So I don't have much experience on the topic, but it seems like the old version of obsidian generators that use string or redstone to make obsidian have been broken by 1.8. I tried to make one, and all it did was burn the redstone and flood the room. I've tested the identical design on older versions of Minecraft, and it worked with redstone, although not with string, but that's not the problem. Is there a new way of replicating this trick, or do we have to use portal methods for infinite obsidian now?
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Since you're trying to use that glitch, I assume you're not too far into your current world.
When you beat the Ender Dragon, just mine out those obsidian pillars with Eff V and you're good to go. That's what I'm doing on my world, at least.
There are some other methods, but they require a LOT of buckets and a lot of back and forth travel between the nether and the overworld.
Pfft, just dig out the floor in your diamond mine. Lava lakes galore down there, more obsidian than you'll ever be able to collect (and it's not like it's ever going to grow legs and wander off...).
Since you're trying to use that glitch, I assume you're not too far into your current world.
When you beat the Ender Dragon, just mine out those obsidian pillars with Eff V and you're good to go. That's what I'm doing on my world, at least.
That's what I do, too. It takes about 5-10 minutes with my Efficiency IV pickaxe to get around 64 obsidian.
This particular glitch had been around since at least beta 1.8. You are right they tend to get patched out eventually, though sometimes not. Infinite water was originally a bug.
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Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Good point. I had assumed this would be one of those bugs that is left alone, since, like you said, this is an old bug. I would assume the developers knew about it (most people do), so the question is... Why did they chose now to patch it?
This is exactly why I don't use generators or mob farms, not only are they kinda lame but they get patched out all the time.
The bugs that get turned into exploits and used, I completely understand Mojang patching out.
The mob farms I have a harder time understanding why they mess with. I know that the development team dislikes the mob grinders because they think it give the impression that you have to have one. This frustrates new players into thinking that it's a hard game. But it's not hard, and you don't need them. They just make life easier and enable you to build bigger things. You also have to build them. Meaning that you come up with a design, or research it online. So you have time invested. Why should you not get a benefit?
By the way, that redstone trick is more costly anyway. You still have to dig, or at least trade for the Red Stone. yes it's easier to find, but it is also more useful. At least to me anyway. I will build a nether portal from time to time, but it only takes 9 blocks. I'll use 9 redstone dust up just to open a door. So once you have deflated the enderdragon it's a lot faster, and simpler to dissemble the pillars.
Side note though, messing with your End might be a idea when 1.9 comes out (if and whenever that is). They said they were monkeying with the Enderdragon, and we don't know what or how at the moment.
Good point. I had assumed this would be one of those bugs that is left alone, since, like you said, this is an old bug. I would assume the developers knew about it (most people do), so the question is... Why did they chose now to patch it?
It was low on the priority list. It didn't break the game much, so it wasn't a pressing thing to fix. But it was something that needed to be fixed, for obvious reasons.
In 1.7 and earlier, every block had two pieces of data: the block id and the metadata. The redstone-to-obsidian glitch was caused because the game updated the block id to lava while leaving the metadata as 0 from the redstone. Then the removal of the redstone triggered a block update, which saw lava next to water, and since it had metadata 0 (meaning "source block") it turned the lava to obsidian. Only then did the original code for placing the flowing lava try to set the metadata to indicate that the lava was flowing, but by then the lava was gone.
In 1.8, they rearranged the interfaces to have the block id and metadata contained in one object. And therefore they had to redo the code that sets flowing lava into the block; whether they intentionally got rid of the half-updated state that was allowing the glitch or it just naturally happened because of the way they had to restructure the code with the new blockstate objects, I don't know.
Really? Tbh from my last experience I wish there wasn't infinite water, I was trying to make a gate that would keep in animals (because I'm in a version where they load outside the fence) and spaced some water around them to push them in, but it kept connecting obliques and messing it up. One bonus is that the inf water acts as a water fill, sort of what water would do if there was a gap anyways.
The bugs that get turned into exploits and used, I completely understand Mojang patching out.
