I read "Welcome" like you would say "Majesty." Sounds a lot nicer!
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Jul 11, 2013Posted in: MapsQuote from captianhulk
is it possible to make an atomatic cobblestone generator where you just have you afk in a spot and get a ton of cobble cause my hand is getting sore from holding the left click button
Yup, though they're better with redstone which isn't available in Skyblock.
But if you put it up against your Nether portal, or against that block of bedrock at your spawn point, you can aim it so your pick will be aimed at something it can't break. Then you can aim yourself at it, hold down the mouse button, and you'll just keep breaking the new cobblestone and not the obsidian/bedrock behind it.
Then set up your mouse so you can rest something on the button and walk away. Give yourself 9 picks and all you have to do is keep hitting each number in turn.
Jul 11, 2013Posted in: MapsQuote from Keybounce
Oh? ... I thought I've seen them leave the trails anywhere except desert; am I crazy? (very possible).
I have not played with them in a very long time. ... egads, last time I played with a snow golem was 1.2.5.
I recently (well, 6-8 months ago) tried to get one working in a swamp and it didn't. I looked it up and at it seemed to imply that you had to be in a snow biome.
According to the current wiki, they don't work in "Plains, Beaches, Swamp, Mushroom Island, Desert, and Jungle biomes, and the Nether" which seems odd. So they'd work in a river and the ocean, and in The End.
But the biggie is that they won't work in Plains.
Jul 6, 2013Posted in: MapsQuote from shadowcrush
Hey there, can I ask what's holding 4.3 back? Is it complicated fixing the problems, or are you perhaps planning something bigger? XP
What problems? I thought every problem was actually fixed. I know there were reported issues with slimes but I had no problem getting them in a test.
I have no immediate plans for a content update. OceanBlock is essentially completed from that standpoint.
Jul 3, 2013Posted in: Maps
Do we know anything about the spawning rules for horses?
Would they (rarely) spawn in the plains biome of our island?
Too bad we can't craft horse armor
From what I'm reading, they will not spawn in the plains biome. They only spawn in newly created plains biomes, which this map never has. Well, it does, but they're covered in 60 meters of water
I don't even know if they'll spawn in Pancake Survival (though one could try. Just load up a fresh map and it'll generate a LOT of plains biomes right away) because there's never grass in a generated chunk.
Jul 2, 2013Posted in: MapsQuote from Slytherite
Btw, it seems 1.6.1 is now live, but since I started this in 1.5.2, I think I'll stay using 1.5.2...and maybe start over with the new stuff for 1.6.1 unless you are planning on making a 4.3 or 5.0 or w/e you wanna call the new version 5thHorseman.
I don't have any immediate plans for a new version. The content in 1.6 doesn't really offer anything major enough to redo the map. Hoses are great, but they don't really have a place or need in a huge ocean
Jun 25, 2013Posted in: Minecraft NewsQuote from beenjamin4days
Actually right when they started the 1.6 update it was called the mob update
I remember a lot of people (myself included) SPECULATING that it MAY BE the mob update because they hired the Mo Creatures guy to do horses.
What I do NOT remember is anybody from Mojang confirming this speculation.
Jun 25, 2013Posted in: Minecraft NewsQuote from EvilCreeper10
Lovely, another update with content basically stolen from the community.
They didn't even partially change the model or texture for the horses.
I know! I can't believe they stole horses from that guy that they hired to do horses for them. That part where they paid him was such a backhanded slap that it just makes me seethe with anger.
Jun 25, 2013Posted in: MapsQuote from sebbyxP
Hey, 5thHorseman, I was wondering, would you like to do a let's play with me to get more people to play this map?
I've read the thread and all, it just seems quite boring playing alone.
My time is sporadic and sparse, and I just don't have the flexibility to do something like this. I'm also more of a fan of going alone in Minecraft.
If you do however do a LP of the map, I will happily watch it!
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Feb 7, 2013Posted in: News
Cool. Did you just browse the "recently updated" entries in the bug database? Or did you find this another way?
