That was a loooong time ago. I don't 'remember my exact beef. But I do feel RF, as it is implemented, is too "magical" and not techy enough. It's not a REAL tech mod. It's a magitek mod.
Speaking of magic mods, I'm actually getting into Ars Magicka on my let's play world- and it's pretty much awesome. Takes quite a while to level up, but I could see a focused foray down certain paths (Utility or Defense especially) could be very strong in the early game regardless.
Magic Crops is getting a bit annoying, though, since there's no proper guide to which type of essence seed requires which level of essence.
This is so awesome, no more mobs spawning in your redstone contraptions While I'm posting who owns the stronghold with the end portal? If the owner is still around would you mind if I put a nether portal in the room next to the end portal? and a few beds?
Don't know if any of you noticed my absence from the server this past week, but I've just had the worst bout of flu that I've ever had the displeasure to meet- 102 degree fever, constantly, for a solid 5 days.
However, the fever has gone down, and I am back to being human again (fever dreams can be really, really weird).
So hello again! Also, sorry if anybody was disrupted by the temporary rail line I put up through the Nether hub- I'm going to work on getting that put somewhere a little nicer.
In case you want to know what it is before making the trip, it's full diamond with Unbreaking 3, Protection 4 across all pieces. Helmet with Respiration 3 and Aqua Affinity, the Boots with Depth Strider 3 and Feather Fall 4. Plus a Sword of Unbreaking 3, Sharpness 5 and Looting 3 and some other loot.
There's five sets in the entrance. They're all made with the services of Villager Librarians and Blacksmiths (at sirlynchmob's, Storm Lord's, Cantium's and Spawn) so they're all the same when it comes to the cost of repairing suits and such. You can also take a pair of blank suits from the chest next to the furnaces for repairs or enchanting, as you please.
For some reason, people don't really seem to keen on taking these :/
Anyone else want a set? Anyone on this page can take a set for themselves. If they run out or people lose them to lava (I prefer to have a Fire Resist potion on hand) I'll make more.
I've been grabbing stuff as I come through every so often. But I don't really need much armour-wise- mostly I've been snagging up Bane of Arthropod books for use with my spider grinders.
I'm glad someone is getting use out of those books. They were mostly made with the excess exp given by villagers as I was getting emeralds from them that I use to make the suits.
Want a maxed Bane of Anthropods, Unbreaking and Looting Diamond Sword? There's enough books left to do that.
You'd think there would be plenty of people who'd want a super suit. Though I guess I'd personally refuse such an offer if it was given to me so I guess other people have their own reasons as well.
Oh well, maybe when the server is updated and the Ender Dragon comes back some people might want the sets, which comes with an Unbreaking 3, Power 5 Bow, to make the fight a bit easier.
Doctadeth wrote: Hey guys, just wondering if Osh is still on? I've got a proposition to make to him,
It has been 9 months since you last asked that, 22 months since Oshunai posted on Dakka, 25 months since he last posted on this thread.
Also, didn't you message him about this 9 months ago?
I'd almost recommend building that path you want, you can just remove it later, especially if you screen cap the affected area before you muck with it. It's mostly flat land, water and a simple farm between, you just need to avoid going past the wall foundation.
Of course, I wouldn't actually recommend that. Maybe you should ask Darkinnit if it turns out no one has seen him.
Spoiler:
...Though IF you do end up building something, I could give him one of my lovely emerald beacon pyramids to appease him later, as he'll probably need a beacon for his College of Winterhold courtyard fountain. Which I want to give to him regardless, even if he might not be into Skyrim right now.
So finally finished terraforming (flattening) the back of my base, starting renovations on the front of my castle, with 2 turrets on my rooms and some other random bits and pieces.
Going to start on my secondary stronghold after christmas, which will be an unbreachable castle only reachable from underground, with lava stream lighting for the tunnel underneath. Planning to have both my wizard tower and stronghold linked together.
Sweet dude. I've been woefully neglectful of my Dakka village, so I'm surprised Dakka Krampus didn't chain me to a comp and force me to improve the place.
has anyone else been getting really bad block lag the last few days? I have destroyed some blocks 7 times before they finally went away and I can't even go hunting mobs.
I went to visit the mesa, still as haphazardly lit as ever leaving me always concerned a creeper is going to fall from above and blast me off an extreme fall. When I got to the ice I was worried for a second that I was going to have to walk through a maze of ice, what with the weird ice wall graphics, but I'm glad it was straight forward. Nice view from the top, you might want to take that picture again but in third person view so the shot is less obscured by the ice block, maybe tilt the camera as well so your avatar doesn't cover much by looking down at an angle. I'm not sure if that'd work out well.
Good idea on the 3rd person thing. Hadn't thought of that.
The Mesa's far from finished- I still need to complete the outer walls, for one thing (they're getting their own covering of ice spires, just much smaller, and maybe with an ice web going over the courtyards)
The courtyards are going to be fully terraformed and landscaped- I'm thinking kinda White Witch for them, with a smooth snow or ice plain with little ice spires sticking up from it, though I might reverse it and make it an ice sheet with boulders embedded.
And then of course there's the underground part of it. The main basement area is all excavated, but I'm still working on the storage section- there's gonna be a huge Village above that (for trading and so I can practice making places that look like people live there, as opposed to massive monuments), and below the Basement will be another chamber where I'm going to have some farms and a mushroom garden in the middle.
The Tunnel is still being excavated, and that'll be an interesting build- then I need to make the connection to the Mesa nice and pretty and make the station work right- I'll be putting chambers with things like tree farms and stuff around somewhere- I have a skeleton spawner I'm going to convert into a grinder eventually... might make a foundry that'll have a massive Charcoal-o-matic in it...
The outside of the Mesa needs more work too- gotta tear down a couple mountains, and I think I'll make a road connecting to Orthanc eventually- we're so close by, might as well be neighborly, right?
And I kinda want to over-snow the whole landscape outside- blocks and slabs to give it a softer, undulating appearance and reduce the mob spawns all around.
Gonna have to figure out some gates, too.
And after all that, I still have the Nether side of things to work on.
Lotet, there shouldn't be too much issue with creepers- I know the staircases are a little dark (have to fight off mobs every so often on them- they're getting replaced and fixed) but ice is a no-spawn zone, so the whole top of the Mesa should be safe. In the Dome is another issue, of course.
Anvildude wrote: The outside of the Mesa needs more work too- gotta tear down a couple mountains, and I think I'll make a road connecting to Orthanc eventually- we're so close by, might as well be neighborly, right?
Sounds good to me - one of my future projects is to create a section of highway passing by my place. The land out front is so pockmarked with caverns that it's pretty hazardous to travel.
It's been a long wait, but 1.9 is almost here! As the scheduled release date is next week, I'm going to do some extensive testing to make sure everything's fine and also to decide what to do about the changes for the End. It may be that no action is needed and it could be a good community event to re-summon the dragon.
For those who have reddit blocked, open the spoiler:
Spoiler:
Items and Blocks
This section will cover all items added to the game as well as some stuff that's gotten changed.
Attack Speed: Attack Speed? With 1.9 being the Combat Update, attacking got a major overhaul. You have a speed at which you can attack, meaning spam clicking does less damage than timed hits. Haste increases Attack Speed while Mining Fatigue slows Attack Speed; to know specifics, all tools will have in their tooltip their Attack Speeds. The reason I'm including it in Items is because it affects Items and I'm not creating a separate section just to deal with the Fighting mechanics of 1.9. Sue me.
Chorus Plant: A new plant added to the game, which lives in the Outer End Islands. Breaking it is like breaking cacti, and only can be grown on Endstone. It drops the Chorus Fruit, talked about next. What are the End Islands? I'll get to that with the World Gen section coming up Chorus Fruit: Ever want to TP around like an Enderman? Eating this plant, regardless if you're hungry or not, will TP you around just like an Enderman. The fruit heals you for 2 shanks of hunger if you are needing some food though. They have a cooldown for use though, and have another ability: cooking it in a furnace for Popped Chorus Fruit.
Popped Chorus Fruit: The result of staying in the furnace for too long, this item can't be eaten. So what good is it if you can't eat it? Well, filling a 2x2 crafting grid with this item creates a Pupur Block, which we'll talk about next!
Purpur Block and it's Variants: Purpur blocks are literally purple blocks found in the End. If you put them in the classic stair crafting pattern, you can make Purpur Stairs; put 3 in a line in the crafting grid yields a Purpur Slab; two Purpur Slabs on top of one another in the crafting grid makes Purpur Pillars. And if you think typing Purpur a lot is confusing, it is.
End Rod: A new lighting item that looks like a pull-up bar, this item is crafted similar to a torch...if you replaced the coal with a blaze rod and the stick with a Popped Chorus Fruit that is. These can be placed on any surface, and aren't affected by gravity, so sticking out of the walls and on the ceiling is perfectly fine!
End Stone Brick: We finally get a use for all that Endstone we've been hoarding! Craft these bricks by filling a 2x2 crafting grid with Endstone; they can also be found in End City dungeons. What is that? Keep reading to find out! Grass Paths: If you ever wanted to make a halfway decent looking path from grass, now is the time! Right click grass with a shovel to turn it into a Grass Path. Note: Even when using Silk Touch, this block will drop dirt, so no mass harvesting it Beets: when 1.9 drops, so too will Dr. DB's Beets. The beets start out as Beetroot Seeds, found in dungeon chests or very rarely Villages. Once they're all grown up, they become Beetroot, which can be crafted into Beetroot Soup, via 6 Beetroots and a bowl. Beets by themselves can heal for half a shank of hunger, while Beetroot Soup heals for 3 shanks of hunger.
Dragon's Breath: Good ol' Jean finally got a better way to hurt us in the Dragon Fight. Luckily for us, we can grab some of it up for later use. Using an empty bottle, right clicking on where the Dragon's Breath is landing will give us bottles of Dragon Breath. Useful for throwing at people? No. Useful for potions? Absolutely. Below will be all the potions added in the update.
Potions: We've got quite a few new potions out with 1.9, so I'll start with the simplest one. Water Splash Potion is just gunpowder brewed to a water bottle, and can extinguish fires when thrown. Lingering Potions are created when Dragon's Breath is brewed with a splash potion. They are used for area of effect zones that last for a little bit when thrown, but also for crafting new arrows. More on that in a bit. Potion of Luck exists, but I can't find a crafting recipe for it, or where it exists in the world...regardless, it boosts your Luck by one after you swig it.
Arrows: Big news in the arrow department. We get 15 new arrows for 1.9! The main new one is the Spectral Arrow. It's crafted like a compass...if the redstone was an arrow and the iron ingots were glowstone dust that is. It yields 2 arrows, and shows outlines to mobs and players, even if they go invisible. Awesome! The next 14 types of arrows fall under the Tipped Arrow category. They are crafted using the Lingering Potions listed above, and surrounding them with arrows. That'll give you 8 Tipped Arrows based off the Lingering potion type, and for both of these new types Infinity will use up the arrows, so plan accordingly.
Shields: The massive new addition to the Combat Update. Shields are crafted by making a Y shape in the crafting table, and filling the top middle slot with an iron ingot. They reduce some, but not all damage, and can be "disabled" for 5 seconds if hit with an axe. If you have a banner, you can add this to your shield by simply putting it next to your shield in the crafting grid.
Boats: Boats got fixed! There's also some variants to it, depending on the planks you use to craft it. Boats are made the same way as before, but the wood types will determine the color of your boat; it also can hold 2 entities and has paddles!
Enchanted Golden Apples AKA Notch Apples: These OP suckers can only be found in chests now, as their golden block crafting recipe is getting removed. You can still craft the normal Golden Apples, using an apple surrounded by Gold Ingots.
