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    posted a message on [Survival-Hard] New Realm - LFM

    Alright, I've changed my mind. Hard-Veto on thing.

    Posted in: Realms
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    posted a message on [Survival-Hard] New Realm - LFM

    I personally don't have an issue with anyone joining the server outright. What I do have a problem with is when a bunch of people I don't know start going near/into my village and farms that I am still working very hard on to complete and leaving messes or actual damage for my team to clean up.

    Posted in: Realms
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    posted a message on [Survival-Hard] New Realm - LFM

    Just an FYI for all server hosts. DO NOT let a player named Lynxmod into your realm. Literally within the first 20 minutes of Titan giving him permissions, he took 2 stacks of iron, a stack of redstone blocks, some other odds and ends, and FIVE shulker boxes filled with high-value items from Titan without even asking. We just had to realm reset by 30 minutes to undo the damage.

    Posted in: Realms
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    posted a message on What's the BEST farm?

    Automatic pumpkin and melon farm. All you have to do is start a village from a couple of zombie villagers, breed them like crazy, and make them all farmers, and you will be able to infinitely print emeralds with melon and pumpkin trades, and you'll have more golden carrots than you'll ever need without a gold or large carrot farm. All you need is a small carrot or potato farm to use for breeding and level 1 trades and you're off to the races.


    Auto farms for pumpkins and melons are also so simple that even I can set them up and I am HOPELESS with redstone.

    Posted in: Discussion
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    posted a message on Why do I still play in 1.6.4?

    I never said better caves are mutually exclusive from new updates, I said that the overwhelming majority of players are not willing to hold all of the new updates back just for the sake of bigger holes in the ground. I think everyone can agree that the next huge themed update should be dedicated to caves if it's not an End update. The way I see it, the devs have only 3 potential choices for the next big update if they're smart about it:


    1. End update, since it's by far the most empty and boring dimension

    2. Nature update, where they cram all of the Minecon Earth biome updates together

    3. Cave update, because caves are in dire need of help to be more engaging for the general audience

    Posted in: Discussion
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    posted a message on Why do I still play in 1.6.4?

    My playstyle has nothing to do with PVP, I was just making a comparison to someone playing a game of a different genre and only utilizing 1/4th of the gameplay. In Minecraft, the bulk of the gameplay has nothing to do with caves. Yeah, you have to mine for materials, but caves otherwise serve no purpose. All of the same mobs appear throughout the whole world, the terrain in caves really doesn't vary that much, and aside from ores, mob spawners, and the stronghold, there's nothing you have to go caving for. Mineshafts are fun the first few times you go into one, but then after that they just become a navigation chore.


    Modding is entirely different from the basegame, so I don't really know what kind of discussion you were expecting with this topic. "Why I still play on this super-old version" Answer: Modding. Topic done, novels-worth of paragraphs not needed. Why exactly should anyone care about you staying on an old version because it's easier to mod? If it was a topic actually discussing your mod in detail (although that would have to go under the modding subforum instead and I'm sure you already have one somewhere) I could see the point in this topic, but as it stands, I just don't know what you were expecting here.


    Literally the only thing in this entire topic that relates to actual basegame Minecraft is cave generation. You have to understand that you are an extremely niche player, nobody else has anywhere near your level of interest in caves and don't consider better cave networks to be worth losing the last few years' worth of updates to the rest of the game.

    Posted in: Discussion
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    posted a message on Why do I still play in 1.6.4?

    I honestly don't understand how someone could find caving to be the only reason to play Minecraft. It's such barebones and repetitive gameplay. At this point I don't know why you don't just go to a different game. This would be like a player buying a fighting game and only fighting the AI, intentionally avoiding fighting other players even though that's literally almost the entire point of the whole genre.


    On the other hand, Caver's modding really does show how much of a joke the actual developers of Minecraft are. How can this one man put out so many quality changes to the game in such a small amount of time when it takes an entire team of people YEARS to put out even a fraction of that? When this game took off and made billions, the rate of content output should have completely exploded, but it stayed pretty much the same. One moderately-sized update per year. The nether update is the biggest one they've ever done, and it's quite nice, but I now have to wonder how quickly one single talented modder could have made it.

    Posted in: Discussion
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    posted a message on [Survival-Hard] New Realm - LFM

    How is the activity looking on this realm? The one I'm currently a part of mostly consists of very inexperienced players (like, not knowing dragon heads exist and leaving them on the ships while pillaging the End, and one guy dying 12+ times in the End with valuables kind of low-level), and the activity is way down. I already have a megavillage built in it, and a huge store that sells terracotta, concrete, glass, and wool in every single color, but I haven't made a single sale the entire time the store has been up even though there are many things that could be used as currencies and the prices are fair. Everyone on this server builds with boring blocks (pretty much exclusively stone brick and wood) and there aren't very many huge structures, and even the few that are big really aren't all that impressive because the materials are the absolute most basic to mass-produce and there's not too much detailing.


