Quote from reaverofdarknes1»
When you kill a magma cube while you are within Basalt Deltas biome, an invisible counter ticks up. The counter ticks 1 point per small magma, 2 per medium, and 4 per large cube killed.
Alright, time for some math.
Magma cubes can spawn in three sizes. Each time a cube dies, it splits into 2-4 smaller ones. That means a large magma cube can theoretically split into 4 medium cubes and, therefore, 16 small cubes. From this point on, I'll refer to that phenomenon as a "perfect magma chain". Each magma cube would likely add to this counter—seeing as split slimes and magma cubes currently all count as their own kills under Statistics—which means, going at four points per large and decreasing in size, you could theoretically have 4 + (2+2+2+2) + 16 points from one perfect magma chain. That's 28 points in a matter of seconds.
And if you say that it's only theoretical and wouldn't be likely, firstly, these things have to be taken into account. Second, I had no fewer than three perfect slime chains spawn yesterday alone.
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It also ticks down 1 point per 400 ticks (20 seconds) regardless of where you are. If the counter reaches 50 points, you'll go into boss cube spawn mode for 12000 ticks (ten minutes)
This spawning sounds problematic. Even ignoring the issue I mentioned above, 50 points times 20 seconds per point is 1000 total seconds to naturally enter this mode. That's 16.6 minutes. So just about every day and a half, with or without player intervention while also including the ten minutes of boss mode.
all new magma cube spawns around you will instead be Harbinger Cubes--they look and act the same as regular magma cubes except they have the name Harbinger Cube. Every time you kill a magma cube named Harbinger Cube, it'll tick your boss cube spawn counter up 1/2/4 points whether or not you're in boss cube spawn mode. This counter does not tick back down over time. The smaller cubes spawned from killing a Harbinger Cube are also named Harbinger Cube. Once your boss cube spawn counter reaches 50 points, an ominous sound is played and the boss magma cube will spawn about two chunks from your location.
This makes it sound far too easy to spawn the boss, especially by accident. I'd change three things:
1. Don't rename the magma cubes to Harbinger Cubes, either add a separate mob that looks slightly different or give them an NBT tag and let them stay as magma cubes. (This is my personal preference, so it's safe to ignore.)
2. Give Harbinger Cubes a small chance to spawn outside of boss spawning mode. Greatly increase the chances during it, but cap the spawn chance over a magma cube at something like 33% so players can ignore them if they wanted to.
3. Even with the changes I've mentioned, it sounds far too easy to accidentally spawn the boss cube due to perfect magma chains. Either reduce the number of points you get from killing Harbinger Cubes (like 0/1/2 instead of 1/2/4, which will also increase the difficulty of the boss seeing as it requires stronger enemies to spawn), greatly increase the number of points you need to spawn them (I'm talking at least doubled), or make the points decay over time, which is my least favorite of the ideas. I'd go with the first option, personally.
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If your boss cube spawn mode runs out before you kill enough harbinger cubes, you can wait indefinitely to try again. Alternatively, you can use name tags to rename magma cubes into Harbinger Cube. If you don't want to spawn the boss, you can avoid killing the cubes and/or flee the area.
"Don't fight them" is a bad way of putting it if every magma cube spawned can tick the boss counter up and they're the most common mob in the area. This is even worse considering you haven't mentioned any indication towards whether or not boss spawning mode is active or not and specifically stated that Harbinger Cubes look identical to normal magma cubes. The only way to be 100% certain an ill-prepared player or one who doesn't want to fight the boss can't fight the boss is to never attack a magma cube again.
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The named cubes spawned through this event will be unable to despawn until they have been active for ten minutes;
If they don't despawn until ten minutes pass, then they'll clog the mob cap. or, if they function like name-tagged enemies, their natural spawning wouldn't be controllable without severely terraforming the area, so they could potentially lead to lagging out games.
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any cubes renamed by players do not despawn at all. So if you leave the area and despawn the chunks, you can return later to kill the Harbinger Cubes.
This is an interesting concept, but it seems rather redundant due to how easily you've made spawning the boss.
The boss magma cube is twice the size of the large magma cube and jumps twice as high, however if chasing a player at a significantly higher altitude than itself, it can charge up a jump in order to jump as high as needed to reach the player's ledge, up to eight times as high as a large magma cube can jump. It has 96 health and 16 armor, and deals 8 damage per hit. When you kill it, it will spawn four large magma cubes that carry the same name as itself and have the same jump ability as the boss. When killed, these spawn four mediums with the name and jump ability, and when killed these spawn four smalls with the name and jump ability. When the smalls are killed, they do not spawn any more magma cubes. All three smaller sizes of boss cube have a 25% chance of dropping magma cream, even the smallest ones; however the boss cube always drops a Boss Magma, which is a block that looks similar to a magma cube and which will periodically light fires near itself (randomly placed up to three blocks taxicab distance from itself).
