And by the way, the next update will make witch farms work even better, actually. They'll spawn in your normal mob spawners/grinders/sorters, and can be easily filtered out with a section of lava. Some facts to know: Witches have 13 hearts (3 more than normal monsters) and with their potions, can regenerate health and are almost immune to fire and lava. Meaning if you use lava to kill your mobs, you may need to make a slight edit to your farms and add and extra stage to kill the witches. Cacti and suffocation are difficult, but fall drops work the best.
And by the way, the next update will make witch farms work even better, actually. They'll spawn in your normal mob spawners/grinders/sorters, and can be easily filtered out with a section of lava. Some facts to know: Witches have 13 hearts (30 more than normal monsters) and with their potions, can regenerate health and are almost immune to fire and lava. Meaning if you use lava to kill your mobs, you may need to make a slight edit to your farms and add and extra stage to kill the witches. Cacti and suffocation are difficult, but fall drops work the best.
Holy witches, Batman!
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I'm Canadian, and there is no igloos around. Or snow. Or polar bears. Or moose because I live in a city, but there are moose in the country.
Horses are fun but for me I don't really care about them too much. Especially since the first horse I tamed and rode had a 5.125 jump height and was fairly fast
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As long as he doesn't decapitate us, we'll be safe...
Quote from MataeusjumpAlso, am I the only one that doesn't give a crap about horses? They made such a song and dance about it, but I'm far more excited over the updated redstone features!
No, you're not alone.
Which is why I've barely played minecraft at all since the update...
Fancy redstone, but I can't use pistons.
Kinda ruins over half the designs I used previously.
On the plus side, I've found some great visual novels with this spare time!
It is for people who have invested years into their older worlds, like my release world. IMHO.
Look, thats part of life, and the more I dwindle on this the more angry I am becoming, I could care less that witch huts don't work in 'anyones' older worlds. There are MANY of us whom have older worlds, Not just you, and it really doesn't bother me that my old worlds don't have them. Witches are SUPPOSED to spawn naturally anyhow, with the same weight as most other hostile mobs.
However witch huts are unique in that within the huts boundaries, only witches are supposed to spawn, this is pretty much the same when we receive guardian farms in the future. This means that if they DON"T address this issue now, guardian farms when we do get them will have the same problems as we are encountering now, in that guardians will spawn at generation, then despawn, and I'm guessing randomly spawn everywhere in the ocean after that to appease older worlds.
Why don't we get a vote here, I personally say make them work right, so that future stuff works correctly as well. If some users insist on staying with the older worlds they will have to aquire them the hard way in some cases, and go without in others. Fix the damn code to work right, this goes for minecarts as well. It really sucks balls that we are litterly blowing future stuff from working right just for the 'easy' way out.
Again, witches spawning like other mobs is a PC feature, not 4j taking the easy way out.
No one is arguing that. As I posted in my previous post that witches are SUPPOSED TO SPAWN naturally anyhow. We are arguing the fact that witches, are not working as they are supposed to in witch huts, there is a small zone in a witch hut that is supposed to spawn JUST witches, it can be used to create witch farms. Giving you tons of the goodies. This area is not working and won't work, making witch huts more or less 'useless', and nothing by eye candy, the same more or less goes for neither fortresses, they are supposed to naturally spawn wither skeletons, blazes, ect within its structures but because 4J isn't saving structure data they are gona make them spawn anywhere within the neither, IMHO this is the easy way out.
In the future when we get guardian farms, this also means that guardians will not spawn within its boundaries either, and as I already stated that they will make them spawn anywhere in the ocean, which is totally bogus. Without structure data, it will be impossible for 4J to spawn correct mobs where they need to be. Anything in the future that relies on structure data will fail, Complex iron golem farms that relies on stacking of villages via chaining will never work, ect, ect, ect..
Some of you are saying no big deal, but eventually this WILL effect you in more ways then one.
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I agree with all of the above. But for now, I'd be happy to just have the redstone / other major bugs fixed (like mob despawning and the unchecked-population-cap-causing-CTD issue). That needs to be the focus so we can play our game.
Then, hopefully, we can move on to mobs spawning as they're supposed to. Because you're right - if the lack of structure / zone data led to guardians being all over the sea, that would be awful.
No one is arguing that. As I posted in my previous post that witches are SUPPOSED TO SPAWN naturally anyhow. We are arguing the fact that witches, are not working as they are supposed to in witch huts, there is a small zone in a witch hut that is supposed to spawn JUST witches, it can be used to create witch farms. Giving you tons of the goodies. This area is not working and won't work, making witch huts more or less 'useless', and nothing by eye candy, the same more or less goes for neither fortresses, they are supposed to naturally spawn wither skeletons, blazes, ect within its structures but because 4J isn't saving structure data they are gona make them spawn anywhere within the neither, IMHO this is the easy way out.
