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    posted a message on Help! Witch farm stops spawning - mob cap not reached.
    I'm pretty sure that on an SMP server, the entity count displayed by the client is not always equal to the total number of entities being processed by the server. That might account for the difference.

    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.
    Posted in: Survival Mode
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    posted a message on good xp farms for servers?
    First of all, if the ender dragon has been killed already, build an enderman farm and don't read the rest of this reply.


    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.
    Posted in: Discussion
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    posted a message on What makes a well
    Read this -- it should clear up the confusion. Villages are defined by houses, not wells. Wells happen to be spawned wherever there is a natural village, but they don't actually affect the mechanics.
    Posted in: Survival Mode
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    posted a message on We got a visit from a particularly adorable Jockey Mob...

    Those aren't adorable, they are the bane of Minecraft. Leaving chickens all over the place, laying eggs everywhere that get picked up by Zombies that then won't despawn! The end result is hordes of egg carrying zombies lagging the game.


    This was fixed in 1.7.5 -- now the chickens despawn when the zombies do.
    Posted in: Survival Mode
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    posted a message on HELP! Red Stone Dropper to chest is broken in multiplayer
    First of all, you realize there's no chest in the second picture, right? (I'm assuming there was one, and it still wasn't working, and you took it off for the photo.)

    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.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on GOLD FARM HELP (PROBLEMS WITH MAGMA CUBES)
    Quote from phoenixflamez

    So this farm has been working great for me and it produces around 2 stacks of gold blocks every 3 hours, when its working anyway. Which is why I need help again because for some inexplicable reason, it just stops spawning mobs occasionally and I am really at a loss for why its happening. It seems to be sporadic and I can kick mob spawning back into gear, simply by moving around from my afk spot. There are no other places for mobs to spawn within 128 blocks of my afk spot so when there is no spawning in the farm they are not spawning anywhere. Does anyone know why this happens?


    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.
    Posted in: Survival Mode
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    posted a message on Enchanting Book Strategy?
    Quote from ingotblood

    Don't depend too much on calculators, if you do you will be surprised.


    Um...

    Why?
    Posted in: Survival Mode
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    posted a message on Oh wow, I never noticed this
    The problem is that the game only searches in the loaded chunks for the mob/entity, and if you're in creative you can probably just fly up to look for a village instead of using the command to find a villager.

    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"]
    Posted in: Recent Updates and Snapshots
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    posted a message on Iron Farms Nerfed!
    Quote from IncubiLord

    And by the end of your response, you've answered your own question in a roundabout way. Builders need cobblestone for the base material to construct things with. Thus, an ore-to-stone-mined ratio is not the measure of efficiency. Further, builders need redstone for their machines and my experience with caving has had quite mixed results for finding that in vanilla caves/chasms.

    From the builder's perspective, any resource you need to gather represents time away from doing the part that you want to do most, so the first thing that pops up is a cobble-generator next to a small stand of trees - infinite rock and wood for infinite base building-material and picks used to gather said material. Then we have iron. You'll need some for shears, buckets, and other fun, but it's also quite useful to speed the acquisition of stone via better tools. So you farm that, too. Now you rarely have to leave your project - just to get some diamonds and the redstone that will pile up as you mine enough to find diamonds (and you just admitted caving is not the way to go if you want diamonds).

    There's a problem with referring only to ores and then asking a question whose answer has a grander scope than one element of a larger concept. I could compare this to saying "Why would anybody ever cut anybody else - I'm only concerned with damage to the skin" - you're setting the scope so that you can only get the desired answer, even from the surgeon who's banging his head against the wall as you fail to acknowledge that cutting people is a requisite part of making people better. You can't look at farming iron in a vacuum, because it's part of a progression of resource-management which players do so that they don't have to leave a different project to go gather resources.


    Iron-farms may be on their way out in 1.8, because the new trading seems like it will make diamond tools an easily-renewable resource, but it's hard to say what that new ball of wax will be for sure. However, the sad thing there is that you're already sorting and stocking villagers to do trading, so it's very little extra effort to build a single golem-cell into the middle of that and get iron as well. No need for a ton of it fast when diamond tools are up for trade from potatoes and carrots, but there's nothing to lose from having it as well.


    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).
    Posted in: Recent Updates and Snapshots
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    posted a message on How to transfer items from hopper minecart to another?
    Well, you can send one hopper minecart over a hopper, then send the other one below it. The hopper will take the items from the top minecart and put them in the bottom one.

    I don't think there's a way to transfer the items directly, though.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on DoSlimeStick
    I sort of feel like this is what bukkit is for. I suppose servers should be able to regulate the stickiness if they want to, but gamerules should be for big, important features, not for changing the properties of individual blocks. If we made a gamerule for this, we'd also probably end up with gamerules like "doSoulSandSlow", "doPodzolSpread", "doPistonQuasiConnectivity", etc.
    Posted in: Suggestions
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    posted a message on Gold enchantments on Diamond items?
    Quote from MistGoose

    Stop, right there. Don't say anything if you're not 100 % sure.


    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.
    Posted in: Discussion
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    posted a message on Summon Peaceful Mobs as Hostile?
    I think this should work (but I'm on my phone so I can't test it):

    /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.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Gold enchantments on Diamond items?
    I'm pretty sure this is true, actually. It's a bit of an exploit of how the game calculates enchantments.

    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.
    Posted in: Discussion
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    posted a message on Summon Peaceful Mobs as Hostile?
    Like the person above me said, you can make it ride an invisible zombie. If you don't want to make it too obvious, make it ride an invisible baby zombie.

    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.
    Posted in: Redstone Discussion and Mechanisms
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