Aside from the potential lag caused by randomly setting fires, the boss itself sounds fine. Then again, I'm basing that last statement off of how magma blocks used to randomly evaporate water next to them which caused lag issues, but it was really only a problem due to how obtainable it was.
Attributes of Boss Cubes:
BOSS: 96 health, 16 armor, 8 damage | 100% drop Boss MagmaLARGE: 24 health, 8 armor, 6 damage | 25% drop Magma Cream
MEDIUM: 6 health, 4 armor, 4 damage | 25% drop Magma Cream
SMALL: 1.5 health, 2 armor, 3 damage | 25% drop Magma Cream
Boss cubes are not the same entity type as normal magma cubes. They do not despawn, they share no NBT data with each other, and you cannot re-name a magma cube to make it into a boss cube.
Average amount of magma cream per boss fully killed: 21
Average with Looting III (0/0/0/1/1/1/1 magma cream per kill): 48
Attributes of normal magma cubes for comparison:LARGE: 16 health, 12 armor, 6 damage | 25% drop Magma Cream
MEDIUM: 4 health, 6 armor, 4 damage | 25% drop Magma Cream
SMALL: 1 health, 3 armor, 3 damage | no drops
Average amount of magma cream per large fully killed: 0.75 - 1.25 depending how many mediums spawn
Average with Looting III (0/0/0/1/2/3/4 magma cream per kill): 3.75 - 6.25 depending how many mediums spawn
Responses in bold. The boss itself sounds fine, and the unique drop sounds useful in redstone randomizers thanks to Observers. The biggest problem is how you've set up spawning the boss. Rather than repeat my analysis of its spawning, I'll explain how I'd change its spawning so you can compare yours to that.
Rather than having a time-based and kill-based Harbinger spawning system, Harbinger Cubes will have a small chance of spawning (maybe a 5% chance of cubes turning into one) outside of spawning events. Regular magma cubes can also be renamed to Harbinger Cubes using nametags at any time. Harbinger Cubes will look like regular Magma Cubes but with an orange border/trim around them, allowing unwanted ones to be recognized and avoided. They will never spawn as small cubes, only medium or large. They will split like normal cubes (and can only reach small size this way), but their points outside will be reduced to .5/1/2 as opposed to 1/2/4. Upon reaching 10 points, a Raid-like bar will spawn at the top reading "Magma Fever".
During a Magma Fever, Harbinger Cubes will have a 33% chance of spawning instead of magma cubes, and their point values will be doubled. The Magma Fever bar will automatically start with a tenth of it filled (meaning it maxes at 100). Killing Harbinger Cubes will increase the value of the bar by the number of points based on size, and killing anything aside from a magma cube or Harbinger Cube (either by luring one in from another biome or simply killing natural ghasts and striders) will reduce the bar by one point. The bar will also lower by one point down to a minimum of nine for each minute that passes. This way, it is possible for players to avoid spawning the Boss Cube whilst also allowing them to also kill magma cubes and Harbinger Cubes in self-defense.
Magma Fever will end automatically once the score drops below 10 points, and the bar will disappear when it is over. When the Magma Fever bar fills completely, the Boss Cube is spawned.
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I see no problem. It looks exactly as I would expect for a high-end machine. My own runs similarly, though not quite as well as yours. You don't seem to be having any trouble running Minecraft on optimum settings.
Actually, it appeared to be getting used a lot more when you look at the horizon, which makes sense because the game saves on GPU cycles by unrendering terrain that is outside of your view. It doesn't do it perfectly; you can often see terrain disappear when it's still inside your view.
RAM won't help you. Another person already explained that you maybe should use less RAM, but the main reason it won't help you is because you're looking at a GPU issue, not a CPU issue. If you had more VRAM, then you could keep more textures and polygons loaded into memory, but just as with RAM, it wouldn't make your GPU go faster and might even bog your system down when it over-uses the memory.
Going down into caves causes less memory usage and processing because it unrenders the terrain up above. It's actually one of the suggestions for people having difficulty running Minecraft: go into the caves to increase your framerate.
