Quote from Bomb64
They should make the door slam more quite too. It kills my ears when someone opens a door.
Replace the several .oggs in the games folders with someone quieter then ;p Just gotta make sure it's the same name. The sounds folder is a mess and has several redundant .oggs, so I'm not 100% which door noise the game refers to. It's best to just do them all.
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I'm a patient man and know Aza will ultimately deliver something amazing with every block and item panned out in it. But these default textures I'm suffering atm are atrocious. If I have to look at one more piece of glass in default, I will find some real glass and gouge out my eyes.
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Do you mean 2 solid blocks at the ceiling for one and the floor for the next? Only need 1 solid block if that's the case. If you mean 2 air blocks before the ceiling, then it won't work too well. When Jeb implemented the bug fixes to cover the 236236 slime related things I posted on the wiki during the prereleases, he fixed it so that you need 3 blocks of space to spawn the medium and large slimes so that silly ceiling suffocation trick doesn't work anymore. But as for floors, make as many as you think you need.
I found that with the 4 well lit spawning pads I had in my videos, that it worked beautifully at producing hundreds of slimeballs a minute. Then again, I also had a totally cleaned out world where I was constraining the slimes to those pads. My revision that I didn't record had 2 floors, 1800 pistons for an on/off control and a ton of glowstone and didn't seem to really produce that many more items. But in a legitimate scenario, I could see possibly doing 8 to keep an entire server happy.
But the way you described it earlier, this is personal use only. So 2 should probably be more than enough for what you need :smile.gif:
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Yes and no. The torch itself does consume a block of space but because it's a transparent, this tends to be overlooked by the game (namely in collision mask checks during spawning). As long as you leave the very bottom most layer above the ground block as air, you're golden. The air blocks are where the spawning happens. The game uses them in combination with solid blocks below the air to deem that spot as a valid point for spawning. So the more air on that layer, the better. But having them a few blocks up on the wall like you have already should be totally fine. Could also do ceiling pot lights with the torches in a few spots if pumpkins are hard to come by as well.
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Sup :wink.gif:
Yeah, they should be fine. You still should get some light towards the center though since its a bit dark in there. A lit pumpkin or two in the ceiling or something around those lines should do fine.
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Last I heard, he hurt his hand and was having troubles doing most of these since it required a lot of drawing and photoshop tweaking to make. So my best guess is he gave up because of his hand :/
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Light is encouraged and as far as I know and have seen, particle effect from bedrock doesn't alter spawning one bit. The code only states 39 and below. They don't do a light check like the other mobs, so light is used to separate them from normal mob spawning. So nothing wrong with sunlight. However if you are depending on that, then nighttime will produce other mobs in your spawner. As for the bedrock, I have a 2x2 slime chunk square right at my base that is dug down to that admin layer. I still see slimes there even after the 1.0 patch.
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And he asked what floor is the highest one they spawn at, which is 39 currently.
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Okay, you wanna get picky... fine. Spawning happens in the air ABOVE the block, not within the block itself. 39 is the last possible spawn spot which lies at foot level which is what I was referring to as 39. So no, spawning does not end at 38 nor 40. It's 39 (or 40.6 if you are looking at f3).
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They can spawn on torches, but you need air blocks to trigger spawning. So every torch spent is one less eligible air block to trigger spawning.
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39, not 38. Camera moves Y up 1.6 to adjust to eye level.
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Lies. I said "dramatically". Literally one word. Meaning there was no shooting of my mouth off. In fact, you're the one who started up on me, not the other way around. And last time I actually tested out the cap was pre5. Spent several hours streaming and doing mob damage tests because of that whole "zombies have more hearts" ********. Which for the record, they do not. They merely have an armor value.
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Considering I do a lot of empty spawn constrained world builds, yeah I totally can't peek at f3 to see it never pass 50 in any mob system. And the few hundred people watching me live stream mob tests totally couldn't see my f3 either. And don't patronize me. I know more about mobs than anyone else in the community. I invented slime farming in the first damn place as well as several other mob farms. First person with a fully functioning multi-configurable spawner pad setup, first person doing intensive experiments in the nether for an all-in-one farm solution, first person to get hostile mob sorter working after the y to z pathfinding fix at 1.3, etc.
The fact is, they have been lowered time and time again over the past 9 months give or take. I remember a time when they had a cap of 300, so even 80 is pitiful.
I've been intentionally avoiding replying to you the past few days because I knew you were here for the argument alone. And yet when I finally cave in, what happens?
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I've been playing since alpha. 1.7 is not the end all be all. And the cap was definitely higher in 1.7. I remember distinctly going over 50 mobs more than once when working with pistons. Now I can't break that value without cheating and using mob spawners. Regardless, I miss my several hundred instead of my ridiculous handful. Even if you luck out and get all 50 spawned in a 15x15 chunk space, that really isn't much in the grand scheme of things. Finding mobs legitimately is a ****ing chore. Playing the game without any mob exploits is near impossible due to the awful xp system, the awful enchantment system and the amazingly low mob cap to tie it all together. I've literally seen 3 Ghasts in about 4 hours of legit glowstone farming. Spelunking is boring now as well. You rarely bump into mobs anymore because they are spread so paper thin. So argue all you want, I know better. I dove into the mob code more than once at 1.7 and 1.8 because I was pulling apart the spawning algorithm, but clearly I know nothing according to you.
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The mob cap has not stayed the same unless you are counting pre-releases. The mob cap over the last few months has gone from several hundred to about 50 not including saved entities like passive mobs and items on the ground. So higher density my ass.
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A lot of it is a joke now. Even Ghast's got nerfed to spawn less often.