Yes, it's the reward for slaying the dragon and finding an End City. So what happens with a server gets together to fight the dragon? Out of 20 people on the server, only 4 or 5 get the reward? And then after a month of playing online in a stock server they are all used up, and the item will no longer exist in game, because every single one accessible will be gone, and then whats the point of it even existing in game? A few people get to enjoy it for a little while, and then it's gone.
For Single player, there's enough that you can get another, and a larger world isn't an issue. Large worlds ARE an issue in multiplayer as server limit memory usage, and that will restrict the number of available Elantra to an almost useless number. That is a valid problem for SMP.
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I mean, chicken and beef are duplicate, so is baked potatoes and carrots. But it's about options, and having uses for things.
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Especially if it could light things on fire around it.
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Disagree: less damage and health.
Keep the health and damage, but let them buuuurrrnnn
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I managed to get a "Good" librarian, who has gold as his last trade (I have a gold farm) so pretty much perfect, he'll always give me emeralds. (currently written book is last trade, gold hasn't unlocked but is in my checklist, either way I'm happy)
The Blacksmith, I don't really care what his last trade is, he'll be worth his weight in diamonds no matter what. (although I will laugh if it's a diamond hoe)
Once I unlock the blacksmith trades, I'll be going back to the witch farm to finish up. Then cleaning up the Nether tunnels...which I'll need an ice tray for...hmmm..
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The farm works WONDERFULLY for a little while. Then stops entirely. I mean... nothing. The entity count sits at 40 though. That's squids, the one swimming pig I havn't killed, a few slimes...
This is a personal SMP server, with me being the only other person on the server.
Leaving the area and coming back seems to reset it for another little while, but then it drops off again.
With a hostile mob cap of ~70, why would they stop spawning? My understanding would be there's still more than 30 hostile mob slots left, as the squid and pig count into that 40 entity count as well...
Any tips?
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Sad to see it's still not mobile friendly / responsive though. Any plans to do so? If it's a question of a missing skillset, send me a PM, I'd be willing to assist on a responsive style sheet for the site.
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Or any base near water.
Also means filling any underwater lakes.
May just have to live with reduced efficienies at witch farms, unless you have enough materials to drain the swamp and half slab the area.
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"Crap, my mob farm, and witch farm, both are surrounded by water as an easy way to prevent mob spawning, and upping their rates".
With a new hostile mob in the water, what can we do to prevent spawning? Or should underwater hostiles have their own mob cap category that won't effect land based hostiles?
Thoughts?
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Means while minining I never have to switch tools, and inventory uses less space so I don't have to unload as often.
I am finding a need for a Efficiency 5 Unbreaking 3 regular pick to get cobble though.
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By default, your PC will use your internet providers DNS, and Comcast is horrible about theirs. (And do things like take you to ad ridden pages for mistyped URLs).
Try Google's DNS or Open DNS servers as a more reliable, and faster solution without the headache.
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The idea is to combine three things:
Villager Trading
Sorted Mass Storage
A city / Town.
First part, the city.
Lots of people build cities. In Multiplayer it makes some sense even. But I wanted more from it. I wanted it to serve a function. I wanted this city to be my player home. So rather than a storage room, I'd build a market district, with shops for key items, and a warehouse for the rest.
But a city with no people is no city at all, so I'd need villagers. And I will breed them, and stick the ideal villagers for each profession in their shop, behind the counter.
But then...storage. For things like diamonds a shop could work, a chest could hold all my diamonds. But what about cobble? I'd need a lot more storage for that. At first I thought the attic could work...but no. If I'm going to do this, I'm going to do it right. I want underground mass storage for each chest and shop. And I want it tied to an item sorter.
So, there is a warehouse by the docks in my city. That is both the start and the stop for my item sorter. Dump items there, and the items begin their loop around the city underground.
First stop, the stone mason. There Cobble, Stone, Stone Bricks, stairs, mossy stone, etc are all sorted, and placed in underground mass storage.
But wait? How does it get to the shop?
Dropper towers, fed by the item storage, and shut off by a comparator behind the chest in the shop. So it fills the chest to about 98% full, then shuts off the dropper tower below. This is silent, fairly compact, and works great. For the stonemason I have a double chest in the shop for Cobble, Stone, and Stone Brick, and a fourth chest with a further 7 items of "Misc" stone items. (moss stone, stairs, walls, etc).
End result? Arrive in town, dump off your excess inventory at the warehouse and have it go to the appropriate shop.
Walk into a shop. Trade with the shopkeeper, or go straight to the chest and grab what you need.
Ambitious? Yes. It's the largest project I've ever built in minecraft. I've done towns, never cities. Much less functional cities. The item sorter, storage, the zombie purifier for villagers, the number of hoppers and chest in this build is insane. But the proof of concept is already done, and works flawlessly.
Here's some screenshots of the progress thus far:
First off, the Zombie Purification Center. I located a zombie spawner a couple hundred blocks from the city, under the ocean. I used a variation Dataless822's, only made it a "U" shape, with 9 cells total.
It's functionally finished, but I am still working on the decoration. I wanted this up first so I could be working on villagers while building the city.
Next up, the docks to the city.
Here is the entrance to the Stone Masons Shop
A very rough and unfinished interior of the Stone Masons shop
A view of the Item Elevators and hopper pipes for the Stone Mason.
And a view of the Item Sorter for the Stone Mason.
The first item is Cobble, Second is Stone Brick, then Smooth Stone. The next 7 are misc stone items going to the last chest (stairs, mossy stone, etc).
Finally, here is my setup for the Item Sorter and storage and dropper towers. (I built this next to the stone masons above ground to figure it out)
Keep in mind, all of this is very rough at the moment, I haven't done much (hardly any) decoration yet, cleaned up the walls, etc. this is *rough* but I wanted to share the progress.
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Basically, I'm building a working market district in my city. This means a massive, city-wide item sorter. I dump items in a chest at the warehouse, it then feeds it into an item sorter / storage system under the city. This is hooked up to each shop. (Currently on the first shop, the Stone Mason) So in the Stone Masons shop you have 4 chest, which are all fed via dropper towers from the mass item storage under the city. (Smooth Stone, Cobble, Stone Brick, and "misc" which has mossy stone, stairs, halfslabs, etc). As the chest in the shop fills up, it shuts off the dropper tower clocks, allowing the storage underground to fill up.
Items that don't go into a shop chest get fed back to the warehouse chests.
The second half of this is the village breeder / zombie purifying station. This means each shop also has a villager trapped at the counter for their respective trades and professions.
It's an insane amount of work, yes, but getting there!