Right, I get that I can put a capacitor and wear it down to low durability, but once I've gotten it to that low durability, will I get the stonebound speed bonus? Or will it give bonuses based on charge rather than durability?
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May 24, 2015Posted in: Minecraft Mods
Will stonebound still work with flux? That is, if a tool has low durability but high rf, will stonebound give a speed boost? I heard there were plans to patch this out, but I haven't heard if it actually has been patched out yet.
May 11, 2015Posted in: Minecraft Mods
Does this mean my excavator will have stonebound II even though it just says stonebound? Also, will I still get the stonebound effect if i have low durability but high rf with the flux capacitor?
May 9, 2015Posted in: Minecraft Mods
I'm trying to make a fast excavator with stonebound. From what I've read, ardite should give me stonebound II, but from this screenshot it looks like it's only going to give me stonebound I. Is this just a visual glitch? Also, has the exploit that allows stonebound to work with the flux modifier been patched? I've seen inconsistent reports on that, and if it has been patched I'm just going to skip the ardite and use thaumium for an extra modifier. (I'm using the Etho pack, if that helps)
Dec 27, 2014My cousin and I just played this over LAN. Took us about 6 hours all told, though we were both new to the CTM genre, so inexperience may have played a role. I do have a few bugs to report, though.Posted in: Maps
- The poison from the water area was inconsistent and would sometimes activate when we were on land in the intersection, most notably every time we teleported home from area 5.
- The electricity in area 5 didn't work until after we had cleared it, making it way too easy to beat, and incredibly annoying to gather resources from after it was supposedly deactivated.
- The area 5 electricity affected both of us whenever one of us hit a wire, even if one of us was still in the intersection.
- My cousin was once randomly teleported to the control area with the teleporters and extra supply chests Luckily I had cheats turned on, so he was able to teleport back to me.
- Massive lag once we entered the final area. My computer isn't the beefiest, but it wasn't having much trouble up until that point.
Other than these problems, it was a fun introduction to the CTM genre for both of us.
Edit: spoiler tags seem to be broken, so I removed references to the ending
May 21, 2014To clarify: You can cure zombie villagers by hitting them with a splash potion of weakness and then right-clicking them with a golden apple. Once you have two, you can breed them by putting them in an area with enough valid doors. For an in-depth explanation of this, you can refer to ironmagus's comprehensive village mechanics guide found here. You might not have access to potions, though, unless there's a way to get brewing stands without killing a blaze for the blaze rod, so creative mode might be your best bet.Posted in: Survival Mode
Apr 15, 2014Posted in: Survival ModeQuote from IronMagus
100? That's far too small a sample size to make any reliable conclusions regarding something as rare as wither skull drops are to begin with. Come back when you've killed a hundred thousand of 'em, and then tell us what you find.
While the sample size is too small to come to any conclusions regarding drop rates, the fact that he got any skulls at all tells us that it is possible to get skulls from one-hit-kills.
Mar 26, 2014Posted in: Survival ModeQuote from Kursze
Even in 1.8 snapshots it's simply impossible to harvest, plat and collect fully automatic.
Actually, villagers will plant and harvest crops in 1.8. It's possible to use hopper minecarts to catch the drops before they're able to pick them up, thus making it fully automatic. I haven't seen any large-scale designs yet though.
Feb 20, 2014What if you didn't use a normal door? A jeb door perhaps? Alternately, if you want to keep your normal door, you could make it impossible for pack spawns to start nearby. When hostile mobs spawn, they choose a single air block and spawn up to 12 mobs within a 41x1x41 box centered around that block. Since doors aren't an air block, they can't be chosen to start the spawning process, but if a nearby block is chosen, a mob can spawn in the doorway. If you fill up every block within 21 blocks of the bottom half of the door with any non-air block, you can prevent mobs from spawning there. This may mean mushrooms, flowers, string, ect.Posted in: Survival Mode
Feb 18, 2014According to the wiki:Posted in: Discussion
Mobs spawn naturally within a square group of chunks centered on the player. In single-player mode, this area will be 15×15 chunks (240×240 blocks), but in multi-player mode the size can vary with the server settings.
However, hostile mobs (and some others) that move farther than 128 blocks from anyplayer will soon despawn (see Despawning), so even with a larger chunk loading radius, the mob spawning area is more-or-less limited to spheres with a radius of 128 blocks, centered at each player.
Basically, a 128 block sphere centered on the area where you'll be working is what you'll need. Mobs will still spawn in that 15x15 chunk area, but they'll instantly despawn if they're outside the 128 block sphere, so they shouldn't affect spawn rates in your grinder at all.
Feb 16, 2014Posted in: Discussion
from the wiki. If you're in any of those biomes, it won't work.Snow Golems leave a constant trail of snow cover as they move (except in Plains, Swamps, Deserts, Beaches, Jungles, Mushroom Islands, and the Nether),
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Oct 23, 2013lazyrunner posted a message on 1.7 Pre-Release: "The Update That Changed the World"Posted in: NewsQuote from D_FireBird
I was really disappointing to see that the time-lapse feature was taken out from 1.7
Wouldn't that make it so if you paused while being chased by zombies you'd see a time-lapse of your death when you un-paused? Not my idea of a good time.
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