Shears and Swords: Shears can't be used with Silk Touch anymore, and slowly lose durability when it breaks any block. You also get cobwebs when you break them with Shears now. Blocking also got removed from Swords, because Shields were made now. The "Sweep Attack" replaced it, knocking mobs/players back if it hits, and yes, that is affected by knockback
End Crystal: That floating crystal of explosiveness can be crafted now! Place an Eye of Ender in the middle of the crafting grid, place a Ghast Tear below that in the bottom center, and fill the rest with glass blocks for a brand new End Crystal. Warning: can only be placed on Obsidian or Bedrock, and used for respawning the Ender Dragon.
Elytra: The thing that's making 1.9 totally worth it. These "wings" go on your chestplate slot, and are activated when pressing SPACE in mid-air. The gliding works for up to 7 minutes, and can be repaired with leather. Where would you find such an amazing item? In an End Ship. More on that soon
Mobs
This covers all the major Mob changes in 1.9, as well as adding a brand new mob!
Shulker: As close to turtles as we've got in MC so far, these guys hang out in End Cities. They throw out projectiles that give you, if hit, a heart of damage included with the Levitation effect. They look like blocks, so be careful when exploring the cities!
Left Handed Mobs: With the new hand mechanics, explained shortly, mobs can now spawn with items in their dominant hands, or in their offhand. Lefties unite!
Ender Dragon: 1.9 could have also been called the End Update, as the End got a massive re-work. Starting with the Ender Dragon and the fight. Not only does the dragon breathe "fire" now, cages are around the End Crystals, making the fight much harder. On top of that, killing the dragon generates an End Gateway, which will be mentioned soon. The Egg still spawns on top of the Exit Portal, BUT destorying it still means it's gone forever. However, using End Crystals, you can bring the Ender Dragon back to generate up to 20 End Gateways. To do so, you place an End Crystal on each of the main sides of the Exit Portal, and watch the magic happen Rabbits: Throwing this stuff in here cause it's cool and I didn't know about these changes. Rabbit health dropped to a heart and a half, and they're smaller than before. They also have a a 25% less chance at dropping the Rabbit's Foot when killed, and the biome they spawn in affects the skin type they have.
Overall Gameplay
This section is going over the main changes that are taking place to the players in 1.9
Dual Wielding: Yep, we got it. You can now use your previously non-existent left hand in the game! Pressing F selects whatever item you're holding in your dominant hand to switch to your left side. It looks like a shield in your Inventory when you pull it up. Main hand can still be only used for physical attacks, so no dual wielding OP diamond swords Status Effects: We've got 4 new Effects that can happen to players with 1.9. Glowing happens when a player or mob has been hit by a Spectral Arrow. Levitation happens when hit by a Shulker projectile, and yes, Levitation can kill you. Luck and Bad Luck both exist by raising or lowering your Luck level by 1. How you get them, not a clue.
Enchantments: "Treasure" enchantments exist now, which can only be obtained from chests, trading with villagers, or fishing. The two new ones are Frost Walker and Mending. Frost Walker is for boots only, and lets you walk over water, freezing it below your feet. Don't worry about oceans getting covered with ice though - the ice decays once the sun comes up. This also can't be combined with Depth Strider. Mending uses your XP to repair items. Each XP number will "heal"/repair your gear for offhand, armor slots, and main hand. Useful for the Elytra, and picks while mining.
World Generation Changes
Here's where we talk about all the new additions into the World of Minecraft, including some minor changes to existing things!
The End: Holy mother of Notch, this has been a long time coming. The End got the biggest overhaul for this update out of all the places in the world. Once you kill the Ender Dragon, an End Gateway appears. Throwing an Ender Pearl through it will teleport you out to the Outer End Islands. The Outer End Islands can have many options; some can have Chorus Tree forests, some can have End Cities, some can be barren expanses. End Cities hold Shulkers and rare loot chests, along with End Ships. End Ships house not only rare loot, it also contains Dragon Heads on the front, and Elytras in the cabin. These items can only be found in End Ships, so be careful and search well!
Igloos: These small frozen homes can be found in Ice Plains or Cold Taigas, sometimes housing Zombie Villagers under them. If it does, it provides you with the materials to cure the Zombie Villager right there, so be on the lookout for them!
Strongholds: The number of these got upped from 3 to 128, making them much more "easier" to find. And by find, I mean just as hard. No strongholds will spawn past 24,200 blocks from the center of the world, so you've got plenty of space to go and raid them for bookshelves and rare materials. Also, there's a 0.0000000001% chance that all 12 frame blocks generate with eyes already present, which means active End Portal. May the odds be in your favor
Extra Notes
I'm throwing this section together from just some random facts about the update, along with some extra added things!
Command blocks now have "Repeat" and "Chain" variants for faster and simpler command block structures!
Skeleton Horses can sometimes spawn now!
385 bug fixes happened for 1.9
1.9 has had 56 snapshots for it, the most for any release, as well as the longest period of time between releases, at 534 days, with a 330 day gap between when 1.8 was released and the first 1.9 snapshot occurring.
Turtles still don't exist in Minecraft
Hay bales reduce damage just like Assassins Creed; only difference is it can still kill you - no armor kills you from anything above 100 blocks, and feather falling can keep you alive up to 169 blocks
Loads of commands and performance updates! No more Twitch integration and Super Secret Settings is also gone! Your worlds now show you what the last version it was you played it on! Thumbnails for your worlds exist now!
The outer islands will be infinite, though, so you'll probably be fine just finding a smaller one later on and just dismantling that one.
I didn't actually change the sizes of any of the pillars I mined, so they should still function alright, I think- though they might get re-set. If that's the case, would anyone be averse to me then (post dragon) going in and mining them out to make them both climbable and interesting?
Lotet wrote: Does anyone mind if I make a cobblestone platform beneath the end and start mining out all the endstone? It's gonna get reset, right?
I could wait for the update to do it to one of the many extra islands but doing it now means I won't feel any need to clear away the platform.
The end won't be "reset" unless dark does it.
It will remain exactly as it is, until a new dragon is summoned. When summoned it just rebuilds the obsidian pillars and crystals and turns off the exit portal.
If anything the main island should get expanded a bit, the dragon will pick you up and throw you.
The outer islands will be infinite, though, so you'll probably be fine just finding a smaller one later on and just dismantling that one.
I didn't actually change the sizes of any of the pillars I mined, so they should still function alright, I think- though they might get re-set. If that's the case, would anyone be averse to me then (post dragon) going in and mining them out to make them both climbable and interesting?
We should bring the End to heel, much like we have the Nether. A giant platform of obsidian to let us walk without fear to wherever we need. Or else just a ton of obsidian bridges everywhere.
Anvildude wrote: We should bring the End to heel, much like we have the Nether. A giant platform of obsidian to let us walk without fear to wherever we need. Or else just a ton of obsidian bridges everywhere.
I was thinking something similar earlier, find the dragons spawning point, make an obsidian cage around it, fill it with tnt, then try to perfect the timing so it all goes off once the dragon can be hit
Hey Anvildude, want to borrow 4 Beacons with Pyramids to help mine the tunnel or Mesa? With Haste 2 Beacons combined with those Efficiency 5 pickaxes they'll cut through stone like wheat. They can cover a diameter of 101 blocks each so they'll cover a big area together, more so with the one you already have.
Though they only have a 50 block range downward (50 from the beacon, not the pyramid, I believe), so if you use them for the tunnel you'd either have to dig a pit into the surface so they'll reach low enough or build them at the bottom and drill a direct line to the surface for the beam to exit and repair/seal the hole later.
Because that tunnel you're digging is far too huge, so is the Mesa. I'd like to see this get done but I don't want to dig it. I think you lot are mad to want to make it. Maybe with the beacons and enchantments you'll be done in 2 years instead of 3
Almost finished the castle walls, then I'm going to work on my wizard tower, then finally ultimately, my secrit secondary fortress, and the hidden accessways to both....working on the redstone for that as well, but because of server lag....
Ian Sturrock wrote: Hmm, Enchanted Golden Apples (mostly) going away? Shall we all start stocking up... SirRalphy, do you still have a ZPM gold farm available?
Try just doing a re-start of your Minecraft client (though if you did that already, I don't know).
For whatever reason, I occasionally get a Java error if I've been playing too long.
Also, there is nothing more annoying than installing a new mod (chisel2 in this case) and having it completely corrupt your entire World/install for a version of Minecraft.
I'm thinking I'm just going to hop straight to 1.8, just so I can use Chisel'n'bits and the new Thaumcraft.
ah, I can't do that right now, my internet has become painfully slow so I can't really play minecraft without risking being beaten by mobs for a few minutes before I can react.
I'm in two minds on whether to upgrade the server today. We've been burned in the past by bad day 1 releases, but they do have a whole load of snapshot testing these days and I do keep regular backups.
I'll be willing to upgrade today if no-one whines if it blows up and I have to restore a backup
darkinnit wrote: I'm in two minds on whether to upgrade the server today. We've been burned in the past by bad day 1 releases, but they do have a whole load of snapshot testing these days and I do keep regular backups.
I'll be willing to upgrade today if no-one whines if it blows up and I have to restore a backup
Woo! Found an Elytra flying wings thingy on a boat on my third island. I've put it into a chest and have no intention of ever using it. A much more tense adventure while only using very unmagical iron equipment.
Also I made an End bridge out of stone bricks, the most boring of blocks and unlike the other bridge, is public, except to SirRalphy of course
The couple extra stone bridges between the islands will lead you to an End Fortress that I haven't explored, feel free to loot it. You can loot the nearby boat for what's left, including a Dragon Head, but please don't demolish the boat.
I was just looking at the map and realised I need to update the Overviewer so it shows the new block types. I'll do that tonight and might adjust the map's End lighting settings so it's a little less dark.
The new update makes fighting creepers and killing them fast enough that they don't blow up a bit harder. Make sure you use an enchanted diamond sword, a sharpness 3 iron sword isn't fast enough, due to strikes being too weak or you needing to wait between strikes. Diamond sword is still fast enough I think.
A Sharpness IV diamond axe does enough damage in the first swing that you can spam a quick hit and off them after. Pretty much any mob, really. So it's a sort of quick way of taking them out.
Hey guys I have gotten back on the server and plan on trying to find a good place to grind for equipment enchantments. I know there is a mending enchantment and I have a few things to fix. Sooooo anyone have any idea of where to go?
Well, SirRalphy/sirlynchmob said he had a librarian that could sell them for 16 emeralds, says it was simple to get. I haven't visited to see it yet though, since I've no need for it when losing high level items to the void of The End is too great.
I think I'll let the spawn villager farm start creating villagers and try to get a librarian at spawn with the effect, though likely not as cheap.
Lotet wrote: Well, SirRalphy/sirlynchmob said he had a librarian that could sell them for 16 emeralds, says it was simple to get. I haven't visited to see it yet though, since I've no need for it when losing high level items to the void of The End is too great.
I think I'll let the spawn villager farm start creating villagers and try to get a librarian at spawn with the effect, though likely not as cheap.
So I can't use your bridges, yet you have no problems coming to my house and using my trading hall. Interesting.
I got a better one at 10 emeralds now and they're more common than frost walker 3 is.
put it on the elytra's, I've been flying around my tower today and it's just great fun.
Yeah fishing looks to be a great source of Mending, especially Mending Bows and Mending Rods.
Unfortunately with my high ping it's next to impossible to use an AFK auto-fishing farm, otherwise I'd be fishing those bad boys from the depths like no ones business!
So here's something I just found out- Apparently Purpurite is an actual mineral. Manganese Phosphate, and it is, in fact, purple in color.
Go figure.
Also, apparently iron bars and glass panes, when put down singly, are little thin rods, much like End Rods- which can be stacked into single long 'strands' of light.
There's just all sorts of interesting stuff you can do with things now- I watched a video from a guy named Grian about 1.9 Update Building Tricks and Tips.
I'm also having slight issues with Java- updated, hope that helps my Minecraft run again.
my creeper door finally claimed a victim, and of course it was my wife
In honor of this epic event, the gold farm is free to the public (except shoe of course) til I can fix the damage she did to my door. The funniest part is, she had all the stuff to fix the farm for 1.9 when the door got her but it should be updated today.
Popped onto the server for the first time in a while. 1) Damn does the game run bad now, weird. 2)"Huh, all my stuff's still here...".
