Alright, before we start I just want to say that no, I don't have any pictures right now. I just noticed this thirty seconds ago (slight exaggeration) and wanted to point this out.
Clocks and Compasses are really stupid to make, 'cept if you're making the Compass for a map.
You know why? Because any clock or compass being made in a crafting grid is fully functional, and you don't even have to finish crafting it. Just put the materials in the right spot on the grid, and voila, you can see a clock or a compass. You don't even have to actually make it, and you keep the resources.
Oh, and it gets better. Clocks and compasses are also fully functional when you look at their icon in the "Stats" page of the ESC menu. All you have to do is craft it once (in any world) and you can just look in the stats and, look, you can see your time and what direction is your spawn at.
And as long as you don't reset your minecraft.jar file, it will stay this way.
Oh, and double bonus, in worlds where you might not be able to get a clock or compass, this is incredibly helpful (Like, in a Superflat world, or a Vechs map).
And, if you're wondering how efficient this is, on average it takes me less than ten seconds to look at the clock in my Stats. Maybe not the best, but I find it easier than wasting the resources and having it take up a full inventory space.
What with shift-F3 why even bother with a compass, just write down (hard copy) your base coordinates and look at your coordinates where you are to tell you where to go. this method is better since you can write down several locations.
It also helps with not needing a pocketwatch. Changing the render distance repeatedly will show you where the sun or moon is, which will tell you the time exactly as accurately as a pocketwatch.
Of course, there's also the pleasure of immersion for people who don't like exploits...
What with shift-F3 why even bother with a compass, just write down (hard copy) your base coordinates and look at your coordinates where you are to tell you where to go. this method is better since you can write down several locations.
The point of Compasses are not for finding coordinates anyway, it's to lead you to your original spawn point.
It also helps with not needing a pocketwatch. Changing the render distance repeatedly will show you where the sun or moon is, which will tell you the time exactly as accurately as a pocketwatch.
That was a bug, I think it's gone now anyway. Might be wrong on that.
Yes but crafting one gets rid of doing that work of checking the stats page or 'almost' crafting it, which is 10x slower then the actually making compasses, and you should have enough resources anyways so why are you complaining.
The point of Compasses are not for finding coordinates anyway, it's to lead you to your original spawn point.
That was a bug, I think it's gone now anyway. Might be wrong on that.
It may be because I have a faster computer now, but I know that repeatedly changing the render distance doesn't work for me anymore. In my noobie days, I used to use that all the time to find dungeons
As far as your findings go, JSSarfin, very cool! I've never noticed any of those things before. Like Cherbourg mentioned, I'm all about immersion, so I would rather have them on me, but for people that are resource-tight or in superflat worlds like you mentioned this could be way helpful!
Yes but crafting one gets rid of doing that work of checking the stats page or 'almost' crafting it, which is 10x slower then the actually making compasses, and you should have enough resources anyways so why are you complaining.
I'd hardly say OP is "complaining", just pointing out a little something he found. He said making a compass in any world, not just the one you're in. That way, you could craft a compass in a regular SSP file, and use the compass on the stats page in a separate superflat world.
I like having a watch, because I don't use beds. If I have outdoor work to do in the daytime, I might go mining for a while until the sun comes up. That's where a watch comes in.
And you can't complain about the resources. I have stacks of gold just moldering in bins, why would I worry about the four ingots that go into a clock?
But I do use the stats exploit when I'm in a new world.
And you can't complain about the resources. I have stacks of gold just moldering in bins, why would I worry about the four ingots that go into a clock?
Oh, I'm not saying it's wasting resources. Gold is practically useless, and you always end up getting sh*t tons of redstone anyway. I'm just saying, why use the resources on this when you can use it for something else, say, powered rails? There's a way to have the purpose of clocks without actually making one.
Clocks and Compasses are really stupid to make, 'cept if you're making the Compass for a map.
You know why? Because any clock or compass being made in a crafting grid is fully functional, and you don't even have to finish crafting it. Just put the materials in the right spot on the grid, and voila, you can see a clock or a compass. You don't even have to actually make it, and you keep the resources.
Oh, and it gets better. Clocks and compasses are also fully functional when you look at their icon in the "Stats" page of the ESC menu. All you have to do is craft it once (in any world) and you can just look in the stats and, look, you can see your time and what direction is your spawn at.
And as long as you don't reset your minecraft.jar file, it will stay this way.
Oh, and double bonus, in worlds where you might not be able to get a clock or compass, this is incredibly helpful (Like, in a Superflat world, or a Vechs map).
And, if you're wondering how efficient this is, on average it takes me less than ten seconds to look at the clock in my Stats. Maybe not the best, but I find it easier than wasting the resources and having it take up a full inventory space.
It also helps with not needing a pocketwatch. Changing the render distance repeatedly will show you where the sun or moon is, which will tell you the time exactly as accurately as a pocketwatch.
Of course, there's also the pleasure of immersion for people who don't like exploits...
The point of Compasses are not for finding coordinates anyway, it's to lead you to your original spawn point.
That was a bug, I think it's gone now anyway. Might be wrong on that.
It may be because I have a faster computer now, but I know that repeatedly changing the render distance doesn't work for me anymore. In my noobie days, I used to use that all the time to find dungeons
As far as your findings go, JSSarfin, very cool! I've never noticed any of those things before. Like Cherbourg mentioned, I'm all about immersion, so I would rather have them on me, but for people that are resource-tight or in superflat worlds like you mentioned this could be way helpful!
I'd hardly say OP is "complaining", just pointing out a little something he found. He said making a compass in any world, not just the one you're in. That way, you could craft a compass in a regular SSP file, and use the compass on the stats page in a separate superflat world.
And you can't complain about the resources. I have stacks of gold just moldering in bins, why would I worry about the four ingots that go into a clock?
But I do use the stats exploit when I'm in a new world.
Oh, I'm not saying it's wasting resources. Gold is practically useless, and you always end up getting sh*t tons of redstone anyway. I'm just saying, why use the resources on this when you can use it for something else, say, powered rails? There's a way to have the purpose of clocks without actually making one.