Or at least this is what I think I've tracked the problem down to, and I have yet to find a way to fix it. Me and my roommate play the game via LAN, and I recently upgraded my account to a Mojang account because Jeb seemed very insistent that this is what people are supposed to do now. I figured why not. So I logged in with my email (I have to to play the game now) and an odd problem cropped up. My email is 18 characters long. The limit is 16 characters. Now attempting to connect to the LAN game via multiplayer tells me the character limit is too high and I can't join the game! Am I confused here, or is this a strange bug?
In any case, if I am correct, I am hoping someone here knows a quick fix, because my Googling has failed me.
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Jan 11, 2013wintermuet posted a message on Converting to Mojang account ruined my multiplayerPosted in: Mojang Account / Minecraft.net Support
Oct 15, 2012I have yet to attempt to build a track through a portal, I'm playing on hardcore so I've got an uphill battle to get near anything done, and colonizing and protecting 4 towns at once right now is taking forever.Posted in: Recent Updates and Snapshots
Oct 14, 2012My iron golem that I just built now keeps ditching my town and going into the portal. What a slacker.Posted in: Recent Updates and Snapshots
The mob portal AI needs some serious work (or rather, it needs to exist), because it has plenty of potential to be useful ("Zombie siege, everyone into the portal!").
But, I would consider that fairly low on the list of minor tweaks and balances I want for the game, somewhere behind reducing squid spawning only to the ocean biome, reducing slime spawn rate in swamps, making witches not despawn, giving villagers and golems slow natural life regen (2 damage per day?), and making it so that pressure plates don't make noise when put on wood and stone fences.
Oct 13, 2012Mobs could not go through the nether before one of the most recent snapshots, it was rather that ghasts had a very small chance of spawning near portals, or so Notch intended (although I've never seen this in action). Now, all mob entities can go through portals, even including minecarts I believe. Added in w38 or w39 I thought.Posted in: Recent Updates and Snapshots
It was added in 12w34a.
Oct 13, 2012I had thought all of my villagers died yesterday when I was down mining because somehow a fluke zombie made it in and I had yet to get a golem, and when I got back to town, all of my villagers were missing. I was pretty disappointed, because I had been working hard to protect them on hardcore (And I refuse to lock them in their houses, ruins the entire aspect of 'save the villagers' that really feels like part of the game).Posted in: Recent Updates and Snapshots
Today I went into the nether.
There were ALL of my villagers except a couple.
What is going on here. I got a couple of them to go back to the village, but then they ran back into the nether shortly after. I'm going to need to put a wall around my portal, clearly, but this still begs some interesting questions about what sort of disposition they have towards portal usage. They all seem to go in the portal, then when I go back in the portal, they go in it again. I hope I don't smell bad or something.
In any case, now there are tons of zombie pigmen wandering around my village.
Is it possible to register houses in the nether, or does the lack of sky mean that it won't work?
Oct 12, 2012Biome-specifics?Posted in: Future Updates
Squids should only spawn in oceans.
Cows should only spawn in grassland, mountains, ice plains.
Pigs should only spawn in grassland, forest, swamp, and jungle.
Sheep should only spawn in grassland, forest, mountains, ice plains, and taiga.
Chickens should only spawn in grassland, forest, swamp, jungle, mountains, and desert.
Carrots should appear in jungle, forest, and plains.
Potatoes should appear in jungle, forest, plains, and ocean (island).
Melons should appear in jungle and plains.
Nether wart should be more plentiful in the nether.
Dead shrubs should occasionally drop a stick for desert biome survival.
Sandstone should be able to be used for tools (power of wood and durability of stone).
The new additions to caves (bats) and swamps (witches and slimes) are good.
Mushrooms, tree types, villages, plants, wolves/cats, pumpkins, emeralds, etc... many things are already well distributed among biomes.
Another way to add biome-need diversity would be to reappropriate the values of some items. Other suggestions would be to allow:
Flint tools (power of stone and durability of wood).
Obsidian tools (power of stone and infinite durability).
Sticks from leaves as an uncommon drop.
Bats should drop 0-1 leather.
Ink sacs should have more use (alchemy?).
Wool into string.
Make furnaces require to be lit, with either a torch or flint and steel.
Make it so that pickaxes and axes can't be made out of wood.
Add more value to gold equipment and/or golden golems.
Make creepers be the grass-color of the biome they spawn in.
All of this would add a lot of balance and diversity to the biomes, and make adventuring a lot more exciting, and on large biomes would make the game really diverse, making each biome play like it's own unique game that is interspesed with the others.
Oct 11, 2012wintermuet posted a message on There is no use arguing about what should and should not be implemented into the game...I've been playing since early alpha.Posted in: Recent Updates and Snapshots
There is a bit of a theme, but most of the complaints about the theme are completely unfounded and erroneous.
Refer to my signature.
Dec 2, 2011Posted in: DiscussionQuote from LordSharpe
I'm sure jeb is a fine developer, but we have seen much more of notch's stuff (the entire game essentially), so you can't really judge fairly right now.