Till there's another wipe I'll probably stay off, though the next major Biome update's presumably a way's off. Was the last wipe not shorted though? Looking at the patches the latest server's been up since 2013 right?
The only reasons there were wipes was because of terrain generation changes- but Mojang figured things out, and now new terrain updates will properly mesh with old worlds- there won't be any more wipes due to terrain generation (remember the old Border Cliffs?)- the last terrain update, which gave us the Ocean temples and the new stone types happened while we had this world, and we just went and re-generated some of the further-out chunks to get them.
The difference is that now, those new updated areas in non-generated chunks mesh properly with the existing terrain, instead of having big sheer square cliffs of 'version border'.
For 1 diamond you can get a diamond pick with either
a: efficiency 5, unbreaking 3, silk touch, and mending
b: efficiency 5, unbreaking 3, fortune 3, and mending
or a book with the new enchantments, mending and frostwalker 2.
the mending picks last forever, the fortune one repairs itself and can gain durability while you use it, or if either get low, just head to your favorite xp farm. I of course recommend the gold farm, it got updated to 1.9 today so it's running properly again.
Welp, just starting the major underwater section of my tunnel. The normal water sections took a bit of effort, but it looks like the ocean area will require slow and steady reclaiming from the water.
I'm in the market as well for lots of sand or glass. Preferably 2 double chests worth. I will pay with either emeralds (5 blocks of emeralds) or a single diamond.
Doctadeth wrote: Welp, just starting the major underwater section of my tunnel. The normal water sections took a bit of effort, but it looks like the ocean area will require slow and steady reclaiming from the water.
I'm in the market as well for lots of sand or glass. Preferably 2 double chests worth. I will pay with either emeralds (5 blocks of emeralds) or a single diamond.
I could hook you up with gravel and a silk touch shovel.
Is anyone else having problems with nether portals? sometimes when I go through I end up in a random location, usually buried, and no where near where the portal should take me
sirlynchmob wrote: Is anyone else having problems with nether portals? sometimes when I go through I end up in a random location, usually buried, and no where near where the portal should take me
Yeah, that happened to me twice about a week ago, though it's accompanied with getting kicked from the server, after which I log back it to suffocate in sand.
For 1 diamond you can get:
a: pick, efficiency 5, unbreaking 3, silk touch, and mending
b: pick, efficiency 5, unbreaking 3, fortune 3, and mending
c. axe, efficiency 5, sharpness 5, unbreaking 3, fortune 3, and mending. that's 12 damage at 1 second.
d. shovel efficiency 5, unbreaking 3, silk touch, and mending
I'm still selling the mending and frost walker 2 boots in the chest with the instructions in it. just leave a diamond in that chest and take the book you'd like.
Iv -v to sandstone is able to qaurey out a inventory of stone and sandstone in a single Minecraft day. That's filling about a double chest in two Minecraft days, 4-5 Minecraft days you could was fill two doubles.
(I play on another server and have been using a wide range of enchants mass produced via a spawner built under my castles outer courtyard . )
Sand. Sand phone. 3 is fast. Iv high instant. V is insane.
I went sand digging and could gather large say 1000+ sand in a Minecraft day if I left at just dawn rising from my gates and leaving as sun set.
15 ish stacks maybe in a quick time with 3-4. Maybe more if you care not for the state you leave the desert or organised qaurry operations.
Sorry about that. But sand stone is highly fast with iv -v pick. Like a full invent of sand stone in a day if your well prepared and got all the sand cleared before hand.
Dirt in dirt form very fast at higher level and you can eat through it pretty quick.
Grass slower to clear the top green blocks.
Soul sand is untested as I'm not a nether expert.
Lotet wrote: Is there any difference between an Efficiency 5 and 4 Shovel? Don't they both instantly dig everything you can dig?
Not that I expect ralphy in particular to resist going all out on enchants.
they do, but there's no point in just going for 4, when 5 is just as easy to do. It's simply a matter of choice on what trader I talk to. You can't call a eff 4 shovel a god shovel, when you know there's a higher level
eff 3 will instant mine dirt, as long as there's no grass on the block.
and at 1 diamond it's a steal, you can spend the diamond to make a shovel and hope for a ok enchantment on it, or you can get a god one. The choice is yours.
Automatically Appended Next Post: Dark, would you mind if I build a elantra launch pad on top of the dakka sign? it will basically be a nerd pole at Y250 with a platform at the top and a ender chest.
Or if you think the server could handle it, I could do cow launchers, but 4 would have to be built, 1 in each direction. and each launcher would need 100+ cows but again I'd want to build it at Y240, it would shoot you up 100+ more and you'd have a great time flying.
Anvildude wrote: I know that Eff III will basically melt dirt, but gravel takes a lot longer comparatively. Not sure how the higher levels fare on gravel.
Never tested gravel oddly. Sand, dirt and grass yes. Where I live on that server has a massive desert next door and I needed 4.8k + sand stone. I know the speeds on sand!
Anvildude wrote: You could build a full nicely themed elytra launch tower. Something like a Skybax roost would probably work.
Whats a skybax roost? I'm still looking for other launchers, but the popular ones are made with cows or boats. I made a platform on my tower, and can get to the roofed forest by spawn. about a 1300m flight I figured, with a simple platform, it would be just a fun way to pass the time til a better launcher and design could be found. It's spawn though, so I figured I'd ask dark for permission. Or maybe our home owners association president (gangstamuffin) could grant approval
Those elytra things are becoming the death of me, but then again so are portals. For some reason I can jump east and fly, but when I try to jump west, the wings don't open and I fall to my death.
If you need 100 cows to make it work then you should probably avoid spawn since it'll lag the server a bit with the area supposedly always being loaded, especially if people decide to breed lots of other animals and/or villagers at any time in the future.
Unless one of the updates from 1.9 solves that problem.
In any case, spawn is probably laggy enough as it is... (at least, the area with the cows certainly is. Then again, I have terrible Australian internet so it could just be me)
Skybax are Quetzalcoatl Northropii that're ridden around as fast couriers and scouts- they glide more than they fly (though they can do both, gliding is much easier) and so tend to roost in towers, either natural or manmade.
that looks doable, put two on top of the sign, one on each end. A circular tower with a ladder up the middle, jump where the crystal is. And that should also leave enough room to update later.
sirlynchmob wrote:Dark, would you mind if I build a elantra launch pad on top of the dakka sign? it will basically be a nerd pole at Y250 with a platform at the top and a ender chest.
Or if you think the server could handle it, I could do cow launchers, but 4 would have to be built, 1 in each direction. and each launcher would need 100+ cows but again I'd want to build it at Y240, it would shoot you up 100+ more and you'd have a great time flying.
While I'm not completely against requests to modify the Dakka sign, I'd prefer something that suits the aesthetic, not just a tacked on nerd pole. I have no idea what a cow launcher is, but I share Lotet's concern about too many mobs in perma-loaded chunks.
Anvildude wrote:You could build a full nicely themed elytra launch tower. Something like a Skybax roost would probably work.
This sounds like a better idea, make an elytra launch tower as its own separate structure from the sign. Perhaps even make a nice looking, repeatable design that can be placed in various areas of interest across the world.
sirlynchmob wrote:Dark, would you mind if I build a elantra launch pad on top of the dakka sign? it will basically be a nerd pole at Y250 with a platform at the top and a ender chest.
Or if you think the server could handle it, I could do cow launchers, but 4 would have to be built, 1 in each direction. and each launcher would need 100+ cows but again I'd want to build it at Y240, it would shoot you up 100+ more and you'd have a great time flying.
While I'm not completely against requests to modify the Dakka sign, I'd prefer something that suits the aesthetic, not just a tacked on nerd pole. I have no idea what a cow launcher is, but I share Lotet's concern about too many mobs in perma-loaded chunks.
Anvildude wrote:You could build a full nicely themed elytra launch tower. Something like a Skybax roost would probably work.
This sounds like a better idea, make an elytra launch tower as its own separate structure from the sign. Perhaps even make a nice looking, repeatable design that can be placed in various areas of interest across the world.
something like this, but starting at the build height. It should be able to get you a 3kish flight.
Automatically Appended Next Post: and thinking on the lag issue, if the server can handle all the mobs & farms already in spawn, I doubt another 100 cows would break the server. We could even do a trade off, get rid of the current cow, rabbit and pig farms, and at least one or both of the chicken farms, and we could be flying high
Things get laggy a lot faster for those who have slower internet connections. I can find myself almost completely unable to act near ocean monuments and infinite chicken breeders while most other people don't notice a thing, then there are those who substitute lag with losing their connection. A few hardly used animal farms plus the dozens of villagers are more useful than a launching platform that can only be used by the 5 or so people who have Elytras.
You can just make it elsewhere, 500 blocks away from Spawn elsewhere. Plus it'd be faster to climb if you used nether portals where 500 blocks becomes 60, which you can't reliably do if the platform portal is right next to the Spawn portal or any other portal, horizontally speaking.
I think that Spawn should be spread out a little, anyways. Maybe if we had started building it as a Megacity, we could just continue to build up instead of out, but as it is, we need more sprawl to it.
Lotet wrote: Things get laggy a lot faster for those who have slower internet connections. I can find myself almost completely unable to act near ocean monuments and infinite chicken breeders while most other people don't notice a thing, then there are those who substitute lag with losing their connection. A few hardly used animal farms plus the dozens of villagers are more useful than a launching platform that can only be used by the 5 or so people who have Elytras.
You can just make it elsewhere, 500 blocks away from Spawn elsewhere. Plus it'd be faster to climb if you used nether portals where 500 blocks becomes 60, which you can't reliably do if the platform portal is right next to the Spawn portal or any other portal, horizontally speaking.
what a shock, you're against the idea. I think you mean a few never used animal farms, for something all the active players have.
If you're that worried about lag and keeping animal farms that no one uses, then move the animals outside of the spawn chunks. there's only 16x16 chunks loaded, so if you lag so badly, move all the animals 150mish away from darks park. Between spawn & the arena would probably be a good spot for them. That would reduce lag across the entire server, and there is no point in keeping rabbits, sheep, cows & pigs loaded 24/7
...I don't have Elytra. I'm too far out to glide that way anyways. I know I'm not always consistent about playing, but you'd call me an 'active player', wouldn't you?
Anvildude wrote: ...I don't have Elytra. I'm too far out to glide that way anyways. I know I'm not always consistent about playing, but you'd call me an 'active player', wouldn't you?
I also use the Spawn farms, rather a lot.
Yes, I'd say you were an active player. With your spire going up to the build height, that would be an awesome place to jump from and admire your mesa from a birds eye view.
Which farms do you use, specifically? If I moved the animal farms, they'd still be near spawn, just in the unloaded chunks. If spawn is full of animals that the thought of some more is so horrific, than surely it would be prudent to try and reduce the amount of lag at spawn. With some proper planning we could move the animal farms towards the arena, but close enough to spawn so that anyone in the trading hall will load the farm chunks. that way the animals will grow and replace wool, but without them being constantly loaded and using up the servers precious memory.
oh, and I'd be willing to fetch you a elytra, for a nominal fee of course
sirlynchmob wrote: there is no point in keeping rabbits, sheep, cows & pigs loaded 24/7
Sure there is, so they can grow, a small reason that doesn't always apply but a reason nonetheless. There's no point keeping a 100 cow powered launching platform loaded 24/7.
Why do you want it at Spawn so badly? What's wrong with it being a few hundred blocks away?
sirlynchmob wrote: there is no point in keeping rabbits, sheep, cows & pigs loaded 24/7
Sure there is, so they can grow, a small reason that doesn't always apply but a reason nonetheless. There's no point keeping a 100 cow powered launching platform loaded 24/7.
Why do you want it at Spawn so badly? What's wrong with it being a few hundred blocks away?
if you're going to bitch about everything, you should at least read what I posted, read it twice even. It's clear your not understanding anything I've written.
