• 0

    posted a message on animal farming
    Quote from Nimbull

    Spider protection. One up and over to keep them bumping their heads instead of crawling in over the wall. Looked nice that way. At the time I took the pic I was still gathering wood for the rest of the fence posts for the overhang part.


    On my first world, 1.8, I put cacti on the edge every other. Never had a problem with spiders after that, they died trying to get on the roof. ^.^
    Posted in: Survival Mode
  • 0

    posted a message on Shipwreck Survival
    My initial evaluation after playing both the first and second versions of the ship. The first ship + chest gave minimal items and made the initial start harder (3 wheat seeds, 1 melon seed, 3 seedlings, little ship to cannibalize for wood, but not enough to ignore the seedlings, just enough food to get by and some other miscellaneous items that were for later but useless early. The gameplay was very good forcing me to be more resourceful with what I had to start with which made that version really good. The second version of the ship was was too big, and easily cannibalized for it's parts. I was able to recover all the fences, iron doors, arrows, dispensers, chests, and the iron bars converting those + the fences into a 2 high fenced area for the two sheep I found on the island. What made the map much easier, though, was the number of bones (40ish) found in the ship's chests (6) in addition to the seeds(4). The number of arrows in the dispensers seemed a bit much considering there were almost 4 full stacks of arrows. The block of dirt with grass on it was a nice touch, though. I'm still waiting for the grass to get to land.

    Don't get me wrong, the ship was very well done, but the amount of resources a good scavenger will get from the ship makes the second version easier than the first version initially and in the long run as it's much easier and faster to get started.

    This is just some feedback and hopefully constructive criticism (I'm really not good at being constructive sometimes).
    Posted in: Maps
  • 0

    posted a message on Shipwreck Survival
    I found the cave system...and the pigs, sheep and chicken wanted to swim away.
    Posted in: Maps
  • 0

    posted a message on Shipwreck Survival
    There actually is nothing wrong with the ship size. Crew of one, and that's all that's left of it. Just assume the rest is littered over the sea floor.
    Posted in: Maps
  • 0

    posted a message on Animal Farm Sizes
    Quote from MrAjChavez91

    Nice system you got there :ohmy.gif: I see the water currents make the animals go straight to the gap where the pistons can be seen in the pic, and then drown them, but don't you run out of animals to breed, making you go out and look for another couple to start the breeding again? :sad.gif:


    No, there are two pens separated by the 4 piston gate (the one with the sand blocks on the bottom) that I can close before opening the waterways/trap thus only sending the ones I want to their watery doom. So, if I'd closed the piston gate at the time I took the screenshot, and then opened the waterways/trap, I'd still have half the herd of cattle in the other pen.
    Posted in: Survival Mode
  • 0

    posted a message on Animal Farm Sizes
    Quote from MrAjChavez91

    wow now i get it, but them jumping at the fences is glitched too? :ohmy.gif: they can actually jump higher than the fence's height or is it the same glitch when they press against the fence?


    No, they cannot actually jump higher than 1 high fences, but the fact that the fence is 1.5 blocks high doesn't seem to register as 1.5, so they jump at single high fences, from what I've seen at least and double high fences keeps them from jumping too much at the fence. They do still jump, but not as much. At one point a creeper blew up part of a fenced yard and the cattle in the double high enclosure got out, and they started trying to jump onto the single high fence that was on the other side constantly. It was a pain to get them back in the corral.

    This is what it currently looks like.



    Waterways in action


    There's a 4 block wide gate powered by pistons that opens a gap between the two pens allowing the cattle to move back and forth, and closes the gap so I can open the waterways and drowning trap and send some of them to their watery graves.

    Not very nice, but saves swords and is kinda efficient, I think.
    Posted in: Survival Mode
  • 3

    posted a message on need tips for finding underground bases on multiplayer survival servers
    Quote from Johesian

    hey guys im trying to figure out the fastest way to locate a hidden base on a minecraft pvp griefing server so that i can easily take and grief there places

    any tips


    Dig 1x1 holes. Straight down. I'm sure you'll find something that way.
    Posted in: Survival Mode
  • 3

    posted a message on "It's Notch's Game"
    Quote from LoneCrow

    Notch needs to hire some of these modders. I mean they are doing what SHOULD be done with the game in a FRACTION of the time it takes for him to do anything.


    Wrong, every single modder is doing half the work, at best, that the devs at Mojang have put into Minecraft. The modders are taking something they put no work or effort into and modifying it to fit what they want the game to do. Nothing more, nothing less. Without the work of Notch and the other devs there would be no mods. Period. They didn't have to work from scratch, Notch did.
    Posted in: Discussion
  • 0

    posted a message on Animal Farm Sizes
    Quote from MrAjChavez91

    Wow how can the other animals keep escaping from the fences? i mean fences are just a bit taller than a block so nothing can jump over them withouh help right?

    and yeah i think 20x20 is a good size to start with, then i can expand it in case a need more space :smile.gif:


    They glitch through the fence. The fence sits in the middle of the block, and when the animals press against the fence, and you log out or move to a different chunk and come back, the game might put the animal on the other side of the fence. The way I've dealt with this is double fences, and to deal with them constantly jumping at the fences, 2 high on the inside. They get really glitchy when they have babies and follow them, they can bunch up in the corners of the corral and the only fix for that is to log off and back on which can make them stop following the babies around. I think it has to do with the circling they do when they are close to what they are following whether it be you with wheat or the babies.
    Posted in: Survival Mode
  • 0

    posted a message on Why I Barely Play Survival
    Quote from Chinook

    "I've seen the effects of creepers as there are craters around my house where they blew themselves up and I simply didn't have the resources to fix the holes because, like TNT, they permanently destroy a lot of the blocks. They recently came in waves to blow up my holding pens, and I had to get more blocks from my storage to fix what they destroyed because the blocks that dropped were not the same number as were just blown up. One time they blew up the fence on another corral for cattle, and I got back enough just to close the hole, but not enough for the double height fence or the secondary fence."