    I've been practice-building a massive ice palace I want to build floating on the ocean, with an underwater ocean base beneath it under the sea, but I'm very hesitant to build it in the realm I'm in because it might be a bad realm to commit such a huge project to. Is your realm highly active with a lot of skilled players? Would it be worth my time to try setting up my stores and building a massive structure in it?

    Posted in: Realms
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    posted a message on Ocean Base-building: Pros and Cons

    I use golden carrots from farmers for food. With my existing farms I can just print money and use them for those easily.


    For the build I'm planning, it would be an ice castle above the water, and the rest of the base below being waterlogged.

    Posted in: Discussion
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    posted a message on Ocean base-building: Pros and Cons

    I am a Bedrock Edition player, and am reposting this topic in the Java discussion forum because the Bedrock one gets two new posts per day.


    With the RTX beta released, we can now see how jaw-dropping the water graphics are going to be. With this in mind, on the realm I currently am putting all of my work into, I have decided to build my first-ever ocean build, while it will also by my first-ever ice palace build.


    I'm very hesitant to start working on it, though, because it's a very daunting project. I'm trying to think of all the pros and cons of doing this build, and would appreciate any input and tips in case I've forgotten or haven't thought of something. For this list, consider that I'm planning on most if not all rooms (including storage) below sea-level being completely submerged with total conduit coverage unless it turns out to be a VERY bad idea.


    Pros:

    - Squid all around the base nonstop, making ink sacs very easy to constantly farm.


    - Tropical Fish will be very close-by where I plan to build it, so I will be able to possibly sell them to other players for aquariums, not to mention how easy it will be to supply my own. It also won't be hard to me to get dolphins or squid into my aquariums.


    - Very easy to dispose of trash, because it will immediately just float out of my way to the top of whatever room I'm in until it despawns, or the ocean surface. Yay, polluting!


    - It will look AMAZING.


    - The constant and never-ending supply of fish around the base will make bone-collecting trivial even without using a skeleton spawner.


    - Easy to make decorative item shooters in the walls that dispense items with a slow clock horizontally into the water, to rise up into a refill system. Will probably shoot things like prismarine crystals, but it can be anything.


    - The entire area around you can serve as a launch pad for Riptide tridents and people that want to fish can do it from literally anywhere


    - No overworld hostile mobs except Drowned will ever be anywhere near the base


    Cons:

    - WICKED expensive to build with my block palette (concretes, terra-cottas, packed ice, blue ice, sea lanterns, the conduits, the beacons)


    - VERY hard to build compared to most overworld build-styles, both in terms of time and style


    - Drowned all over the place, all the time


    - Items floating up when dropped can be as much of a curse as a blessing if you don't notice something you actually don't want to lose gets dropped, your chances of noticing before it's too late are much lower


    - No overworld mobs nearby will mean no gunpowder farming or bone farming from skeletons (this is solved from fish), although I could possibly try building a darkroom made out of obsidian for exactly that purpose. Maybe this could be a plus.


    - Inconceivably hard to get any kind of villager set-up anywhere in the build. If I get one, chances are it's going to be a monstrous task unless the darkroom spawns zombie villagers.


    - Lighting the build enough to prevent drowned spawns on the inside is going to be exceptionally difficult if not impossible to do while retaining the look I want


    - Are fish, dolphins, and squid going to be spawning everywhere constantly on the inside of my build and a constant distraction/nuisance?

    Posted in: Discussion
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    posted a message on How do villagers work? (More info in text)

    Villagers can spawn as a nitwit, as an unemployed, or as a random profession regardless of nearby workstations. If they haven't actually claimed a workstation yet and haven't been traded with, they will eventually find one and claim it, turning into that profession, unless they are a nitwit. Once a villager has been traded with at all, their profession is locked permanently. Unemployed villagers, according to the wiki, cannot change professions at night.


    If you are in a realm and other players are online in other areas, villagers can completely shut down all bed and workstation claiming temporarily due to world lag. It's just unavoidable sometimes.

    Posted in: Discussion
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    posted a message on invisible villagers

    Are they vanishing into the roof? Behind a wall? Try waking them up manually and seeing if you can track what angle they wake up at.

    Posted in: Discussion
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    posted a message on Ocean Base-building: Pros and Cons

    With the RTX beta released, we can now see how jaw-dropping the water graphics are going to be. With this in mind, on the realm I currently am putting all of my work into, I have decided to build my first-ever ocean build, while it will also by my first-ever ice palace build.