Why did you build your castle at spawn? what point does that serve? Did you even get permission from the HOA president before you built it? Does it do anything for the community?
Spawn is the best place for this, so the entire community can enjoy it.
Doctadeth wrote: Well, the people with them anyway. The whole community doesn't have them and more than likely won't.
I am....considering purchasing one, however, I have limited supplies of diamonds....but will be exploring my recently uncovered vast sinkhole.
If you want an Elytra I have one you can have, it's in the stone shop at Spawn, just walk in and look up at the chests stuffed into the roof. It's enchanted. Also, there's 6 mending books you can have, I planned for them to be used on the super suit I gave you a while back (if you still have it) but you can use them on whatever you want/actually use.
sirlynchmob wrote: if you're going to bitch about everything, you should at least read what I posted, read it twice even. It's clear your not understanding anything I've written.
I think I'll stop trying since I feel anything I say just makes you want to build at Spawn more strongly, though I believe when everyone else gives up on trying to tell you otherwise you'll see their silence as permission and just go ahead and do what you want.
sirlynchmob wrote: if you're going to bitch about everything, you should at least read what I posted, read it twice even. It's clear your not understanding anything I've written.
I think I'll stop trying since I feel anything I say just makes you want to build at Spawn more strongly, though I believe when everyone else gives up on trying to tell you otherwise you'll see their silence as permission and just go ahead and do what you want.
LOL
The only one against the idea is you, the only reason you're against the idea, is that I suggested it. You cry about the lag, and you cry about the solution to fix it. Why is it, that you think I'm the only one who needs permission to build at spawn? Who gave you permission to build that castle?
The server can handle more mobs at spawn, we know this because just a few days ago there was a hundred extra villagers in the trading hall. So if you really care about the lag the mobs at spawn cause, then lets move the farms out side of spawn, and yet still close enough to be loaded when people are at spawn. Then I'll disable the villager breeding so they'll never pile up at the trading hall again. Your refusal to even consider doing this is just more proof that it's just a red herring, lag has nothing to do with it, and it's really to do with the problem you have with me.
Yes it will be built, it's just a matter of what version of the launcher to use and where to place it.
Okay, maybe I should have said this earlier, but I don't want a 150 meter tall minecart elevator protruding out the middle of Spawn and into the sky. I don't want the farms to be moved into the desert, I want them around the area people enter the server from. I see farms as more pleasing to the eye than tower that very few people can use, no matter how glittered up you make it. I think things that are immediately useful to new people should be closest to the spawning area, not outside of their viewing distance. I think your tower can be ANYWHERE ELSE but Spawn and it'd be just as good and might even look better as a spire seen in the distance than looking up from the base.
I didn't say this earlier because we both know you don't give a gak about my preferences and know you're going to berate me for saying them at all. But I had to make it clear why I don't want that platform at Spawn beyond lag.
Lotet wrote: Okay, maybe I should have said this earlier, but I don't want a 150 meter tall minecart elevator protruding out the middle of Spawn and into the sky. I don't want the farms to be moved into the desert, I want them around the area people enter the server from. I see farms as more pleasing to the eye than tower that very few people can use, no matter how glittered up you make it. I think things that are immediately useful to new people should be closest to the spawning area, not outside of their viewing distance. I think your tower can be ANYWHERE ELSE but Spawn and it'd be just as good and might even look better as a spire seen in the distance than looking up from the base.
I didn't say this earlier because we both know you don't give a gak about my preferences and know you're going to berate me for saying them at all. But I had to make it clear why I don't want that platform at Spawn beyond lag.
who said anything about a minecart elevator? who said it would be 150m's high?
you got that right, I don't care about your opinions. because your opinions are garbage, like I should be handicapped before exploring the end. Only I need permission to build at spawn, Or how my builds are abominations, yet you still use them. How did that tirade against merliones go when he redid the roads at spawn? Have you ever said anything nice about anyones projects?
Building the towers above the dakka sign would be useful to everyone. Who here hasn't jumped off the dakka sign and into the bouncy castle? or at least tried to get to the bouncy castle It would provide a great birds eye view of spawn and the surrounding area. so it was my first thought on where to put the towers, then people could either jump into the bouncy castle, enjoy the view, or go gliding. Plus with the towers lining up with the dakka sign, they would blend into spawn, and not obscure the view to other peoples builds.
sirlynchmob wrote: who said anything about a minecart elevator? who said it would be 150m's high?
You said it would be at Y250. The minecart elevator was just a guess, though a ladder or other elevator isn't much better. Again, wouldn't it be better to have it elsewhere with a nether portal up to the top? That would be faster than climbing a ladder and it would remove the need for the pole plus it can be free floating, like a sky boat or something. Or is it not at Y250 any more?
sirlynchmob wrote: you got that right, I don't care about your opinions. because your opinions are garbage, like I should be handicapped before exploring the end.
You said Elytra were extremely rare, that you'd be scooping them all up and that it's too bad not everyone could have one. It read like someone who regrets having to get all the new toys while making a "poor baby" face. And considering your current behavior, it might not have been all in my imagination.
Maybe you should have worded it better and I should have waited for a later update since it wasn't a big deal in the end.
sirlynchmob wrote: How did that tirade against merliones go when he redid the roads at spawn? Have you ever said anything nice about anyones projects?
Of course I have, like with his tree farm at spawn and the fancy trees around spawn. I stand by what I said about that stretch of road, it was purposefully designed to look dilapidated which clashed with the very recently built market area. It belongs in an overgrown garden, a spooky mansion or some such.
sirlynchmob wrote: so we can leave the farms and build the towers.
towers towers
You're still set on having 400 cows at spawn?
Why do you even bother asking anyway? A glitch in your programming?
In any case, you might as well give it a try if darkinnit says you can, then if/when it starts lagging the server it's getting moved. Who knows, maybe it won't lag the server
I'm not on this server I admit but that could be achieved in a far more effective way. Two chomand blocks rigged to teleport you from ground to the height and a reverse back to ground.
No need for massive towers after building, there is no tower, just a small marked building with a block and a airship or floating platform so high it cannot be seen easily in the very first place..
Its simple. Lag is minimal at best, extremely low at worst. 4 towers you say, 8 blocks. No 400 cows needed. Far less resources required too as no massive 150 block tall structure below.
Simples. If you want to ignore this fine, just a fellow crafter who has seen cbs used to great effect on another server to link homes, builds, community and such across tebs of thousands of blocks in seconds.
The glitch is more that you ask first but do it anyway regardless of how people reacted.
A sky boat wouldn't obscure spawn unless it was built above my castle. You can see a sky pole over etomb's place and can easily compare the height: https://www.darkinnit.com/newdakkamap/#/-14/64/-163/-1/0/0 If you built a boat at Y250 over the center of the Dakka sign it'd end up below the 0,0 portal on the overviewer. Now the shadow it would cast and the portal disruption it'd cause by being so close to the Spawn portal is another story.
There's only about 150 animals at spawn. Down to about 100 if the pigs, cows and rabbits were thinned as there's still the 65 sheep. Plus I like them there.
You could try making 3 platforms first before you move the farms to see if it causes lag at around the 400-450 area when combined with the animals on the ground. It's not like you have to make them all simultaneously, right? and you won't need to bring the farms back later when if it fails.
jhe90 wrote: You need to get to y240-250 correct. ?
I'm not on this server I admit but that could be achieved in a far more effective way. Two chomand blocks rigged to teleport you from ground to the height and a reverse back to ground.
No need for massive towers after building, there is no tower, just a small marked building with a block and a airship or floating platform so high it cannot be seen easily in the very first place..
Its simple. Lag is minimal at best, extremely low at worst. 4 towers you say, 8 blocks. No 400 cows needed. Far less resources required too as no massive 150 block tall structure below.
Simples. If you want to ignore this fine, just a fellow crafter who has seen cbs used to great effect on another server to link homes, builds, community and such across tebs of thousands of blocks in seconds.
were playing vanilla so we can't use command blocks.
it's not a glitch lotet, I ask the people I need to ask, I ignore you and your reactions. Ignoring you is by design, it's not a glitch.
Any skyship I built would be centered over 0,0 and could go out over 200 blocks in all directions.
Lotet wrote: nah, I'm pretty sure that even if darkinnit said:
"No, we've had a situation in the past where even 400 animals in the Spawn area would cause high amounts of lag for people who visit Spawn"
wouldn't convince you to stop trying.
Nope, he never said that. Resorting to lying now are you? not surprising.
You can't complain about the number of animals in spawn, if you won't consider moving them. I already showed it's not a lag issue, that's just your windmill you're trying to joust with.
What dark said is still at the top of this page:
This sounds like a better idea, make an elytra launch tower as its own separate structure from the sign. Perhaps even make a nice looking, repeatable design that can be placed in various areas of interest across the world.
so as designed, ignore lotet, and listen to dark and the rest of the community, and once I have a solid idea for him, I'll again post it here so he can see it, and others can add their 2 cents which I will consider, like anvils design idea.
Clam down sirlynchmob, Lotet said even if, not the darkinnit had already said that.
Also quick correction Lotet, that's Mondo's base, not mine . Mine's the still-unfinished mess in the small savanah south-west of spawn.
I will say though, if you do end up building cow launchers on the towers... it really shouldn't be loaded in the spawn chunks. I've seen the number of cows those things use, and it's way more than the number of animals that were there when I was last at spawn.
Also as someone who already lags out on occasion at spawn (apparently because of the iron farm more than anything else), adding even more laggy mobs would effectively bar me from ever going to spawn again.
Admittedly I am only on the server rarely, though, so that's probably less of an issue. Still, I can't be the only one that already has horrendous lag at spawn.
Lotet wrote: nah, I'm pretty sure that even if darkinnit said:
"No, we've had a situation in the past where even 400 animals in the Spawn area would cause high amounts of lag for people who visit Spawn"
wouldn't convince you to stop trying.
Nope, he never said that. Resorting to lying now are you? not surprising.
As entertaining as watching this ridiculous, unproductive back-and-forth bitching is, I have to point out that Lotet wasn't quoting dark, it was a hypothetical comment. I wouldn't bother pointing it out if you hadn't previously bemoaned Lotet not properly reading your own posts.
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These jabs and sniping comments flying around don't get anybody anywhere. Cut out the juvenile attacks before the Mods have to do it for you, and earn everyone involved a vacation from the server in the process.
Matt.Kingsley wrote: Clam down sirlynchmob, Lotet said even if, not the darkinnit had already said that.
Also quick correction Lotet, that's Mondo's base, not mine . Mine's the still-unfinished mess in the small savanah south-west of spawn.
I will say though, if you do end up building cow launchers on the towers... it really shouldn't be loaded in the spawn chunks. I've seen the number of cows those things use, and it's way more than the number of animals that were there when I was last at spawn.
Also as someone who already lags out on occasion at spawn (apparently because of the iron farm more than anything else), adding even more laggy mobs would effectively bar me from ever going to spawn again.
Admittedly I am only on the server rarely, though, so that's probably less of an issue. Still, I can't be the only one that already has horrendous lag at spawn.
I don't think that iron farms cause any significant lag, it's only 32 mobs. you can't blame just 1 farm for the lag in spawn, they all contribute. Depending on the last time you logged in, the wife and I found a zombie spawner under it and a horde of zombies, which would add to the lag. Dark did a good job decorating the spawner, if you can find it
Lotet wrote: nah, I'm pretty sure that even if darkinnit said:
"No, we've had a situation in the past where even 400 animals in the Spawn area would cause high amounts of lag for people who visit Spawn"
wouldn't convince you to stop trying.
Nope, he never said that. Resorting to lying now are you? not surprising.
As entertaining as watching this ridiculous, unproductive back-and-forth bitching is, I have to point out that Lotet wasn't quoting dark, it was a hypothetical comment. I wouldn't bother pointing it out if you hadn't previously bemoaned Lotet not properly reading your own posts.