    I call bollocks on that, as you're claiming creepers have intelligence which does not exist in their coding. And if there is a creeper hole in the area arround your house, it's probably mostly dirt, you honestly didn't have any dirt from mining?



    Where did I claim creepers had intelligence? Mobs attacking in waves does not equate to claiming they have intelligence. When one come in and blows up, followed by another coming in and blowing up it's considered separate attacks in succession which is deemed "waves" or separate instances in succession.

    You might want to go back and re-read what I posted a bit more carefully and with more thought.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Why I Barely Play Survival
    Quote from Awesomebob74

    Do the seed HARDCORE or shipwrek in 1.9 and get back to me :biggrin.gif:



    The map HARDCORE has an island within swimming distance that has two trees.

    The map shipwrek also has an island within swimming distance that has a tree.


    Your point?


    Quote from Chinook

    I personally like the biome generation: I like to build large projects generally so it used to be a real bugger to find a space to build say... a castle in a forest because all forests were tiny.

    As for the Endermen: I've hated the damn things from the begining. The block moving is simply: annoying, not challenging, not scary, just annoying. I dislike them stll more as it seems the "final realm" of minecraft is themed arround the bloody things.

    PS: To all who say "endermen aren't as bad as creepers": read my lips, there is a very big distinction between the two, creepers blow up when you are nearby, and often leave all the blocks they destroyed to be replaced. Endermen destroy and move blocks arround weather you are there or not, their effect is cumulative, and when killed the effect is not reversed.


    I've seen the effects of creepers as there are craters around my house where they blew themselves up and I simply didn't have the resources to fix the holes because, like TNT, they permanently destroy a lot of the blocks. They recently came in waves to blow up my holding pens, and I had to get more blocks from my storage to fix what they destroyed because the blocks that dropped were not the same number as were just blown up. One time they blew up the fence on another corral for cattle, and I got back enough just to close the hole, but not enough for the double height fence or the secondary fence.

    Creepers also tend to do a lot of damage to you when they blow up. The amount of damage an Enderman does to you when they remove blocks is none. Yes, they move blocks around, and fewer types in 1.9 and that can be repaired or simply don't use those types for major builds where it can be a problem if an Enderman removes some.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Autoharvesting wheat with water issue
    Quote from Widget

    This sounds like you're dumping water out above the wheat directly down on top of it, in which case, the wheat directly under the water source gets destroyed. Also this is not new to 1.9, it's old behavior, you need to dump the water a block away and then have it flow horizontally over the wheat blocks.


    Hmm, must be the first row of the lower tier as the top tier has the source blocks. I'll have to redesign the tiers. No point in planting something that won't harvest.

    Quote from BanzaiBob

    Widget is correct about water falling directly onto the wheat.
    I have a semi-auto farm and it is rare for it to be 100% effective even after a large amount of testing. The best way I found is simply to make it so large that a loss of up to 10% has no impact and as you have a 900 plot farm its not going to be a real issue.
    Do you get much lag when harvesting in one go ? My current test farm has 864 plots (16 pads of 8x7 less 32 plots for water drops) and drops to single figure frame rates when harvesting everything at once. I think I will have to go back to modular farm sections just to be practical.

    Oh look - 42 posts !


    No, with the 900+ plot wheat farm it isn't an issue simply due to the size, but it was more of a "how big can I make this" deal. The number of items generated brings my game to a near standstill trying to deal with 2000+ objects.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Axes now more powerful then swords
    Quote from Aurora-

    Either way, even a low level enchanted sword will already perform better compared to an axe of any kind. While this bigger crit thing (if it's even existing) is cool, it quickly loses it's value when you even get a low level enchant on a sword.

    Before anyone says anything else: yeah, I know you have to find diamond for an enchantment table. You can find them easily, and most time of the game is spend at the point where you have quite a few of them. The first hour or so of a world aren't all that important in the end, to be honest. ;o


    Not everyone digs a hole straight down to bedrock and starts looking for diamonds as soon as they spawn.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Is rotten flesh going to have a use other than eating?
    Quote from Dragonchampion

    You can already feed it to wolves, and they don't get poisoned either. It is the best wolf-healing food imo.


    I think it's either a 50/50 chance of poisoning if you eat it or maybe 75%. I do know it's not a 100% chance.
    Posted in: 1.0 Update Discussion
  • 0

    posted a message on Autoharvesting wheat with water issue
    When 1.8 was out I started working with auto-harvesting systems for wheat fields, and noticed after finishing the massive field on a 1.9R2 world that the total yield was about 100 less than the field should have had (800 something vs the 900 something total plots.) Some of that I attributed to the Enderman walking over some of it, and a few not completely mature plants, so maybe 10ish were from that, but not all of the missing wheat could be attributed to that. I also planted and harvested the field twice and had similar results both times. When I started my current 1.9R3 world I tossed some water on some fully mature wheat and got nothing. Tried again in a different spot, nothing again. On a couple tries, a couple wheat and seeds popped. The latest field in my current world is an auto-harvest field, and both times I've run the auto-harvest the yield has been 96 wheat when the total should have been 104, and I get the 104 when I harvest the field by hand so using water to harvest fields is making some of the wheat plants not drop wheat.

    Is this intentional or a bug?
    Posted in: 1.0 Update Discussion
  • To post a comment, please .