Quote from Winter_Mage
Are you posing these questions to confuse us or are you posing these questions because you are unable to understand the EULA questionnaire because you can't comprehend the text?
Are you asking me this question because you have a genuine point, or are you just trolling?
My questions are because I'm curious where Mojang would draw the line in these paradoxical situations. While well-reasoned opinions from others would be nice, I don't really expect them.
I also don't see a "questionnaire" anywhere obvious. I see a FAQ here and an earlier post that lays out some guidelines, but both still leave a grey area in the distinction between "cosmetic" and "gameplay".
In the first series, the end result is still "a hat", but each step gets closer and closer to something that's already in vanilla. The second series is trivial if the answer to the first step is "no, that's gameplay" (which would make perfect sense for Creative but maybe not for other modes), but otherwise proceeds in the same manner by taking a "cosmetic" feature closer and closer to something already in vanilla.
You could also take the examples the other way: "particle effects" was mentioned as an example of a cosmetic feature. Is it still cosmetic if it's done via potions instead of a command, and the recipe just gives you a mundane potion if you haven't paid? Then what if Mojang on a whim throws in particle-effect potions for 1.9?
Or what if some server makes a mod item that is purely cosmetic and sells the crap out of it. Then suddenly they stop selling it, and then they give it an actual use. For a concrete example, consider fireworks: they don't affect gameplay (word of Jeb). So assume Mojang says servers can make them pay-only. Then what if 1.9 implements Jeb's idea of having them scare wolves? Suddenly all those fireworks someone bought with hard currency aren't cosmetic anymore!
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If you placed the Nether Brick within the cuboid containing a fortress, even if it's 100 blocks from any of the actual fortress pieces, Nether Fortress mobs can spawn on it. See the wiki for details.
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Lightning has no preference for hitting iron golems, and staying in one place has no effect on the chances of a strike.
The farm I built doesn't even bother with separating the mobs, but I do have cells that auto-close when a mob falls in. I just dump any non-creepers that fall into the cells and let daylight increase the population of creepers "up top". Then I AFK until I get a lightning strike, which charges a few of the celled creepers plus several of the loose ones up top that will eventually fall into the cells.
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Yes.
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The one where the FAQ tells you to use MCPatcher to add a bunch of stuff, including "shooting stars at night"?
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It's not hugely productive, but gives me plenty for my needs:
Yes, the "farm" is just one giant jungle tree I really don't use all that much wood.
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They'll wander for 5 seconds after spawning. Go to a desert or other open area at night, pillar up, and watch to get a feel for how much and how fast they tend to move.
Spiders might give you trouble in that design.
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Here, the wiki has explanations and diagrams of proper bookshelf placement.
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Mine contains stuff that I think I might need when I don't want to run back to my base:
My inventory typically has a stack of wood blocks (again for crafting stuff), a stack of cobblestone and a stack of dirt (for building), a stack of coal (emergency torches or furnace fuel), two swords (I usually use stone, but have a Sharpness IV diamond in case of emergencies), pick (usually stone unless I'm branch mining), Infinity Unbreaking III bow, half a stack of arrows, minecart, water bucket, minecart, clock (so I know if it's night when coming out of underground), a stack of steak, and a stack of torches.
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They didn't fix any of the bugs letting people get on top of the Nether ceiling, just the one that let you make a hole in the bedrock to easily get up/down afterwards. I'd guess people will just do the minecart bug to get up and a portal to get back down.
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I suspect it's not actually done for this reason. It makes sense code-wise to have the "PersistenceRequired" flag be separate, instead of overloading the meaning of the "CustomName" field.
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It's not possible to get all those trades on one villager without mods or cheats. Two will do it, though: one Cleric (purple robe) for the rotten flesh, glowstone, redstone, and lapis, and one Librarian (white robe) for the bookshelves and glass.
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You'll have to be more than 128 blocks away from the village to prevent random zombies from potentially spawning and targeting your villagers, which is likely your main concern in the scenario you describe.
To prevent zombie sieges you only need to be outside the village boundary (the village center is the average of the positions of all doors; the boundary is a sphere around this point with radius 32 or the distance to the farthest door, whichever is greater).
Specifically, the "mobs don't move" is better stated as "most mobs don't randomly wander". Other AI routines, such as targeting, pursuing, and attacking other entities, will run as normal. Also, Ghasts, Slimes, and Magma Cubes don't use the usual random-wander routine, which is why they don't stop their usual movement.
Actually, I don't see any evidence of baby villagers not counting in the code. More likely it's that the villager count is only updated once every 20 ticks and multiple villagers happened to breed within that second.
Simply putting one block in front of a door won't invalidate it, unless the houses are already placed such that the "outside" only has one extra sky block. See the wiki for detail on how exactly the check works.
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I'm not seeing that it ever did (in a release version, anyway).
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The wiki was wrong or outdated on that respect, it depends on the mob's usual follow distance rather than being a constant. I've fixed it on the Status effect page, if there are any other copies please fix them too or let me know.
Well, somewhat. Respiration doesn't prevent drowning, it just slows down the depletion of the bubble meter. Potions of Water Breathing will completely prevent drowning for as long as they last.
That's correct. Specifically, each Elder will scan for players needing the effect every 60 seconds, so if you get lucky enough that all Elders are synced in their scans and you drink the milk exactly after one scan you can get the minute.
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The item frame deal there is kind of neat, but I prefer this design that requires manually placing/removing a few torches that allows for trying all 16 different levels of bookshelving rather than only 8.
Combining low-level enchantments is a losing proposition in 1.8, since you can't get unlimited repairs anymore.