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These jabs and sniping comments flying around don't get anybody anywhere. Cut out the juvenile attacks before the Mods have to do it for you, and earn everyone involved a vacation from the server in the process.
just to be clear, we know darks position is, so lotet came in with an imagined argument from authority, then assumes what my response would be. I'd call that a lie as it has no basis in facts nor reality, and is trying to paint me in a negative light. I could make some counter "hypothetical" comments to highlight what he did was wrong, but that probably would get me a vacation
Automatically Appended Next Post:
Matt.Kingsley wrote: I'm only saying the iron farm was the cause because someone who was on at the time suggested it was probably that.
As for when I was on last and at spawn... it would have been a day or 2 before 1.9's release I think... or maybe a day or 2 after.
So it could have been the spawner under it i suppose. The main point though was the spawn can be quite laggy (and I'd even say laggy enough) as it is.
I can understand that, and we can make an effort to reduce the lag right now. all it takes is moving the animal farms, and another lighting expedition couldn't hurt. I always hear zombies under the trading hall.
Iron Farms don't add lag due to the number of mobs- they add lag because of the 'chance tics' checking to see if an iron golem should/has/is spawned- sorta like why you shouldn't use multiblock components for decoration, because every tick each one is checking if it should be part of a multiblock.
Mob AI is like that (asking where the mob is, what it should be doing, what's around it), and Villager mechanics are like that as well, above and beyond the basic movement AI. There's checks for breeding, doors, to see if they're in a 'village', if there's enough for a golem, how well they like each player, etc. eetc.- a lot of backend stuff.
Anvildude wrote: Iron Farms don't add lag due to the number of mobs- they add lag because of the 'chance tics' checking to see if an iron golem should/has/is spawned- sorta like why you shouldn't use multiblock components for decoration, because every tick each one is checking if it should be part of a multiblock.
Mob AI is like that (asking where the mob is, what it should be doing, what's around it), and Villager mechanics are like that as well, above and beyond the basic movement AI. There's checks for breeding, doors, to see if they're in a 'village', if there's enough for a golem, how well they like each player, etc. eetc.- a lot of backend stuff.
yes it's a source of lag, everything at spawn is a source of lag. It's all speculation on what is the major cause of the lag though. Let's also keep in mind there are 2 'villages' at spawn. the trading hall is a village, hence the zombie invasions, and it's 50 villagers or more when new villagers get sent. And all those same ticks.
There's also this constant ticking sound by the iron farm from a item elevator that when added with the iron farm could possibly be the leading source of lag. But as there's really no way to test it, it could as easily just be the bunnies hopping all over the place.
Automatically Appended Next Post: and while we're on about lag, this seems a good time to bring this up again.
I don't run the mod myself, but he does show the standard options and what to set them to.
The ticking is my Raw Chicken farm. There's only like, 10 chickens in the source trenches (those are the coops up top- easy to kill off or repopulate as needed) and then any that're spawned from the eggs get drowned as soon as they grow up. It's not as fast as a lava-based killing system, and of course any baby chicks add to the load, but it's about as un-lag-inducing as I could manage. The ticking is because I couldn't figure out a way to hook the hopper clock to a comparator to only run when there's eggs to be launched so it's continuously trying to launch from the dispensers, even when they're empty.
(And you have both contributed loads to the server -- thank you.)
Anyway. I have a feeling, thinking back to the dim and distant past, that the rule used to be "no building near spawn" precisely to prevent this kind of dispute.
It's really no surprise that with many serious MC players on one server, all of 'em strong personalities, disputes will arise. I think we all do pretty well in terms of keeping them fair and civil. Still -- let's try to do better still, eh? Or at least avoid degenerating further?
My long-term suggestion re: Spawn, in the spirit of the original server rules, would be not to build stuff there if anyone has a strong objection -- even if we might not agree with their objection, find it logical, etc. No reason need be given. So the downside with that is that Sir Ralphy will think that any time Lotet objects, it's personal rather than more reasoned; I don't really know, myself, not being The Shadow, or another mindreader. But it'd be ridiculously easy for Sir Ralphy to be given a pretty big stretch of desert very close to Spawn (looking at the overviewer there are several candidates) for the really off-the-wall and/or lag-making projects. Personally I am in favour of calling it The Danger Zone, both as I am an Archer fan, and as it could easily contain weirder, less n00b-friendly resources than would be suited to Spawn.
I know I haven't been on in awhile post getting back from deployment, but I like the way the spawn is. Even if most of the farms I've built at my place since I'm so far away.
That being said, if the launch platforms fit the aesthetic I don't really care. The only place I've lagged out on the server is Ralphy's sorting room.
I guess I'm confused about the purpose for all the cows, how does that launch someone? The only launchers I've seen involve TNT.
Ian, great Shadow reference. One of my favorites, although I prefer Yours Truly, Johnny Dollar
With 1.9, they added back in Mob hit-boxes- that is, creatures all have a physical form that can be pushed around now- it was always around in a minor way after they got rid of it the first time (you could push cows and stuff a little bit by walking near or through them) but now it's a solid 'can't walk through creatures' thing.
However, it's still possible to overlap mobs in a single small area by dropping them on top of each other (no hitboxes on the heads or feet), so you can cram a huge number of mobs in a single space.
Because the hitboxes have a slight repulsion effect, this means that if you have a ton of mobs in a single location (cows in this case, since they clip out of corners easier), you get something like a bouncy forcefield. You can use this to launch entities such as players with extreme velocity.
Kiwi461 wrote: I know I haven't been on in awhile post getting back from deployment, but I like the way the spawn is. Even if most of the farms I've built at my place since I'm so far away.
That being said, if the launch platforms fit the aesthetic I don't really care. The only place I've lagged out on the server is Ralphy's sorting room.
I guess I'm confused about the purpose for all the cows, how does that launch someone? The only launchers I've seen involve TNT.
Ian, great Shadow reference. One of my favorites, although I prefer Yours Truly, Johnny Dollar
1.9 brought back hit boxes, so mobs can push you around. 1 mob nudges you, 100 mobs throw you a great distance. with cows, boats, and probably horses, the mobs can stand in a 1x1 box with the hit box outside the square. Then when you get pushed into their hit boxes you get thrown with a lot of momentum to get you some distance and height for the elytras.
I've played around with tnt launchers, the best one I found only gets you another 40ish blocks into the air. Unless you're in full diamond gear and have some blast protection the explosion will kill you, so it's kind of minor draw back but 40 is still better than walking off a platform.
This was never a rule. It's possibly a chinese whispers situation.
During world migrations, I had a rule that structures would not be copied to within 500 blocks of spawn, to prevent too many people wanting their stuff conveniently placed at spawn in the new world. However, there was never any rule about not building at spawn once the new world was live.
There were also "suggestions" that if you want space to build something huge, avoid spawn because you would be competing with others for space and/or may not like your neighbours' structures, but there was never a strict rule against it.
With 1.9.1 diamond armor got a new bonus, +x armor toughness, which is cumulative with other diamond pieces you wear. The upside to this, if you put fire protection 4 on all your armor, you can swim across a lava ocean, or just hang out on the bottom of a lava lake, and your natural regeneration will keep you alive and well. You'll stay on fire for a long time after a swim through a lava ocean and your armor will take a beating, but you'll live and get to keep your stuff should you find yourself taking a lava bath, even with a long swim to shore.
I decided to test that. On my own map on Normal difficulty and with immediate eating once the hunger bar dropped, both Fire Protect IV and normal Protect IV let me stay in the lava till the armour broke in about 200 seconds (Unbreaking III would quadruple that).
But when I tried normal Protect IV on the server I could only stay in the lava for 48 seconds before my health was at half. A second attempt only let me burn for 21 seconds till half health. I guess the lag or net code is weird. You probably won't have as much of a problem, though.
Lotet wrote: I decided to test that. On my own map on Normal difficulty and with immediate eating once the hunger bar dropped, both Fire Protect IV and normal Protect IV let me stay in the lava till the armour broke in about 200 seconds (Unbreaking III would quadruple that).
But when I tried normal Protect IV on the server I could only stay in the lava for 48 seconds before my health was at half. A second attempt only let me burn for 21 seconds till half health. I guess the lag or net code is weird. You probably won't have as much of a problem, though.
There is no difference in the code between servers and single player games, You're doing it wrong. In normal difficulty with all diamond armor fully repaired, fire protection 4 on all 4 pieces, I sat at the bottom of a lava lake for 11 and 1/2 minutes before my helm broke, and never went below 1 heart lost. also I only needed to eat 12 pieces of chicken.
and yes anvil I had experience with it. if you go into the portal at my guardian farm and it glitches on you, it sends you out to the 4kish area over a lava lake. I was surprised when I made it to shore and lived. so I decided to do some testing with it to see how long I could last in lava. I was only concerned with making it across a lake as a starting point, because that's longer than I want to be in lava for
On the old server there was a ton of stuff at spawn. The polite rule is to not build right next to someone, so...
Most didn't build next to spawn. A Thunderhawk turned up one day. A unmarked pit to bedrock another. My take was don't build there if unless you wanted to make a showpiece or something for utility.
However, Dark did say it may be Chinese whispers or re:politeness, but, and I can't personally be arsed checking, its been said here that you couldn't build within x distance of spawn here at least once.
Personally my system chugs on the new patch at the current spawn, so having been there it kind of turned me off going back to this server till the frames are sorted out. :/
Lotet wrote: I decided to test that. On my own map on Normal difficulty and with immediate eating once the hunger bar dropped, both Fire Protect IV and normal Protect IV let me stay in the lava till the armour broke in about 200 seconds (Unbreaking III would quadruple that).
But when I tried normal Protect IV on the server I could only stay in the lava for 48 seconds before my health was at half. A second attempt only let me burn for 21 seconds till half health. I guess the lag or net code is weird. You probably won't have as much of a problem, though.
There is no difference in the code between servers and single player games, You're doing it wrong. In normal difficulty with all diamond armor fully repaired, fire protection 4 on all 4 pieces, I sat at the bottom of a lava lake for 11 and 1/2 minutes before my helm broke, and never went below 1 heart lost. also I only needed to eat 12 pieces of chicken.
I'm not doing it wrong, what I see and what the server is detecting is different. It takes me 3 seconds to eat food instead of 2. My health drops about 2 whole hearts before my hunger bar starts dropping. I just tried it again but held right-click down so I could eat as soon as the server would let me and still I could only remain in the lava for 45 seconds before falling to half health.
How could you even think I was doing it wrong on the server when I did it right with the same results as you prior?
I prefer to just carry a potion of fire resistance in my hotbar at all times. 8 minutes of complete fire & lava immunity.
Lotet wrote: I decided to test that. On my own map on Normal difficulty and with immediate eating once the hunger bar dropped, both Fire Protect IV and normal Protect IV let me stay in the lava till the armour broke in about 200 seconds (Unbreaking III would quadruple that).
But when I tried normal Protect IV on the server I could only stay in the lava for 48 seconds before my health was at half. A second attempt only let me burn for 21 seconds till half health. I guess the lag or net code is weird. You probably won't have as much of a problem, though.
There is no difference in the code between servers and single player games, You're doing it wrong. In normal difficulty with all diamond armor fully repaired, fire protection 4 on all 4 pieces, I sat at the bottom of a lava lake for 11 and 1/2 minutes before my helm broke, and never went below 1 heart lost. also I only needed to eat 12 pieces of chicken.
I'm not doing it wrong, what I see and what the server is detecting is different. It takes me 3 seconds to eat food instead of 2. My health drops about 2 whole hearts before my hunger bar starts dropping. I just tried it again but held right-click down so I could eat as soon as the server would let me and still I could only remain in the lava for 45 seconds before falling to half health.
How could you even think I was doing it wrong on the server when I did it right with the same results as you prior?
I prefer to just carry a potion of fire resistance in my hotbar at all times. 8 minutes of complete fire & lava immunity.
you're not repeating my test, and you're getting no where near my results. I only used fire protection 4, you used protection 4.
what exactly are you measuring to get 45 seconds? Are you even using diamond armor? What are you eating for food? beets? watermelon?
If you follow my setup, you'll get my results.