The mob farms I have a harder time understanding why they mess with. I know that the development team dislikes the mob grinders because they think it give the impression that you have to have one. This frustrates new players into thinking that it's a hard game. But it's not hard, and you don't need them. They just make life easier and enable you to build bigger things. You also have to build them. Meaning that you come up with a design, or research it online. So you have time invested. Why should you not get a benefit?
By the way, that redstone trick is more costly anyway. You still have to dig, or at least trade for the Red Stone. yes it's easier to find, but it is also more useful. At least to me anyway. I will build a nether portal from time to time, but it only takes 9 blocks. I'll use 9 redstone dust up just to open a door. So once you have deflated the enderdragon it's a lot faster, and simpler to dissemble the pillars.
Side note though, messing with your End might be a idea when 1.9 comes out (if and whenever that is). They said they were monkeying with the Enderdragon, and we don't know what or how at the moment.
The dev team never specifically targets mob grinders. They don't care really. What happens is something is reported as a bug and they fix it or they restructure the code to be more exact or just simpler and easier to work with.
So I don't have much experience on the topic, but it seems like the old version of obsidian generators that use string or redstone to make obsidian have been broken by 1.8. I tried to make one, and all it did was burn the redstone and flood the room. I've tested the identical design on older versions of Minecraft, and it worked with redstone, although not with string, but that's not the problem. Is there a new way of replicating this trick, or do we have to use portal methods for infinite obsidian now?
But yes, the glitch was fixed as of 1.8
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
When you beat the Ender Dragon, just mine out those obsidian pillars with Eff V and you're good to go. That's what I'm doing on my world, at least.
There are some other methods, but they require a LOT of buckets and a lot of back and forth travel between the nether and the overworld.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
That's what I do, too. It takes about 5-10 minutes with my Efficiency IV pickaxe to get around 64 obsidian.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
The bugs that get turned into exploits and used, I completely understand Mojang patching out.
The mob farms I have a harder time understanding why they mess with. I know that the development team dislikes the mob grinders because they think it give the impression that you have to have one. This frustrates new players into thinking that it's a hard game. But it's not hard, and you don't need them. They just make life easier and enable you to build bigger things. You also have to build them. Meaning that you come up with a design, or research it online. So you have time invested. Why should you not get a benefit?
By the way, that redstone trick is more costly anyway. You still have to dig, or at least trade for the Red Stone. yes it's easier to find, but it is also more useful. At least to me anyway. I will build a nether portal from time to time, but it only takes 9 blocks. I'll use 9 redstone dust up just to open a door. So once you have deflated the enderdragon it's a lot faster, and simpler to dissemble the pillars.
Side note though, messing with your End might be a idea when 1.9 comes out (if and whenever that is). They said they were monkeying with the Enderdragon, and we don't know what or how at the moment.
It was low on the priority list. It didn't break the game much, so it wasn't a pressing thing to fix. But it was something that needed to be fixed, for obvious reasons.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
I don't know if they intentionally fixed it.
In 1.7 and earlier, every block had two pieces of data: the block id and the metadata. The redstone-to-obsidian glitch was caused because the game updated the block id to lava while leaving the metadata as 0 from the redstone. Then the removal of the redstone triggered a block update, which saw lava next to water, and since it had metadata 0 (meaning "source block") it turned the lava to obsidian. Only then did the original code for placing the flowing lava try to set the metadata to indicate that the lava was flowing, but by then the lava was gone.
In 1.8, they rearranged the interfaces to have the block id and metadata contained in one object. And therefore they had to redo the code that sets flowing lava into the block; whether they intentionally got rid of the half-updated state that was allowing the glitch or it just naturally happened because of the way they had to restructure the code with the new blockstate objects, I don't know.
Really? Tbh from my last experience I wish there wasn't infinite water, I was trying to make a gate that would keep in animals (because I'm in a version where they load outside the fence) and spaced some water around them to push them in, but it kept connecting obliques and messing it up. One bonus is that the inf water acts as a water fill, sort of what water would do if there was a gap anyways.
The dev team never specifically targets mob grinders. They don't care really. What happens is something is reported as a bug and they fix it or they restructure the code to be more exact or just simpler and easier to work with.