And saying "jeb did <feature I like> so he is the better developer" is stupid. Don't do that.
This is the only appropriate answer.
Dec 2, 2011People who know a lot about design do not post on these forums because of threads like this and posters like (most of) you guys.Posted in: Discussion
The few of us who know anything about design balance, limitations of code, and aren't just knee-jerk reactionist complainers have better things to do than babysit a bunch of 12 year old rage machines about a video game.
You can find these people on forums related to development, or in mod forums. That is all.
Oct 9, 2011I tend to be a fan of the idea of versatility.Posted in: 1.0 Update Discussion
I want all of these:
1. You should be able to apply a potion to a weapon or stack of projectiles (maybe just 8 arrows/snowballs or so). Weapons would receive a limited number of swings before the effect wears off (1 - 10 randomly).
2. You should be able to throw a potion and it should do 1 or 2 damage (1/2 or 1 heart, glass is hard mmkay).
3. Whenever receiving potions from other players or from drops (enemies, chests) they should always be unidentified to allow sabotage and subterfuge.
4. Because of this, you could throw a potion at another creature, which would hurt them a tiny bit or give them or a snow golem or a wolf a beneficial effect.
5. Creepers that explode while under the effect of a potion, should effect everything hit with the explosion by the same effect, good or bad.
6. Potions should be able to be fired out of dispensers.
7. Potions with negative effects should also get larger increase from positive additions.
8. Potions should also require different ingredients to make each effect per game file (randomized based on seed, and not completely random, ghast tears should always do healing for example due to balance reasons), and the color/type of each potion in relation to its effects should also be randomized (so that they can only be memorized or identified for each save file), and should remain unidentified until some method of identification is used (hold right click on a book for 5 seconds, and each book has 8 uses), or until one is drank.
9. Identified and unidentified potions should be buyable, as well as ingredients and brewing stands, cauldrons, bottles/flasks, etc
Oct 8, 2011Something alone the lines of water similar to in the finite liquids mod would be nice, if it was handled a little better. It would make cauldrons a lot more valuable as well, although then I would argue that cauldrons should hold more water, perhaps 6 bottles and 2 buckets.Posted in: 1.0 Update Discussion
Also, I would appreciate systems in game that beg you to use aqueducts and make you seriously consider building near oceans and lakes and rivers. I would also like to have to drink water to survive, and for rain to put out torches. I know, lots of silly ideas.
Oct 6, 2011I think notch will eventually make an identification system similar to nethack.Posted in: 1.0 Update Discussion
So, once you drink, for example, a 'weak purple potion', or identify it somehow, it will tell you what it does when you see it or make it, and which names apply to which bottles could just attach to the seed so that each save file had different names for different potions. This means that potions can be dangerous to try, but are worth using in a desperate attempt to survive impending death while cornered, or just while feeling lucky. It would be cool if walking near or waiting near a bookshelf had a small chance of identifying your items every 5 seconds or something. Or instead you could right click on a bookshelf, wait 10 seconds, and it had like a 10% chance of identifying an item in your inventory. Right clicking a book in your hand could have a 10% chance but using it lowered the books durability like a fishing rod or something.
Same logic with enchanted objects, their magic should be secret until identified.
That sort of thing is the basic idea of what I expect to see, or something like it.
That is why cursed enchantments are likely to exist too.
Oct 5, 2011Posted in: 1.0 Update DiscussionQuote from renadi
he mentioned trolls and goblins... that sounds fun.
Also, does anybody else think zombies should have attacks?
not just hitting you but actual attacks?
Notch has mentioned that he prefers dumb AI in the game, but he's sort of changed that a bit when he added new combat skills, so some of his original ideas are being modified in light of newer more robust ideas. Also I'm not sure we will ever see those types of monsters mentioned, because he seems to have decided to go more of a unique-style of setting with things like pigmen, ghasts, endermen, and creepers; however, at the same time we got spiders, zombies, and skellies, and slimes; which are true to form fantasy.
It appears he now wants his own spin on the generic fantasy setting, but I think that is a great idea and support his creativity.
Also, I love your signature.
Old minecrafters unite.
Oct 5, 2011Good post Mystify, I remember this as well and have long theorized, with increasing confidence, that this would eventually come around. I think you're right that it is finally going to happen. I've been waiting quite some time for alchemy and enchanting. Now where are our prefix monsters!Posted in: 1.0 Update Discussion
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Aug 26, 2011Posted in: NewsQuote from majix560
Cobwebs are already in the game, why do you need to confirm it for 1.8?
I know I saw it in the official Minecraft, unless someone hacked you to where you gave out a fake Minecraft instead of the offiial one.
they are not in the game, they are only in the code.
they dont actually appear anywhere and cant be made out of anything.
Aug 26, 2011Posted in: NewsQuote from gabbialexander2
@joecrafter27 some guy a.k.a JustSmall said that it was confirmed to come out tonight a.k.a sunday so idk if i believe it :S
watch the video on an earlier page, it has notch saying it wont be out for a while.
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