If anyone else could weigh in here. how long does it take for you to have a piece of diamond armor break, while sitting in lava.
gear, all diamond gear, fully repaired, only fire protection 4
eat chicken
normal difficulty
sirlynchmob wrote: you're not repeating my test, and you're getting no where near my results. I only used fire protection 4, you used protection 4.
what exactly are you measuring to get 45 seconds? Are you even using diamond armor? What are you eating for food? beets? watermelon?
If you follow my setup, you'll get my results.
If anyone else could weigh in here. how long does it take for you to have a piece of diamond armor break, while sitting in lava.
gear, all diamond gear, fully repaired, only fire protection 4
eat chicken
normal difficulty
I only tried Protect IV because it worked on my map but not on the server, plus it's what I had lying around. I don't know why you're getting worked up about the food.
But fine, I tried Fire Protect IV, it worked. Normal Protect still fails because there is a difference between servers and single player, at least with lag.
Anyone with a fear of lava want a beat up diamond suit of Fire Protect IV? It's sitting inside the dormitory next to the Spawn portal, overworld side. I've got no need of it since I keep my previously mentioned potion of fire resistance handy at all times.
Ok i have been out of touch with MC and the server for a while so bear with me while i ask some noob questions.
What gives you the buffs at spawn?
I traded with the villagers at spawn to get a diamond pick with eff 3 and unbreaking 3 and i want to add a fortune 3 to it. how do i know how many levels i need to be able to add the 3rd property onto the pick?
Is there an exp near spawn so i can farm the needed levels to enchant this pick?
Deathklaat wrote: Ok i have been out of touch with MC and the server for a while so bear with me while i ask some noob questions.
What gives you the buffs at spawn?
I traded with the villagers at spawn to get a diamond pick with eff 3 and unbreaking 3 and i want to add a fortune 3 to it. how do i know how many levels i need to be able to add the 3rd property onto the pick?
Is there an exp near spawn so i can farm the needed levels to enchant this pick?
The buffs come from Beacon Pyramids buried beneath spawn. They're the source of the pillars of light piercing the heavens.
To add Fortune 3 to the a pre-enchanted pickaxe you'll either need a Book with Fortune 3 or another diamond pick with Fortune 3. Right click an anvil and put both items into the first two slots (books go into the second slot unless combining 2 books) and it'll tell you how many levels you need. About level 5 or 6 for what you're doing.
I have the book with fortune 3 and the diamond pick and I put both into the anvil at the trading center in the correct order (pick first then book) and there was a red X between the book and the final item and no levels listed.
I even tried a stone pick I had on my person just to see what levels were needed and I still see the red X.
That's weird. The only time that should happen is if the result is incompatible, such as if you try to apply Looting to a pickaxe.
Well, if you want that pickaxe, I made one with the villagers at spawn. It's sitting in the chest next to the anvil if you want it. Though it won't help with any future attempts at enchanting.
Deathklaat wrote: Ok i have been out of touch with MC and the server for a while so bear with me while i ask some noob questions.
What gives you the buffs at spawn?
I traded with the villagers at spawn to get a diamond pick with eff 3 and unbreaking 3 and i want to add a fortune 3 to it. how do i know how many levels i need to be able to add the 3rd property onto the pick?
Is there an exp near spawn so i can farm the needed levels to enchant this pick?
there's no xp farm at spawn, there are 2 near by in the nether though. A free blaze farm to the east, but it can be tricky to find. and a gold farm at sir ralphs place, off from the track launcher. the gold farm costs a diamond to get in. If you catch me online I'll let you in for free and give you the tour of the gold farm.
There's also a shop selling god tools under the giant pick axe at spawn, 1 diamond will get you a eff 5, unb 3, mending and other enchantments on a axe, pick, or shovel.
1.9, Regeneration of health is now based on saturation instead of hunger being above 17 (Hunger.svg × 8.5).
basically the higher saturation food you eat, the longer you keep regenerating. if you eat a low saturation food you won't get as much regen before getting hungry again, thus needing to eat more often.
Doctadeth wrote: I'm looking for an XP farm as well, just to repair my goodies....may have to resort to the gold farm....
Deathklaat wrote: Is there an exp near spawn so i can farm the needed levels to enchant this pick?
Alright, there's the Blaze Grinder. Two ways to get to it.
Safer but Longer
1. Go to the North Nether Tunnel.
2. See Banner on first Right exit with a red triangle, yellow circle and white bar.
3. Follow the banners and you'll get to the Blaze Grinder. If unsure of where to go, follow the rails.
Shorter but Dangerous
1. Go to the East Nether Tunnel.
2. Keep walking till you see the Witherskull Farm, it has a bunch of chests at the entrance.
3. Go in and keep walking forward, down & up the stairs. DON'T go up the stairs that turn left, just the forward ones.
4. When you hit a wall turn right to see a small exit, go through the exit and the Blaze Grinder is at the end of the hall.
-It's more dangerous because the Witherskull Farm is more of a hunting ground with Wither Skeletons, Magma Slimes and Wild Blazes roaming about.
Don't forget to read the instructions once inside.
ok im having a bit of a problem with an in-game bug and i have tried to fix it multiple ways and im still having the problem and it is really making my area unplayable.
i have blocks of placed glowstone that refuse to emit light. my area is so old i cant really remember when i placed them but if i had to guess i would say before the last server move.
I have broken the blocks and used the dust to make new blocks and used those but i am still having the same problem and i have no idea why.
i can get them to light again if i place a block near or on them and remove it but it is not a perma fix.
Ugh, I'm having a bit of a problem. My uberboots are too degraded to repair, and unfortunately my enchanting room is not levelled enough to provide the needed enchantments
Deathklaat wrote: ok im having a bit of a problem with an in-game bug and i have tried to fix it multiple ways and im still having the problem and it is really making my area unplayable.
i have blocks of placed glowstone that refuse to emit light. my area is so old i cant really remember when i placed them but if i had to guess i would say before the last server move.
I have broken the blocks and used the dust to make new blocks and used those but i am still having the same problem and i have no idea why.
i can get them to light again if i place a block near or on them and remove it but it is not a perma fix.
You got some real problems. Maybe you need to do a fresh install, maybe your settings aren't on the latest version, maybe you have a mod that's affecting things. I don't know. Does glowstone from other places malfunction or is it just your glowstone?
Doctadeth wrote: Ugh, I'm having a bit of a problem. My uberboots are too degraded to repair, and unfortunately my enchanting room is not levelled enough to provide the needed enchantments
If you need another pair I've put one into the castle west of Spawn, in the chest beneath the sign with your name, it has mending already, though I'd like the old pair back for display purposes, maybe dress up a zombie. If you need any other replacements just take them from another armour stand.
ooc - swapped out all my stuff for mending, with the 3rd set of armour at the front, rehung all the display armour and have set the boots on the display rack of mine as well.
Deathklaat wrote: ok im having a bit of a problem with an in-game bug and i have tried to fix it multiple ways and im still having the problem and it is really making my area unplayable.
i have blocks of placed glowstone that refuse to emit light. my area is so old i cant really remember when i placed them but if i had to guess i would say before the last server move.
I have broken the blocks and used the dust to make new blocks and used those but i am still having the same problem and i have no idea why.
i can get them to light again if i place a block near or on them and remove it but it is not a perma fix.
You got some real problems. Maybe you need to do a fresh install, maybe your settings aren't on the latest version, maybe you have a mod that's affecting things. I don't know. Does glowstone from other places malfunction or is it just your glowstone?
I am playing on a fresh install with no mods, this is the first time I have ever had MC on this machine. I have a feeling it has to do with when things were copy & pasted from the old server. The original area had some hills and what was pasted in is now flat so maybe the game is still thinking there are blocks in the way. I have gone to spawn and back and it seems like only my area is a problem.
Doctadeth wrote: I'm looking for an XP farm as well, just to repair my goodies....may have to resort to the gold farm....
Deathklaat wrote: Is there an exp near spawn so i can farm the needed levels to enchant this pick?
Alright, there's the Blaze Grinder. Two ways to get to it.
Safer but Longer
1. Go to the North Nether Tunnel.
2. See Banner on first Right exit with a red triangle, yellow circle and white bar.
3. Follow the banners and you'll get to the Blaze Grinder. If unsure of where to go, follow the rails.
Shorter but Dangerous
1. Go to the East Nether Tunnel.
2. Keep walking till you see the Witherskull Farm, it has a bunch of chests at the entrance.
3. Go in and keep walking forward, down & up the stairs. DON'T go up the stairs that turn left, just the forward ones.
4. When you hit a wall turn right to see a small exit, go through the exit and the Blaze Grinder is at the end of the hall.
-It's more dangerous because the Witherskull Farm is more of a hunting ground with Wither Skeletons, Magma Slimes and Wild Blazes roaming about.
Don't forget to read the instructions once inside.
There's another blaze grinder that's safe to get to, just follow the signposts to the Mountain Crown (North tunnel again I think), take a left at the signposted metal door, take the minecart, then just follow the tunnel, read the instructions and profit. Absolutely no charge to use it ever but do please replace anything you use. Bring your own splash potions of harming.
i am less interested in XP farms as someone sorted out the pick problem i was having. I am more concerned about the placed blocks of glowstone that are not functioning properly.
I do not have the redstone to make 50+ lamps i would need.
Deathklaat wrote: i am less interested in XP farms as someone sorted out the pick problem i was having. I am more concerned about the placed blocks of glowstone that are not functioning properly.
I do not have the redstone to make 50+ lamps i would need.
I visited your place and some of the glowstone wasn't working. I pressed F3 to check the light levels and those non-functioning glowstone blocks messed with the light levels, saying they had 0 light. But using a silk touch pickaxe to pick them up and place them back seemed to make them work again. In the case of the 2 blocks in the centre, one was emitting light but the other was cancelling the light, actively prohibiting the area from being lit, but picking and placing fixed it.
I stood on a few more blocks, replaced the ones that gave 0 light and things look fine to me right now. Do they work for you now or do they still not function?
Spoiler:
You might want to try pressing F3 to check light levels when building. A light level of 7 or less has the risk of spawning monsters. Your gate interiors have less than that so you should get on it if you want the gates to stop them. The lack of lighting also makes your dark alleyways more dangerous.
If you want some more glowstone blocks you can have 4 stacks from the glowstone stall at the spawn market. You can get a stack of Redstone blocks from the stone shop, just walk in and look up, there's some chests stuffed into the roof.
Also, do you already have a Nether Portal? If not, want one?
Lotet, i did exactly what you did. I saw the ones that were not working, i broke them and re-made the glowstone blocks using the dust that dropped. At some point they revert back to not working (i just checked my base and the blocks you placed are also not emitting light. This is really odd because the whole area worked at one time, i guess an update bugged it out.
Does anyone else get issues with glowstone like this?
Deathklaat wrote: Lotet, i did exactly what you did. I saw the ones that were not working, i broke them and re-made the glowstone blocks using the dust that dropped. At some point they revert back to not working (i just checked my base and the blocks you placed are also not emitting light. This is really odd because the whole area worked at one time, i guess an update bugged it out.
Does anyone else get issues with glowstone like this?
I've never had that issue with glowstone. I have had issues where a area was dark even though it was supposed to be lit up. But when that happens, I place a torch in the dark area and it fixes itself. if you want to try the green prismarine blocks for light or convert them to redstone lamps, let me know and I'll put a chest at spawn for you with a few stacks of either.
Automatically Appended Next Post:
Doctadeth wrote: Hey Lotet, I'm actually interested in getting a nether portal out at my place....Going to reignite my old one and find out where it spawns.
odds are if you just make a portal and step through it you will link up to someone elses portal. just take the X & Z coords and divide by 8, and build a portal in the nether at that spot. the Y coord isn't important, unless your going for precision portaling and have a few close together.
Deathklaat wrote: Lotet, i did exactly what you did. I saw the ones that were not working, i broke them and re-made the glowstone blocks using the dust that dropped. At some point they revert back to not working (i just checked my base and the blocks you placed are also not emitting light. This is really odd because the whole area worked at one time, i guess an update bugged it out.