This is quite easy to explain. The main problem here is that you seem to be under the impression that Minecraft isn't a high-end game. You play a polygon-adventure game in which all of the environments have been carefully tailored to make your graphics card look cool, and with that 1080Ti you can just barely run things on max settings without a framerate drop.
Well Minecraft is an entirely different kind of game. It runs on a different rendering technology, and graphics cards aren't even optimized for this sort of game. It's rendering blocks, not polygons. Also, when you turn up the render distance slightly, the number of displayed blocks goes up by the square of the difference, unlike in your polygon-adventure games where a doubling of the detail level causes less than a doubling of the performance needs. Also, Minecraft is poorly optimized for the high-end. With low settings it'll run fine on a 10 year old laptop with default hardware and no 3D acceleration. But with high settings it can and will test the highest machine you can get your hands on. Blocks in the distance render exactly the same as when they are near, whereas most games reduce the texture and polygon resolution of distant objects.
Again, your results look fine and are probably what anyone else would experience running similar specs with similar in-game settings. You'll be fine at 16 chunk render distance, really. You won't even notice how near the edge is to you unless you're in a tall scout tower or flying.
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I like this idea, and I vote Wolftopia for Möjang developer.
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According to the wiki, none at all. The closest you can get is breaking wood or clay and smelting it in a furnace.
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It's called fire, lava, and cactus. Also you can throw stuff somewhere you don't normally travel and forget about it until it despawns.
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Currently, there is an imbalance with Mending. It works really well with armor but very poorly with tools. The way it works is simple: sometimes when you get experience, all of your equipment which is currently equipped or in use will be partially repaired. This includes all armor pieces and anything selected or in the off hand. It doesn't work very well for tools because most tool actions don't result in experience gain, and most experience-gaining actions don't repair the tools since they aren't selected. Your sword or bow can do just fine because you're usually using them while gaining experience. Armor has it even better: it's repairing no matter what you're doing as long as you get experience from it. Armor is repairing when you're doing combat with hostile mobs, but it's also repairing when you collect ore or pull stuff from the furnace.
I set mending on all of my equipment. It is all diamond and has Unbreaking II or III. In practice, I find that my armor repairs itself much faster than it gets damaged even in direct combat. It even manages to stay in good repair during combat which causes the armor to take heavy damage, such as when I'm fighting silverfish or guardians. My sword and bow also repair themselves just fine. But my pick, axe, and shovel seem to gain almost nothing at all from mending during normal use. Even when I'm caving and ores are the majority of what I'm gathering, my pick repairs barely faster than it breaks. Things I use the axe or shovel for never yield experience. I set up an experience farm which I use to repair my tools, but as I can only repair one at a time (whatever I put in the off hand), it winds up being very tedious and I get so many enchantment levels by the time even one tool is repaired that I finally just spend diamonds to repair the others on the anvil. My level will easily go into the 50s before even one tool is repaired.
One possible solution to this is to make everything with Mending on the hotbar repair from experience, so that your tools and armor alike will constantly gain from it even if you don't have the tools selected at all times. I like that solution but I'd like to go deeper. The issue then would be that mending is perhaps too powerful, as everything would generally stay repaired as long as you're gaining experience on a regular basis. When combined with Unbreaking, it would become trivially easy to maintain your tools, weapons, and armor. My solution is to reduce the rate of repair overall but have it be increased in certain situations. Weapons and armor would repair best from experience gained through combat, while tools would repair best when you gather experience from breaking blocks. Since the vast majority of experience from blocks comes from pick blocks, the three tools (pick, axe, shovel) should all gain the full bonus from all block experience. The overall difference this would make to Mending is as follows:
1.) armor would repair the same in combat, but less from breaking blocks
- armor repairs a bit less overall
2.) weapons would repair the same in combat, but now can also repair when you break blocks
- weapons repair slightly more overall
3.) tools would repair more overall, but especially when you're gaining experience through breaking blocks
- tools repair a lot more overall
I would also make it a bit harder to fit enchantments on equipment. I currently have unbreaking 3, efficiency 3 or 4, and mending on all three tools plus each has an extra attribute: fortune 3 on the pick, silk touch on the shovel, and sharpness 3 on the axe. My armor has unbreaking 3 (2 on the helmet) along with a protection attribute. In addition to this my helmet has respiration 3, and my boots have depth strider 3 and feather falling 4. They all have mending. My sword has sharpness 4, unbreaking 2, looting 2, and mending. I haven't worked any of these to their max level yet. It seems like there's room to have pretty much perfect equipment in every slot. I'd definitely make some of these enchantments cost more levels, at least that way if you have unbreaking with mending, you have to give something else up. That would further balance mending by making it cost more than finding your third librarian who sells the book virtually indefinitely for 20 emeralds each.