Do we even really know that this specific change made it into this snapshot? (since the original snapshot posting didn't mention this one)
I commented on the bug, which put me in "watch" mode. I think you can also click "Watch" on the bug page to watch it as well. In that mode, it sends you an email whenever someone comments or the status changes.
Feb 7, 2013Posted in: News
Huh? I don't think the "villagers crowd into a single house" issue was fixed, unless it wasn't in the original list. The fixes relevant to villagers were:
It wasn't fixed, but it was substantially improved. From the site:
After trying multiple different changes in the code, I couldn't get it even near "good", but at least I managed to make the villagers spread more evenly around the village, and somewhat in the houses, too. There could still occasionally be 3-5 villagers in the same house, but with around 15 villagers, at least 5-8 houses were occupied each night. So, an improvement, but not fully fixed.
Also, if a house has more than one door, the house has a higher chance to get crowding, even with the changes. The other door(s) lure the villagers out away from the door they are supposed to restrict.
The biggest problem to solve this issue somewhat easily is the door restriction operation. Basically, it does not work. There is no point in trying to work out a well working algorithm that takes occupation into account when that occupation data is mostly useless.
1) Changed the villagers' "home area" to be based on the bounding box of village's doors (instead of mass center). This matches better the needed area of movement, though the current way has the minor benefit of bringing the villagers slightly closer together during daytime - sort of looks like "community behaviour".
2) Increased the radius factor from 0.6 to 0.9. The 0.6 for the current mass center -based solution does make sense as the most distant door from that mass center can indeed be quite far away, and larger factor could allow villagers to wander quite far "out" in the opposite direction. Unfortunately, that will also limit their chances to move to that distant house that is in the village. With bounding box center -based "home area", the radius can be higher without that problem.
3) Changed the way villagers choose which door they'd like to go to. In current code the distance is given unnecessarily large disadvantage weight (squared and in addition anything beyond 16 blocks was given an extra about x30 distance which in practice means fully ignored), and when near enough, it has no effect at all. I changed the distance weight to linear, multiplied by just 4, and added the restriction value (for whatever rare effect it has). Also, I made it keep 3 best choices and pick randomly one of them in the end. The randomness tries to diminish the effects of the remaining badly working things.
4) Removed any extra doors from multi-door houses. Not a nice change, and not absolutely needed.
1 and 2 together spread the villagers quite nicely around the village. This already decreased the crowding effect a lot, but local hotspots would still be a problem.
3 and 4 reduce the local hotspots a bit. Not that well, but at least better than the current code.
What would still be needed
The above changes are merely a minor fine-tuning to reduce the worst of the issue.
Full fix would require quite a total rethinking/design for the way a door or house is marked occupied. To me, it seems that it would be best to simply bind each villager to a single door. Easy when generating the village (the code can just bind the generated villager to the house/door it was generated for). When spawning a new villager or when a door gets invalid/destroyed, there would need to be new code that looks for least bound doors and picks one of those, to spread the villagers evenly.
Then, when villager wants to get inside, it would prefer its "home door" unless it is really far away (like more than 50 blocks away?), in which case it could just pick a random valid door nearby for that night.
I just tested this in my test world where I have a little spawn area and iron golem farm, and it works in that they don't crowd into one area any more. They do however crowd into *two* areas...
Feb 7, 2013Posted in: NewsQuote from MatuliYoshi
Yeah, finally village fix!
I'm very excited about this one in particular. Finally, my villagers will abandon that one single house and actually use the entire village!
(Or at least most of it)
Feb 1, 20135thHorseman posted a message on Snapshot Support in the Curse Client, Now Beta Testing & MoreAlso, how many points do you get? If you need 47 million downloads to get 50 points, and 1000 points to get $5...Posted in: News
Feb 1, 2013Posted in: NewsQuote from Drunkenp0wNeR
Well it looks like they ruined my plans for a Jungle treehouse section of my town. A stack of bonemeal for a chance to get a large jungle tree, something that cannot grow without it, from what I can tell from the above, it seems to be in intermiten bug. one of the worst kinds.