Does anyone else get issues with glowstone like this?
Yeah, when I logged back in all the glowstone blocks were inert again. Want to try glowstone lanterns? I placed a stack of them into one of your chests that had some glowstone in it. I figured you might as well try a bunch of them at once instead of only a few, since your glowstone sometimes works for no clear reason. Easiest way to power them is with a lever made from a stick and cobblestone attached beneath the lantern.
Doctadeth wrote: Hey Lotet, I'm actually interested in getting a nether portal out at my place....Going to reignite my old one and find out where it spawns.
Are you talking about the inactive portal in the middle of your base? I checked out it's coordinates with F3 (-1627.5, 2424) and compared it to it's nether coordinates (-203, 303) and it's less than 12 blocks away from an existing part of South tunnel. You can check it out yourself by going through the portal here:
https://www.darkinnit.com/newdakkamap/#/-1411/64/2464/-1/0/0 which, for some reason, I can't see on the dakkamap even though I've gone through it plenty of times. Though you may want to remove that portal later so it doesn't mess with your own and the place it lead to isn't there any more.
If you want your portal attached to South Tunnel I don't think you'll need any assistance, since you'll just need to make 1 room with a portal but I can make it if you want and you can spruce it up later. I'm not sure how much building it would require to connect to West Tunnel with a 300 block long tunnel, more than that since the Gold Farm would prevent you from directly connecting to West (may want to ask sirlynchmob to confirm that) plus other folk's tunnels you might want to avoid (or not). Of course, you might want to connect to West anyway since it has Speed II Beacons and some places you might want quicker access to. Also, South and West Tunnel are at different heights S:66.5, W:76.5, which isn't much of a problem when you can just use stairs and ladders but I felt it should be mentioned early in case you intended to link the tunnels.
So, what assistance do you need?
Anvildude wrote: Y does actually have an effect now (it used to not have any effect at all) but it's not the 8 times distance thing. Just FYI.
Really? Where'd you read that? The wikis don't seem to mention it.
Assuming lotet's math is correct, and you want to go west. It's outside of the gold farm, it misses my area completely. But it would end up sharing a wall with BBrotherwoods tunnel if he went from the west tunnel. Oshuani has a tunnel that ends up near your place which could be extended to your place. If you can't get a hold of either of them to modify their tunnels you can take the track to my place and I'll show you the tunnel that leads to that area. I used to go that way a lot because of the nether fortress nearby.
There is a SW tunnel, if you wanted to make a straight run to your portal. It's also at the lower height so you should be under any existing tunnels. but it needs a lot of work.
The easy way is to branch off the south tunnel heading to kiwi's place. you can see his tunnel from where your portal will be.
@NoPoet- I'm not sure Minecraft will ever have the variety that Terraria does, (though you could look into Mods for that), but this and the next update appear to be doing a little of that. This one overhauled combat in such a way that axes are now viable weapons, and the next update seems to be adding some new mobs.
@Lotet- I think it was a 1.9 thing. Just a little blurb I remember seeing somewhere- it doesn't really make a difference though, unless you have 2 portals stacked on top of one another in both the Overworld and the Nether- horizontal coordinates are still the primary.
So I'm under the impression that you can use shaders.
Doctadeth wrote: Straight up assuming that my nether portal is the one out in the bay. If that is my portal, it's fine, just have to work with it.
I have to talk to Osh anyway about some stuff with my roads, so I might actually tack onto his accessway.
That portal in the water was placed there by the guy who built stuff where your lighthouse is now, wasn't it? I just brought up the water portal as a way to quickly get to the nether and manually build your own nether-side portal instead of walking through your own home portal and having it generate at an uncontrolled height. Then remove the water portal so it doesn't conflict with your home portal.
If you don't want to do it I can do it as it's only 1 room.
Nicely done then. Yeah, the pad was built by Comrade87, I removed like 3 portal frames from there earlier.
Also needing about 2 stacks of netherrack for the back of my castle (epicing up my entryways)
Automatically Appended Next Post: Thanks everyone, I have now managed to connect my castle to the nether. Signs will be up soon. (I say me, but Lotet did all the work, and helped out when we.....misplaced our nether portal)
Lotet also graced me with a massive amount of work materials for use with my fort.
I have nothing against the use of Optifine, Shaders and resource packs that only change the aesthetics of the game. You're welcome to use these on the server as you see fit.
well i give up. i went around replacing the glowstone blocks with glowstone lamps. i put levers under them and set them on. i log in tonight and they are still in the on position but not displaying any light AGAIN.
I think it is time for a new project and will use this for materials.
Deathklaat wrote: well i give up. i went around replacing the glowstone blocks with glowstone lamps. i put levers under them and set them on. i log in tonight and they are still in the on position but not displaying any light AGAIN.
I think it is time for a new project and will use this for materials.
It could be the "air" blocks that are acting as full blocks and blocking the light. Try building a large heap of dirt/gravel/sand on top of the glowstone, then clear it all away to reset them to air again. I believe one update changed the behaviour of "air" so if you still have some "old" air copied from the old server, that could be the cause.
Just speculation, can't log on right now to see what's going on.
i tried the air block removal, i put a single layer of dirt over my entire path in areas that are bugged. When i remove the dirt it works until i log off and log back on and it goes right back. so i tried 2 high and it is still the same, its ok until i log off then its back to being broken.
Deathklaat wrote: i am less interested in XP farms as someone sorted out the pick problem i was having. I am more concerned about the placed blocks of glowstone that are not functioning properly.
I do not have the redstone to make 50+ lamps i would need.
I have enough redstone if you want it.
I also have various horse armors that I'm looking to trade away to include Diamond Horse Armor.
I'm going to be hauling some shulkers from the end to my tower on saturday. I will need to move the spawn portal for a little bit and 1/2 slab around the portal to control where the shulker goes. Moving the shulker through spawn should go quickly so it's doubtful anyone will even notice.
The portal at my tower has already been moved to my mega portal on my tower. If anyone visits watch your step and resist taking the fast way down
If anyone else wants some let me know and I'll leave the end conditioned to move them through the end portal.
Anvildude wrote: How precisely do you move shulkers between dimensions? I thought they acted as blocks, so you would have to piston them to move them?
It's quite the task, bring along cannon fodder to take the shots while you load them into a boat
1. put them in a boat
2. drive them to the 0 axis
3. put the boat on a flying slimeblock machine
4. send the machine to the end portal.
5. 1/2 slab around the portal with some pistons pointing downward, so when you break the boat the only place it can go is right below the piston. then you just activate the piston and it goes through to spawn
6. another boat, drive it to the nether portal
7 more 1/2 slabs and a piston to push it into the nether
8, build a portal above the current portal so I can drive the boat to the west tunnel, that 10 block rise really gets in the way here
9. drive the boat to my portal, more 1/2 slabs, push it into my mega portal
10. another boat, drive to my trophy room
11. profit
Anvildude wrote: Now don't you guys wish you'd made your tunnels arrow-straight like I did?
Ah, the East Tunnel. No dog-legs, kinks or stairways for kilometers!
that was before my time, and yes I do
I was prepping some areas today and I know the spawn nether portal is going to piss me off. I just know a shulker is going to jump in with the endermites.
I need some help, somewhere around spawn are 2 shulkers. It's darks fault for having a protected area I'm offering a reward for the location of the shulkers. the reward is negotiable, let me know what you want.
at this time i have gone back to playing single player. the lighting bug i am having seems to not have a fix, glowstone and lamps when placed stop emitting light when i log off and log back on.
there are still a few things i can try such as trying to place the lights one blow lower but i have too much time invested in this project to really want to abandon it.
UPDATE: so it seems placing my glowstone one block lower worksand i have done this in a couple placed and logged off and on a few times and it seems to have worked. it is still really odd that going one block lower in an open area is now ok for Minecraft to register the block correctly.
Deathklaat wrote: at this time i have gone back to playing single player. the lighting bug i am having seems to not have a fix, glowstone and lamps when placed stop emitting light when i log off and log back on.
there are still a few things i can try such as trying to place the lights one blow lower but i have too much time invested in this project to really want to abandon it.
UPDATE: so it seems placing my glowstone one block lower worksand i have done this in a couple placed and logged off and on a few times and it seems to have worked. it is still really odd that going one block lower in an open area is now ok for Minecraft to register the block correctly.
If you want, I can help you rebuild somewhere else where you shouldn't need to worry about the glitchy chunks. At least the land flattening and wall building part. I've got ludicrous amounts of stone plus enchanted tools and beacons to speed up the process.
Or maybe you could move your loot out of the area and ask darkinnit if he could reset the chunks if you're fond of the location.
Of course, that's assuming the location is the problem.
The Elytra tower at spawn is now functioning, it's cleverly disguised as the washington monument
Bring your own TNT and good luck with the launcher. You either get an amazing flight, or you blow up. It's around a 80-20 split for me so far. I'll replace it with the cow launcher later as part of the finished product. the TNT was just quick and easy to add in now and it lets me fly back to my tower
If you take the cart up, push it back down I'll get a auto return added in later. then you can risk the launcher, just jump off the side and either fly or land on the slime blocks below
For an added fun challenge, try to fly in through one of the windows, it is possible, I've done it.
I could have made it a bit farther, but I choose to stop near a portal.
the second flight was even better, up to 613, and I landed out a jmccrafts place at -5350 I was at -3600 when I finally descended back into the build height
I hope you all enjoy this as much as I do. and props to the man who designed it:
If we can launch flaming arrows from a dispensor ill do it using another dispensor to launch a chicken to hit a pressure plate to push a dirt block with a piston to complete a circuit which opens a door for a villager who trips a wire stepping out to farm some crops which fires the arrows.
Thanks also go to sirlynchmob for pointing out a new gamerule to disable speed checks for Elytra users, that was recently brought in:
http://minecraft.gamepedia.com/16w07a
This "disable" rule is now "enabled" (I hate reverse-phrased settings in configs... )
Sorry Deathklaat, I had forgotten about your issue, I'll try to remember to take a more detailed look at that when I get time.
i have found a work around to the issue by building one level lower but there is a section i have not gotten to if you want to fiddle around with in case someone else has this issue.
I'm kinda playing on the server again after a long break. Anyone know where to find andesite, diorite, etc.? My area is in an older part of the map I think because I've never seen any of these blocks around here. Farthest out I've been is the public mesa, but I never did much digging underground over there.
Sidstyler wrote: Anyone know where to find andesite, diorite, etc.? My area is in an older part of the map I think because I've never seen any of these blocks around here. Farthest out I've been is the public mesa, but I never did much digging underground over there.
The Public Mesa was found about a month before 1.8 so I believe it wouldn't have any of the new blocks.
You might try extending one of the nether tunnels as that'd be the fastest way to find unloaded land. Though you might want to avoid North Tunnel for that since King_Pariah explored about 30,000 blocks northward an age ago.
If you want some for yourself now, I have a quarry at the far far end of south tunnel. There's a few labelled chests. Feel free to take as much as you can carry between your inventory and an enderchest. You can scoop up some of the exposed blocks from the quarry below or mine away as you please but I've already cleared the diamond ore level so it may be best to make your own quarry if you want more for your time.
Anvildude wrote: Lotet, have you finally finished the tunnel to the portal? Or is it still hidden?
I think I might remove that false end since all it was there for is to stop people from wasting the long walk just to find a quarry and nothing more, so I may just label it as a quarry. If I do ever end up building what I had planned I'll be doing it in a different area I've found.
I have a village out in the desert that has new ores near it, in quantity. Feel free to use it as a temporary base for mining. It's here and has a portal...
Let's just say that Mending is a godsend. I'm converting the spawners I find into Mending repair stations, which makes things rather easier. And I do still have need of a whole lot of stone, so there's that. We really need to get the rail design figured out, though- it'd make travel so much easier.
...gods but I wish the Minecarts got a little more of an overhaul. I honestly think that the Booster rails were the wrong direction to take things- they should have fixed up Furnace Cart mechanics and added in cart linking.