In the future when we get guardian farms, this also means that guardians will not spawn within its boundaries either, and as I already stated that they will make them spawn anywhere in the ocean, which is totally bogus. Without structure data, it will be impossible for 4J to spawn correct mobs where they need to be. Anything in the future that relies on structure data will fail, Complex iron golem farms that relies on stacking of villages via chaining will never work, ect, ect, ect..
Some of you are saying no big deal, but eventually this WILL effect you in more ways then one.
Did they confirm that structure data will not be saved in the future or is all of this speculation?
No one is arguing that. As I posted in my previous post that witches are SUPPOSED TO SPAWN naturally anyhow. We are arguing the fact that witches, are not working as they are supposed to in witch huts, there is a small zone in a witch hut that is supposed to spawn JUST witches, it can be used to create witch farms. Giving you tons of the goodies. This area is not working and won't work, making witch huts more or less 'useless', and nothing by eye candy, the same more or less goes for neither fortresses, they are supposed to naturally spawn wither skeletons, blazes, ect within its structures but because 4J isn't saving structure data they are gona make them spawn anywhere within the neither, IMHO this is the easy way out.
In the future when we get guardian farms, this also means that guardians will not spawn within its boundaries either, and as I already stated that they will make them spawn anywhere in the ocean, which is totally bogus. Without structure data, it will be impossible for 4J to spawn correct mobs where they need to be. Anything in the future that relies on structure data will fail, Complex iron golem farms that relies on stacking of villages via chaining will never work, ect, ect, ect..
Some of you are saying no big deal, but eventually this WILL effect you in more ways then one.
I spent a fair bit of time with this issue yesterday.
I'm not sure what changed exactly and when but I've tried 1.4.2 and 1.6.4 Java. I attempted to build multiple witch farms and none of them spawned more than 1 witch (The initial witch that was there during world generation)..
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Twitter - @4JSteve
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I spent a fair bit of time with this issue yesterday.
I'm not sure what changed exactly and when but I've tried 1.4.2 and 1.6.4 Java. I attempted to build multiple witch farms and none of them spawned more than 1 witch (The initial witch that was there during world generation)..
Here is DocM doing a video covering complete covering everything on witches and witch huts and how to build a witch farm. At exactly 1 minute into the video he pulls up the F3 screen showing that hes on version 1.4.2. He shows where they spawn, within the witch hut. In a later version of Minecraft I believe it was 1.7 The ceiling height for witches got increased but thats not important right now.
Look I'm not arguing with you that older worlds shouldn't spawn witches. I'm specifically stating that witch huts should spawn them. Truth is, if you do a bit of research on witch huts, they are a unique biome usually within the swamp biome, but not always the case. Taking the seed, no matter when the world was created, and checking against current world gen, if there should be a witch hut in the seed, then in older worlds it should also still work. For example if an older world was created, ages ago. If we create a new world using the same seed, and we find that there is a witch hut at say 500,65,500, if we go back to our old world and construct a witch farm at those coordinates, then the farm should function and work just perfectly. I think it was sethbling, or maybe kaboPC that showed how to do this.
Point is that witch zones at this point in time were calculated when the chunk was loaded based on the seed, and thus worked even in older worlds. Later when 1.6 came into play worlds begun saving structures, so that they would work in 1.7, as 1.7 required them or else it would not know where to spawn 'unique' mobs, such as witches, wither skeletons, ect. Dinnerbone also said that in later versions they might be used to spawn other uniques as well, and could be used for various other things, it allowed the game to know when the player was within a unique place.
So to sum it up, I don't have any type of hate on for older worlders, but if it harms the game evolution on newer versions that yeah I do. The game shouldn't limit itself just so that old worlds can have and continue to have everything that new worlds might get. What do you expect to happen when 1.7 arrives with all the new biomes, ect.
Here is DocM doing a video covering complete covering everything on witches and witch huts and how to build a witch farm. At exactly 1 minute into the video he pulls up the F3 screen showing that hes on version 1.4.2. He shows where they spawn, within the witch hut. In a later version of Minecraft I believe it was 1.7 The ceiling height for witches got increased but thats not important right now.
This was one of the spawners I built on PC and it produced no additional Witches.
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Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
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This was one of the spawners I built on PC and it produced no additional Witches.
Are you building it using a witch hut? Did you do any cave lighting? It should work, I remember building witch huts in 1.4 and above, i'll go give it a try right now.
This was one of the spawners I built on PC and it produced no additional Witches.