Bonemeal was not broken, Jeb just had to go all Derpy and try to fix it. Now it is broken. IF IT IS NOT BROKE, DO NOT TRY TO FIX IT!!!
I can already tell that "Bonemeal Classic" mods and pluggins will be hugely popular.
Let me use your own formatting so you see it:
I GREW 4 JUNGLE TREES IN A ROW ON THIS UPDATE AND IT TOOK A GRAND TOTAL OF 15 BONEMEAL!!!
Jan 31, 2013Posted in: NewsQuote from LynnNexus
Oh, and the bone meal changes are way better this time, Thanks guys. I think the random nature of the trees growing with bone meal is a good change with in my short bit of testing it taking 3-7 meal for a tree to grow.
Unless the tree is partially blocked, where it would normally take 2-3 to get one to grow now it would take 6-20
Jan 31, 2013So how do the snow heights work? I just generated a new world, went to a snow biome, and all the snow was normal. I then did /toggledownfall and let it snow for a bit, and the snow on the ground still looks the same.Posted in: News
Jan 28, 20135thHorseman posted a message on Minecraft Monday Show - Murdering Chickens For YOU!Posted in: NewsQuote from MartyLoup
I literally vomited at the sight of that guy's face. When are we going to stop pretending that he's funny and that Minecraft Monday is actually a worthwhile use of anyone's time?
You are aware that you are not required to watch these videos?
And you are aware that "literally" means that it actually happened? Assuming you are, you should probably see a doctor. That is by no means normal.
Jan 20, 2013Posted in: News
I hate to speak for others, but I think it's pretty safe to assume that in a topic about an update to Minecraft, he meant he wanted that in Vanilla.
Jan 19, 2013Posted in: NewsQuote from Zac the ripper
well said my good fellow.
i luv the fireworks too. a superb addition to the minecraft universe. it wont be long until notch puts in upright pistons for this exact purpose.
Notch is no longer actively coding the game, and pistons can already be placed upright.
Jan 18, 2013Posted in: NewsQuote from Ouatcheur
"Creating a infinite water source no longer needs a block underneath, but has to have a water source block."
I personnally do not understand the actual meaning of that sentence!
Use 1.4.7 for this (so you can see the problem):
Go to a shallow (1 meter deep) pool of water, at least 2x2.
Use a bucket to take some water.
Notice that the water magically refills the spot you took it from.
Go to a deeper area of water (more than 1 meter deep).
Use a bucket to take some water.
Notice that the water now has this weird flow thing towards the water you took.
This is the bug that was fixed. If you do the same steps in the new snapshot, both things you do will act like the first one.
I agree though that the sentence could have used some TLC
Jan 17, 2013Posted in: NewsQuote from harribt
Are you guys gonna update now, or wait for the full version?
Both! I have 2 profiles in Magic Launcher, one for snapshots and one for the full version. I play snapshots when I'm alone and the full version for multiplayer.
Jan 17, 2013Posted in: NewsQuote from Annlaw_Clayshaper
Correct me if I'm wrong here (don't have the snapshot installed) but can't you already make a pipe of sorts by connecting a lot of hoppers to each other?
The only limitation to this would be the crafting cost (which is not even that much of a point if you use jungle wood for the chests and a golem farm for the iron)
And I've already designed a fully automated iron farm using hoppers to collect the iron.
Quote from insomniac_lemon
Yes, however hoppers cannot send items upwards, only down and sideways. Plus, chaining a bunch of hoppers together looks ugly.
I have no problem hoppers not sending items upwards. SOME things have to still take work in the game.
Jan 17, 2013The woPosted in: News
Huh? Hasn't it been that cactus can't grow next to blocks since cactus was first added?
The wording of the bug report is confusing (though it's perfectly correct wording).
There was a bug in 13w01a though where they could. That bug has been fixed.
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