Well, sort of. Basically just a really simple mob grinder. The first one I found (the only one I really did work with) was a Cave Spider spawner, and I happened to have a Weaver Cleaver on me (I think it's hanging out there still) which had Bane V on it, which meant one-hit kills. Put your Mending enchanted item in your off-hand, and you can repair it rather quickly.
It's nice for combat weapons, since, for a high-damage weapon (I use axes with Smite and Sharpness V on them, respectively) it's one hit to kill- then the experience more than repairs that damage, since it's, I think, 1 durability per point of experience, and most mobs drop anywhere from 5 to 20, I think. Then, any extra goes into other stuff you're holding that you want to be repaired. Don't know about armour, of course, seeing as I don't really wear any.
Melissia wrote: I should get on and get some diamond armor and tools/sword with mending sometime... just kind of been burnt out on Minecraft lately.
Well, I happen to have 3 super enchanted suits of Diamond armour here: https://www.darkinnit.com/newdakkamap/#/-274/64/260/-1/0/0 All protect 4, Unbreaking 3 and Mending, plus all the water enchantments and feather fall so you could survive a fall from the Dakka sign. Just take one off an armour stand in the entrance.
I am pretty sure that accepting the gift and putting on the armour will someday have momentous consequences. Like King Arthur will return in the hour of Minecraftia's greatest need and we will all turn out to be reincarnations of his knights. Or we will become Lotet's Thousand Sons esque diamond mecha army.
Would that make people want them more? Is giving them away just too easy for some people?
Now I kinda want to make a disposable dungeon, a relatively small one with a suit, sword & bow and a Wither ready to be summoned and fought as it destroys the dungeon.
Gah. My momentous consequences arrived yesterday -- shot off a more fragile than it looked gravel platform by a ghast, into the lava below. The armour was FANTASTIC, and protected me just long enough for me to lava-swim to a nether fortress pillar and hack into it with a pick, then die on netherbrick to blaze fireballs. Just gotta try to find my stuff now, if any of it survived.
It might be a good idea to take a Potion of Fire Resistance from the alchemy tower at spawn so you can just swim to the spot you died, assuming that'd be a more direct path.
If you've lost any pieces, would you want to prove your worthiness by fighting the Wither or Ender Dragon in a new suit or would you rather just have the suit?
I think maybe a full Boss is a bit much- perhaps find a Spawner of some sort and build the labyrinth under that? Or use a small Mob Spawner system as opposed to a dungeon block.
Anvildude wrote: It's nice for combat weapons, since, for a high-damage weapon (I use axes with Smite and Sharpness V on them, respectively) it's one hit to kill- then the experience more than repairs that damage, since it's, I think, 1 durability per point of experience, and most mobs drop anywhere from 5 to 20, I think. Then, any extra goes into other stuff you're holding that you want to be repaired. Don't know about armour, of course, seeing as I don't really wear any.
It works for armor as well, anything you're wearing or holding in either hand will repair itself.
Anvildude wrote: I think maybe a full Boss is a bit much- perhaps find a Spawner of some sort and build the labyrinth under that? Or use a small Mob Spawner system as opposed to a dungeon block.
n0t_u wrote: I don't really care what's at the end, but well built dungeons and labyrinths would be pretty fun to have.
What makes a good dungeon or labyrinth? If I made one it'd probably be too easy/safe... that's a bad thing, right?
I've got some ideas but not enough for a full dungeon.
Lotet wrote: Would that make people want them more? Is giving them away just too easy for some people?
It's not that, I just don't really feel too much of an urge to play Minecraft at the moment.
Just feeling burnt out when it comes to MC....
I didn't meant to imply that's your reason, about half the people I offer decline, otherwise I might have given all the suits away by now, so I'm just guessing a reason.
I have been contemplating a "Dungeon Zone" for a while now.
Set a time limit (say 1 month) and a space limit (say 100 x 100 blocks per team. Teams of 4 build dungeons / fortresses to explore, full of traps (and preferably spawners). At the end of the month you invite the other teams into your fortress to try to grab the treasures and secrets therein... I would suggest we agree on a minimum of say 40 diamonds or emeralds as loot in each fortress, plus whatever other nice loot (pretty axes etc.) people want to add. For maximum fun you have the fortress builders sit in on each fortress attempt, in Evil Overlord skins, trying to defend it against the adventuring party. If the first party doesn't crack it, another party tries. Once a dungeon is looted and the guards killed, you move on to a new team's dungeon and a different team has first dibs on that... Obviously the "no PVP" rule is temporarily suspended in the Dungeon Zone, but only during agreed dungeon raids. Anyone fancy it?
Anvildude wrote: I think maybe a full Boss is a bit much- perhaps find a Spawner of some sort and build the labyrinth under that? Or use a small Mob Spawner system as opposed to a dungeon block.
n0t_u wrote: I don't really care what's at the end, but well built dungeons and labyrinths would be pretty fun to have.
What makes a good dungeon or labyrinth? If I made one it'd probably be too easy/safe... that's a bad thing, right?
Well puzzles, redstone and stuff like that. You can add danger zones if you want, but I'd suggest adding something to gather your inventory and bring it back out to the entrance for recovery.
Platforming puzzles too, like in pixelmon I made a water gym using the boat glitch to make moving platforms. If you're going to use mobs in it I'd say make a spawner somewhere to filter out creepers unless you feel like getting obby or something to shield the areas it could be in to be safe.
Other than those it's size, how well you use the area, hidden but findable secrets or easter eggs and looks. The prize at the end matters a lot to people as well, but honestly if you do a good job at building it it really wouldnt need to be all that much. The more tedious it would be the more that will be expected from it however. Honestly I'd say maybe make it known it wouldnt even really have prizes in it then have a wall of fame towards the start for bragging rights for people who complete it. Maybe the prize could even be some sort of specially named item, as sort of like a trophy. Have a mechanism so only one is dropped upon entering the prize room and no way to get back through without going back through the entire dungeon to get it again.
One of the things I have planned for the Mesa is a labyrinth underneath it- it'll be built at Bedrock level, fully out of Obsidian, and I might see if I can set up a system to automatically TNT the whole thing after someone goes through to get rid of any torches or blocks they may have put down, then the natural darkness will let it spawn mobs (that, and the fact that everything else will have been built in means no other places for mobs to spawn).
There are, to me, two kinds of "Explorable Area"- Dungeons and Labyrinths- as you said, Lotet.
Labyrinths are just straight up mazes. The biggest challenge in them is just finding your way through, and to support that, it's best to make them so that all the paths and intersections look as alike as possible, however they're built. The traditional one is 1 wide pathways just winding randomly all over the place, but you could just as easily make a maze out of 6x6x6 cube rooms and 2x2 hallways, though you'd need it to be much bigger to have the same level of complexity.
You can increase the challenge of Labyrinths through time limits, wandering monsters, darkness/other enforced rules (maybe use potions and dispensers to give the player debuffs like Blindness or Slowness?) and of course by making it 3 dimensional, but the primary goal is always to confuse and 'lose' the player inside. Emergency Escape systems might need to be in place in that instance.
Dungeons, on the other hand, are meant to be Dangerous Places. The point of a dungeon isn't to get a player lost, so much as it is to outright kill that player. This can take the form of deathtraps, purposely placed monsters, or higher monster volume than usual.
Both versions can have features of the other, as well as puzzles meant only to stymie and slow.
As for the players' stuff.. I'd say put a warning up, and a chest for them to drop their stuff in before they go, and then supply them with pre-made gear- leather or iron armour, iron weapons, maybe with low level enchants, some light sources, a bit of food, a bucket of water. Then they can choose to go in naked, with average gear, or risk losing their high-level personal stuff if they want to take that in with them.
I'd prefer the TNT because there's always the chance that people will place blocks down for one reason or another, and unless they're carting around obsidian then the TNT will clear it out.
Anvildude wrote: I'd prefer the TNT because there's always the chance that people will place blocks down for one reason or another, and unless they're carting around obsidian then the TNT will clear it out.
Doesnt mobs not spawn at a certain depth?
Honestly if you can program it just ask dark for a command block so you can have an area set for that function.
Anvildude wrote: I'd prefer the TNT because there's always the chance that people will place blocks down for one reason or another, and unless they're carting around obsidian then the TNT will clear it out.
Tempted to try building another walled city near the city of ghost, but with an amusement park in it. Really want to fix up a system under it to spawn mobs to put out into its streets as something like a survival area which I think would be pretty fun to get going and hopefully before halloween but procrastination is a thing too.
Would want to filter out creepers from the spawn system for it, don't really care what happens to them but a grinder could be a good idea I suppose if not just dropping the things into lava. I'd also want to have it controlable so it could be turned on to let out the mobs or off to divert them to a grinder to keep their number down or something instead. Could even hook that up to a light sensor so they pour out into the city when it's night.
Problem is I'm not very good at figuring out how to make the spawn system yet, like if I want to go with one big spawner and hook up all the "spawn points" to it or if I'd be better off making a couple smaller ones, perhaps one at each corner of the city. Either way need to start building it first. Maybe give it a nice viewing platform so we can watch some golems vs mobs fun.
Another idea I've had is to make a portal array like a gold farm which could give it a centeral building feel, but zpm don't start agro to players so that'd limit the area a bit. Fortunately iron golems do start agressive to zpm at least.
I feel like Zombies would be the easiest to sort out- just have a villager in a position where they can be seen by the zombles, but safe from them. You'd need half-slabs or glass or fences (if zombies can see through glass and/or fences) in order to keep out the babbies, though.
Not sure if Witches aggro to villagers,, but I know skeletons and creepers don't.
Anvildude wrote: I feel like Zombies would be the easiest to sort out- just have a villager in a position where they can be seen by the zombles, but safe from them. You'd need half-slabs or glass or fences (if zombies can see through glass and/or fences) in order to keep out the babbies, though.
Not sure if Witches aggro to villagers,, but I know skeletons and creepers don't.
for just zombies though, I'd look for a spawner first, then build the area on top of it. You can use water to send them where you need them.
Does the "holding things" thing still apply to zombles? 'cause you could stick a chicken system on top to drop eggs on them, so that you could build up a really, really big mob before letting it out. Maybe use a bunch of stone pressure plates to set things up so that the system shuts off when the room gets full enough.
Hey Sleit, what level are the rails in the Tunnel? I'm thinking I want to start laying some rails down, so I can start using chest carts to hump resources back along it.
Not often at the moment. PhD is in final panick-laden stages! I often get 30 to 60 min on MC in the afternoons and evenings though, UK time? After around 2pm GMT most days, if you want to send me a PM or something, maybe, I could log in for 30 min without too much trouble.
Can't be bothered building another city and transporting villagers so I've decided to just think up something to put near the existing city and have fun with that instead.
Had like 3 different buildings burn down... did they recently change the range for things to catch fire from lava cause that's the only way I can think of for these things to have been burnt this way. They've been fine for months until now and then even last night they were perfectly fine, but just today they weren't.
Automatically Appended Next Post: Also where would the end portals be? Been a long while so I have no idea anymore.
I think they might have changed how fire or lava work. Not sure, though. And fire spread is a lot less, so I don't see that the whole building should have burned.
Would be more damage more randomly if it were that. Each that I checked I could trace the damage back to a lava source. I simply replaced the wood and they hadn't burnt again which is weird.
fires spread ridiculously well in the game. you should have been on when my boat was burnt to the keel. The whole boat was gone, down below the water line, and I just couldn't believe it was a lightning strike with such thorough destruction. I even called in dark, and he assured me it was natural causes. It might have changed after 1.8, but during that time my boat has burned down 3 times.
I play it quite abut and I've lost a roof pretty quick from lighting. Latest updates.
Lucky most of what I do is in stone or woodern frame, stone roofs, or wood detail with a hidden stone "armour layer" and fire break walls in stones and such.
Huh. I had no idea how dangerous fire could be. Granted, I build almost completely from stone, so... Or ice. Which has similar resistance to being burned.