Ok I just started a new seed, using MC PC version 1.4.7, got lucky and had a witch hut really close to my spawn, peeled off the roof, and built a 7x9 platform, 2 blocks height and place another 7x9 platform, put a roof over top of the top floor 5 blocks up.
ps, first floor is 1 layer below the top of the roof, or 1 block below the roof and runs the entire witdht of the roof, plus on 1 side it has a stick out area, like a kinda balcony that counts as the witch spawn area. When finished it should be a 7x9 platform.
Was a bit worried as I didn't get any witches spawning, flew really high up, waited a minute and slowly descended, and there was some 10 to 15 witches standing on the platforms. So it works, I also tested this in 1.4.1, 1.4.2, 1.4.3, 1.4.4, 1.4.5, 1.4.6. So ti works in all releases (and snapshots in 1.4) .
My guess is that when you build yours there is no cave lighting done (like mine), and thus mob cap is already reached, flying really high so that mobs despawn, and then slowly decend until the farm is just inside a good spawn distance then descend and have a look.
Realize that the build direction were a bit wrong,
Place your first 7x9 platform 1 block below the witch roof, and your second platform 2 block below that platform. These 2 7x9 platforms should not be able to spawn anything but witches provided a perimeter of 16 blocks around the farm is not spawnable by anything else.
I actually went one further than cave lighting and completely removed caves by Filling the entire area underground.
I've done cave lighting as well on previous attempts.
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Twitter - @4JSteve
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I actually went one further than cave lighting and completely removed caves by Filling the entire area underground.
I've done cave lighting as well on previous attempts.
I dunno what to tell ya. I'm not lieing to you, witch huts should spawn witches like crazy. Possibly check the biome when standing on your 7x9 platfrom, In earlier versions 1.4, witch huts quite often had 'rivers' run through them. The huts only work if they are in swampland. They will still work even if they are partially in a river biome, but only the blocks that are in the swampland biome will work.
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I've noticed a jarring visual bug - if you stand behind and turn to look through a waterfall, other water - whether flowing or still - is invisible. I've got a house built on a platform over a pool, with waterfalls cascading down from above into said pool. So every time I walk around my house I get this horrible effect where I can see all of the pool bed as if the water wasn't there. I'll upload a couple of pics (hang on):
You can see the running water in the background, behind the water fall here:
And here you can see where I've strafed to the right a couple of blocks, and the water disappears behind the waterfall:
Finally, here it is obscuring the source blocks in the pool beneath my house. It almost looks like a splitscreen:
Holy witches, Batman!
I'm Canadian, and there is no igloos around. Or snow. Or polar bears. Or moose because I live in a city, but there are moose in the country.
Yes, 30 more health as other mobs. Did I say 13 hearts? I meant to say 40.
(Kidding, thanks for pointing that type out, I just changed it)
No, you're not alone.
Which is why I've barely played minecraft at all since the update...
Fancy redstone, but I can't use pistons.
Kinda ruins over half the designs I used previously.
On the plus side, I've found some great visual novels with this spare time!
Look, thats part of life, and the more I dwindle on this the more angry I am becoming, I could care less that witch huts don't work in 'anyones' older worlds. There are MANY of us whom have older worlds, Not just you, and it really doesn't bother me that my old worlds don't have them. Witches are SUPPOSED to spawn naturally anyhow, with the same weight as most other hostile mobs.
However witch huts are unique in that within the huts boundaries, only witches are supposed to spawn, this is pretty much the same when we receive guardian farms in the future. This means that if they DON"T address this issue now, guardian farms when we do get them will have the same problems as we are encountering now, in that guardians will spawn at generation, then despawn, and I'm guessing randomly spawn everywhere in the ocean after that to appease older worlds.
Why don't we get a vote here, I personally say make them work right, so that future stuff works correctly as well. If some users insist on staying with the older worlds they will have to aquire them the hard way in some cases, and go without in others. Fix the damn code to work right, this goes for minecarts as well. It really sucks balls that we are litterly blowing future stuff from working right just for the 'easy' way out.
No one is arguing that. As I posted in my previous post that witches are SUPPOSED TO SPAWN naturally anyhow. We are arguing the fact that witches, are not working as they are supposed to in witch huts, there is a small zone in a witch hut that is supposed to spawn JUST witches, it can be used to create witch farms. Giving you tons of the goodies. This area is not working and won't work, making witch huts more or less 'useless', and nothing by eye candy, the same more or less goes for neither fortresses, they are supposed to naturally spawn wither skeletons, blazes, ect within its structures but because 4J isn't saving structure data they are gona make them spawn anywhere within the neither, IMHO this is the easy way out.