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You can't get rid of the "fisheye effect" because it isn't an effect. What you see IS what it really looks like. You can't squeeze more stuff into your visible range without squishing things to make room for it.
The illusion is caused by displaying a 3D world on a flat screen. It is a composite product of how the image is written onto the screen and then how our brain interprets the screen image and it is present at all view angles even if you don't notice.
You can train yourself to stop seeing it simply with practice. I play on 90º view angle and it looks fine to me now because I've been playing on it for many hours. I still occasionally notice that objects are a different apparent size depending what direction I look at them, but most of the time I don't notice. Your brain is constantly adjusting what you see into a satisfactory image. You see in strong "fisheye" effect at all times since you have a peripheral view of around 160º, but your brain gets used to it and so you don't notice it. It's particularly difficult to notice it with our own eyes because we've never seen our own vision any other way, so we have nothing to contrast it with. All you're noticing is that the game doesn't look the same on a screen as it would in real life. It just takes time to adjust.
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I did post a suggestion recently about giving access between the nether and the end. Maybe something similar could be proposed, allowing passage between the deep ocean and the end? It should probably be accessed from the end to prevent players getting to the end too fast, also I imagine it connects out to the outer lands so you need to kill the dragon first before you can get the access. But perhaps you discover portals in the end which when lit will take you to a strange shipwreck that contains ender items and blocks, hinting about a failed invasion...
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Obviously Microsoft corporation does not benefit from keeping the Java edition around, precisely because it is more difficult for them to monetize it. Over-monetization has been shown to ruin titles very quickly. So we benefit from keeping Java edition around, and Microsoft is clearly making a move to sweep Java edition under the rug in order to skirt their legal responsibility for their own benefit and at our expense. You have to believe Microsoft has our interests in mind to think that's not what they intend to do.
They've already built the game to require using the launcher just to launch the game, and the launcher can auto-install updates if you have an internet connection. Sure there's probably a way around it but you'd have to do some research and find out how. You can no longer double-click the executable because there isn't an executable in the game folder. This doesn't have anything to do with the sticker price of Minecraft, if we lose access to the Java version we may basically lose access to Minecraft as a whole. Those of us who can't afford the potentially much higher price for a version of Minecraft which is likely not nearly as fun may be cut off entirely except through pirating old versions of the game. And I can't just go out and find another game as good as Minecraft--I've tried quite a few, none even come close to measuring up so when you speak of quality I'm not sure what you mean, Minecraft at current is probably the highest quality game on the market. Quality is subjective but Minecraft does not have a single decent competitor for what it offers.
So you're looking at the here and now, and ignoring Microsoft's reputation, their history, and failing to extrapolate into the near future about what might happen to Minecraft. You're making assumptions about how okay that future will be, when you aren't bothering to get to know the company you're trying to make predictions for.
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I have a fairly elaborate idea:
Design a radial city layout with everything spanning outward from a large town circle at the center, with a great water fountain in it. Then use a glass ceiling on much of the city, especially a glass dome over the town circle, making the fountain visible from the ocean.
Another consideration when building underwater, especially when considering how it looks from outside the structure, is to match your light sources with the surrounding materials. Glowstone goes well with cobblestone while sea lanterns go well with prismarine. There are many other great combinations as well, and you might have to experiment to find the best. I like to build tunnels or hallways with periodic light blocks along the length of the tunnel, like one set of 2-3 lights per opaque arch, while the rest is transparent glass.
If you're building it in survival, prismarine and sea lanterns are an excellent material to show off with, as they are both great-looking and a bit scarce. You can then accent it with concrete or wool to create counter-colors for any parts you want to not be blue/green, or you can even accent it with those strong green or blue colors to bring out the appeal of the teal prismarine. But if you want a cheap bulk material that looks great, stone of many kinds (cobblestone, smooth stone, stone brick, andesite, granite, diorite) can all look great if you accent them with the right blocks. You don't want it all to be over-detailed--a flat surface works fine made entirely out of gray stone if it's accented with a bit more color. Even terracotta can be used to add color to stone, as that unsaturated red for instance will look plenty red enough against cobblestone.
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I voted Evolved MC because the only criterion asked was which one seems more like survival. I haven't seen the server but from the description in the OP, it sounds like neither name is a very good fit. Melville fits your name, so it has that going for it. It also sounds small. So that might be the better choice overall. I can't think of any other names to suggest.