat useful; for the price of one emerald, the farmer will convert 10 gravel to 10 flint.
The librarian's book-for-emerald trade has gotten slightly cheaper; it only charged me 9 books for an emerald, rather than 11-12. The written-book-for-emerald trade has gotten more expensive, requiring 2 written books for an emerald.
It seems that librarians can now sell more than one enchanted book at a time. This is probably a bug (see more at mojang.atlassian.net/browse/MC-44351).
The iron-for-emeralds trade has become slightly cheaper on blacksmiths; I got a blacksmith trading 7 iron for 1 emerald (in contrast to the 8-9 emerald trade from before.)
The trading menu will now update on-screen (i.e. the red X will appear over a trade without having to reopen the trading interface). - To post a comment, please login.
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If you haven't slabbed all the slime chunks, you could run into a bit of trouble; since slimes don't despawn until you go 128 blocks away, they will eventually take up the entire mob cap.
Also, make sure the render distance is 10 or above; there's a bug that causes mobs to get "stuck" without despawning if the render distance is lower.
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When you say you "can't get" a spawner, does this mean that there are no dungeons, or that you can't place the spawner wherever you want (which you can't do in vanilla anyway)?
If it's the second, go find a dungeon and build a farm there.
If it's the first, does this also apply to blaze spawners (or even, say, silverfish spawners)? If not, build a farm out of those.
Otherwise, in theory you could build a dark mob-spawning area, but it would probably be easier to get xp from misc. tasks, such as smelting and mining ore.
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This was fixed in 1.7.5 -- now the chickens despawn when the zombies do.
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That lever in the second photo might be causing the problem -- if it's on, it is constantly powering the dropper, preventing it from pulsing.
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Is your render distance at least 10 chunks? There's a bug in 1.7.4+ where mobs get stuck in "lazy chunks" when the render distance is 9 or less, so that could be the problem.
Otherwise, it's possible that the mob cap is taken up by magma cubes -- they don't despawn unless you go 128 blocks away (unlike most other mobs). If you're not afking high enough, they might be below the bedrock.
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Um...
Why?
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That said, it does open the possibility of having "waypoints" within the loaded chunks. For example, if there's some place I want to teleport to a lot, but I can never remember the coordinates, I could put a cow named "Hub" there, and always teleport to it using /tp @a[type=Cow,CustomName="Hub"]
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I agreed with everything here except the last paragraph. Actually, diamond tools and armor were obtainable from villagers before 1.8. Now that feature has been nerfed -- for example, you can only get diamond chestplates, instead of all armor pieces.
And iron isn't just used for tools. I've crafted 5042 hoppers and 7299 pistons in my SSP world. I got all that iron without needing to grind in a cave -- caving simply isn't something that I enjoy much.
TheMasterCaver, please acknowledge this. You've commented that you can get plenty of iron by caving -- since you enjoy caving, that's perfectly fine for you. But I don't enjoy caving, and I'm not going to spend hours upon hours in a cave when I could be building a farm (something which I do enjoy).
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I don't think there's a way to transfer the items directly, though.
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First of all, it's certainly possible my previous post was wrong, and I concede that. In principle, though, why would I refrain from saying something unless I was 100% sure? I wasn't 100% sure, and I conveyed that in my post -- this let people know to take what I said with a grain of salt. It would have been a bit dishonest for me to say I was 100% sure when I wasn't, but given that I was honest about my uncertainty I see no problem.
This wasn't pure speculation, either; I watched a video from a ZipKrowd member about the exploit, and I ran a few (though admittedly not that many) tests.
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/summon Sheep ~ ~ ~ {Riding:{id:"PigZombie",IsBaby:1,Anger:1,ActiveEffects:[{Id:14,Amplifier:0,Duration:1000000,Ambient:1}]}}
If there's a mistake there, someone please correct me.
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It happens because in 1.8, once you put a tool in the enchantment table, the game selects an enchantment, and won't change that selection until you enchant something. (This was introduced in the earliest 1.8 snapshot, 14w02a, as a trade-off for being able to see one of the enchantments before you enchant.)
So suppose you put a gold pickaxe in the enchanting table, but you don't actually enchant it. Since gold has a high enchantability, the enchantments will be "better" than they would be if you had put a diamond pickaxe in the table. Let's suppose the game selects Efficiency IV, Unbreaking III, Fortune III as the enchantment. When you roll the mouse over the buttons on the enchantment table GUI, it will clue you in and tell you "Efficiency IV".
Now suppose you remove the gold pickaxe from the table, then put it back again. The enchantment options will be exactly the same as before. This prevents you from repeatedly removing and replacing the item from the table to force an enchantment you want.
Now suppose you remove the gold pickaxe, and put in a diamond pickaxe. Again, the enchantment options won't change. Since Efficiency IV, Unbreaking III, and Fortune III are all compatible with a diamond pickaxe, the game uses the enchantment options from before, and does not call the random algorithm again.
So by using this process, you have taken the enchantment combination generated for a gold tool (a "good" combination due to gold's enchantability) and placed it on a diamond tool.
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The disadvantage of this is that the mob will occasionally attack villagers. To fix this, you can make the mob ride an invisible, angry, baby zombie pigman. That should work well.
If you want to make it a bit more subtle, you can even make the passive mob ride an invisible silverfish, but if you do that the silverfish will occasionally enter stone/stone brick/cobblestone, so make sure there's none of that nearby in your map if you choose this method.
Alternatively, if you're playing 1.8 snapshots, you could make the passive mob ride an invisible endermite -- I'm assuming they won't be as buggy in the full release. However, this will attract any nearby endermen, so don't put any of those in the area if you do this method.