In the future when we get guardian farms, this also means that guardians will not spawn within its boundaries either, and as I already stated that they will make them spawn anywhere in the ocean, which is totally bogus. Without structure data, it will be impossible for 4J to spawn correct mobs where they need to be. Anything in the future that relies on structure data will fail, Complex iron golem farms that relies on stacking of villages via chaining will never work, ect, ect, ect..
Some of you are saying no big deal, but eventually this WILL effect you in more ways then one.
Then, hopefully, we can move on to mobs spawning as they're supposed to. Because you're right - if the lack of structure / zone data led to guardians being all over the sea, that would be awful.
Did they confirm that structure data will not be saved in the future or is all of this speculation?
I spent a fair bit of time with this issue yesterday.
I'm not sure what changed exactly and when but I've tried 1.4.2 and 1.6.4 Java. I attempted to build multiple witch farms and none of them spawned more than 1 witch (The initial witch that was there during world generation)..
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Here is DocM doing a video covering complete covering everything on witches and witch huts and how to build a witch farm. At exactly 1 minute into the video he pulls up the F3 screen showing that hes on version 1.4.2. He shows where they spawn, within the witch hut. In a later version of Minecraft I believe it was 1.7 The ceiling height for witches got increased but thats not important right now.
Look I'm not arguing with you that older worlds shouldn't spawn witches. I'm specifically stating that witch huts should spawn them. Truth is, if you do a bit of research on witch huts, they are a unique biome usually within the swamp biome, but not always the case. Taking the seed, no matter when the world was created, and checking against current world gen, if there should be a witch hut in the seed, then in older worlds it should also still work. For example if an older world was created, ages ago. If we create a new world using the same seed, and we find that there is a witch hut at say 500,65,500, if we go back to our old world and construct a witch farm at those coordinates, then the farm should function and work just perfectly. I think it was sethbling, or maybe kaboPC that showed how to do this.
Point is that witch zones at this point in time were calculated when the chunk was loaded based on the seed, and thus worked even in older worlds. Later when 1.6 came into play worlds begun saving structures, so that they would work in 1.7, as 1.7 required them or else it would not know where to spawn 'unique' mobs, such as witches, wither skeletons, ect. Dinnerbone also said that in later versions they might be used to spawn other uniques as well, and could be used for various other things, it allowed the game to know when the player was within a unique place.
So to sum it up, I don't have any type of hate on for older worlders, but if it harms the game evolution on newer versions that yeah I do. The game shouldn't limit itself just so that old worlds can have and continue to have everything that new worlds might get. What do you expect to happen when 1.7 arrives with all the new biomes, ect.
This was one of the spawners I built on PC and it produced no additional Witches.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Are you building it using a witch hut? Did you do any cave lighting? It should work, I remember building witch huts in 1.4 and above, i'll go give it a try right now.
Ok I just started a new seed, using MC PC version 1.4.7, got lucky and had a witch hut really close to my spawn, peeled off the roof, and built a 7x9 platform, 2 blocks height and place another 7x9 platform, put a roof over top of the top floor 5 blocks up.
ps, first floor is 1 layer below the top of the roof, or 1 block below the roof and runs the entire witdht of the roof, plus on 1 side it has a stick out area, like a kinda balcony that counts as the witch spawn area. When finished it should be a 7x9 platform.
Was a bit worried as I didn't get any witches spawning, flew really high up, waited a minute and slowly descended, and there was some 10 to 15 witches standing on the platforms. So it works, I also tested this in 1.4.1, 1.4.2, 1.4.3, 1.4.4, 1.4.5, 1.4.6. So ti works in all releases (and snapshots in 1.4) .
My guess is that when you build yours there is no cave lighting done (like mine), and thus mob cap is already reached, flying really high so that mobs despawn, and then slowly decend until the farm is just inside a good spawn distance then descend and have a look.
Realize that the build direction were a bit wrong,
Place your first 7x9 platform 1 block below the witch roof, and your second platform 2 block below that platform. These 2 7x9 platforms should not be able to spawn anything but witches provided a perimeter of 16 blocks around the farm is not spawnable by anything else.
I've done cave lighting as well on previous attempts.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I dunno what to tell ya. I'm not lieing to you, witch huts should spawn witches like crazy. Possibly check the biome when standing on your 7x9 platfrom, In earlier versions 1.4, witch huts quite often had 'rivers' run through them. The huts only work if they are in swampland. They will still work even if they are partially in a river biome, but only the blocks that are in the swampland biome will work.
You can see the running water in the background, behind the water fall here:
And here you can see where I've strafed to the right a couple of blocks, and the water disappears behind the waterfall:
Finally, here it is obscuring the source blocks in the pool beneath my house. It almost looks like a splitscreen: