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.
- Registered Member
Member for 5 years, 11 months, and 3 days
Last active Sun, Jun, 11 2017 23:08:02
- 0 Followers
- 670 Total Posts
- 95 Thanks
Jun 5, 2015Posted in: Survival Mode
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.
May 16, 2015anomie_x posted a message on Can anyone tell me what this is? Meteors? Mobs? Comets?Posted in: Survival Mode
The one where the FAQ tells you to use MCPatcher to add a bunch of stuff, including "shooting stars at night"?
May 16, 2015Posted in: Survival Mode
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.
May 15, 2015Posted in: Survival Mode
Mine contains stuff that I think I might need when I don't want to run back to my base:
- Stack of Eyes of Ender, for crafting more Ender Chests
- Stack of Obsidian, same or for Nether portals
- Stack of Iron Blocks, for crafting stuff
- Stack of Redstone Blocks, for crafting stuff
- Stack of Diamond Blocks, because I can
- Stack of Lapis Lazuli blocks, for enchanting
- Stack of Gold Blocks, for crafting powered rails mostly
- Stack of Emerald Blocks, no idea why
- Spare Infinity Power V Unbreaking III bow, in case I need Power V or my normal bow breaks
- Unbreaking III Looting III diamond sword, for when I want to
- Silk Touch shears
- Spare diamond pick, which I'll someday replace with an Unbreaking III Efficiency III version now that I have a villager that sells them
- "Diving helmet" (iron) with Respiration III and Aqua Affinity (and Protection IV)
- Depth Strider III (diamond) boots
- Silk Touch diamond pick
- Flint and Steel
- Stack of cobblestone, to build with
- Extra water bucket
- Lava bucket
- Empty bucket
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.
May 14, 2015Posted in: Survival Mode
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.
May 13, 2015Posted in: Discussion
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.
May 11, 2015Posted in: Survival Mode
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.
May 6, 2015anomie_x posted a message on Do villages get attacked at night if you are not in the area?Posted in: Survival Mode
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).
Not always; zombies most definitely do move when more than 32 blocks away; in fact, I've seen them coming after me from up to 100 (measured)! Similarly, Endermen can see you and aggro if you look at them from 64 blocks away, Ghasts can shoot from 100, and Ender Dragons are also active from beyond this distance, possibly other mobs. Therefore, you certainly want to be at least 128 blocks away from an unprotected village to ensure it is safe.
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.
Also, blocking doors invalidates them since they require an "inside" and an "outside" (exposed to the sky) - with blocks in front there is only "inside", so sieges won't occur anyway even if they made the really dumb decision to have them occur no matter how small a village was.
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.
May 5, 2015Posted in: Survival Mode
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.
May 4, 2015Posted in: Survival Mode
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.
- To post a comment, please login or register a new account.
Jun 16, 2014Posted in: NewsQuote 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!
Jun 16, 2014I do wonder a little where the line is between "cosmetic" and "gameplay".Posted in: News
People are allowed to have to pay for a command that give them a hat, that's considered cosmetic.
What if everyone can get a hat for free, but only people who pay can make their hat some color other than the default (and the default isn't something awful, just an ordinary grey or brown)? Still cosmetic?
What if the paid-for command to change your free hat's color requires you to have the corresponding dye in your inventory, and deducts 1 when you use it? So for example "/hat lime" fails if you haven't paid or don't have a lime dye, and deducts 1 lime dye when it succeeds. Still cosmetic?
What if, instead of the "/hat lime" command in the previous paragraph, you put your hat on a crafting table with a lime dye? Only people who paid can use this crafting table recipe. Still cosmetic, or does using a crafting table to do exactly the same thing that "/hat lime" did in the previous paragraph suddenly make it gameplay?
What if the free hat is crafted in the first place, by placing some random item in the normal "helmet" pattern in a crafting table? Remember, anyone can do this, the only restricted feature is coloring it.
What if the hat also has a trivial value as armor (half an armor point) and uses your "helmet" armor slot? Coloring it makes zero difference to the armor value. Remember, getting a default-colored hat is free, the only thing that costs is changing the color.
What if the "random item" for making a hat is leather?
Or let's go in a different direction:
What if, instead of changing hat colors, the command makes stone change colors? So you could for example hold some stone and say "/paint lime" to get lime stone . There would be absolutely no difference between this colored stone and normal uncolored stone besides that it looks colored, doesn't stack with normal stone, and has a different name in the inventory. Is that cosmetic or gameplay? Does the decision depend on whether the server is Creative or Hunger Games?
If colored stone is ok, what if this command also requires you to have the corresponding dye in your inventory and deducts 1 for each 8 stone blocks colored? Still cosmetic?
If that's ok too, what if you have to use a crafting table to do it, and only people who paid can use that recipe? The only difference is that you're using a GUI to do the coloring instead of the console command in the previous step.
And if that's ok too, what if we replace "stone" in the example with "hardened clay" or "white wool"?
- To post a comment, please login or register a new account.