    I'm very hesitant to start working on it, though, because it's a very daunting project. I'm trying to think of all the pros and cons of doing this build, and would appreciate any input and tips in case I've forgotten or haven't thought of something. For this list, consider that I'm planning on most if not all rooms (including storage) below sea-level being completely submerged with total conduit coverage unless it turns out to be a VERY bad idea.


    Pros:

    - Squid all around the base nonstop, making ink sacs very easy to constantly farm.


    - Tropical Fish will be very close-by where I plan to build it, so I will be able to possibly sell them to other players for aquariums, not to mention how easy it will be to supply my own. It also won't be hard to me to get dolphins or squid into my aquariums.


    - Very easy to dispose of trash, because it will immediately just float out of my way to the top of whatever room I'm in until it despawns, or the ocean surface. Yay, polluting!


    - It will look AMAZING.


    - The constant and never-ending supply of fish around the base will make bone-collecting trivial even without using a skeleton spawner.


    - Easy to make decorative item shooters in the walls that dispense items with a slow clock horizontally into the water, to rise up into a refill system. Will probably shoot things like prismarine crystals, but it can be anything.


    - The entire area around you can serve as a launch pad for Riptide tridents and people that want to fish can do it from literally anywhere


    - No overworld hostile mobs except Drowned will ever be anywhere near the base


    Cons:

    - WICKED expensive to build with my block palette (concretes, terra-cottas, packed ice, blue ice, sea lanterns, the conduits, the beacons)


    - VERY hard to build compared to most overworld build-styles, both in terms of time and style


    - Drowned all over the place, all the time


    - Items floating up when dropped can be as much of a curse as a blessing if you don't notice something you actually don't want to lose gets dropped, your chances of noticing before it's too late are much lower


    - No overworld mobs nearby will mean no gunpowder farming or bone farming from skeletons (this is solved from fish), although I could possibly try building a darkroom made out of obsidian for exactly that purpose. Maybe this could be a plus.


    - Inconceivably hard to get any kind of villager set-up anywhere in the build. If I get one, chances are it's going to be a monstrous task unless the darkroom spawns zombie villagers.


    - Lighting the build enough to prevent drowned spawns on the inside is going to be exceptionally difficult if not impossible to do while retaining the look I want


    - Are fish, dolphins, and squid going to be spawning everywhere constantly on the inside of my build and a constant distraction/nuisance?

    Posted in: Discussion
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    posted a message on Old guy learning game after being exposed by grandkids.

    Gold, Emerald, Diamond, Lapis, and Nether Quartz ores all require you to have at least an iron pickaxe to collect them, otherwise it takes longer to mine them and they drop nothing.


    Diamonds spawn in one "vein" per chunk of all Minecraft worlds, and terrain generation like caves, lava lakes, and mineshafts can overwrite them after their location is initially generated, leading to the vein being partially or completely destroyed, hence their rarity. You need to be looking between layers 5 and 12 for optimal odds of finding them.


    Obsidian is only found when flowing water touches stationary (non-flowing) lava or vice-versa using buckets. It requires a diamond pickaxe to mine.


    Beacons are something you aren't going to have for a very long time, if ever. You have to have somewhere around two stacks of blocks of diamond, gold, iron, and/or emeralds (emeralds are by far the easiest, you just have to get a proper trading hall set up with villagers, fill it with farmers, and just print money with melon and pumpkin farms) just to establish the base for the beacon to function, and for the beacon item itself you have to get 3 wither skeleton skulls from the nether (4% droprate per skeleton with Looting III on your sword) and then summon the Wither boss using those skulls and soul sand. The Wither boss is absolutely not to be challenged until you're very good at the game and know the proper protocols for fighting it, such as what gear to have, what items to bring, where to fight it, and at least 5 totems of undying is what I'd recommend.


    As for seeing where your bases are, if you haven't already, you can just enable coordinates to always be on screen, and keep a log of where all of your points of interest are, either with an in-game book and quill or on a notepage on your phone, etc.


    You must have sheared the hive while at least one bee was outside the hive. Having a campfire under the hive will not placate any bees floating around outside of it when you shear it, and then that angry bee will summon and anger the others. Just like in real life, once a bee stings you and loses its stinger, it dies shortly thereafter. If you want more bee nests, you can get a silk touch enchanted tool and mine the hive with it while all the bees are inside to carry them with it.


    I suggest using this wiki for all other things you have questions about. Just type in the subject of your question (such as Diamond) and you can read all relevant information about it without having to wait on someone to potentially give you an incomplete or even incorrect answer.
    https://minecraft.gamepedia.com/Minecraft_Wiki

    Posted in: Discussion
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    posted a message on What's your opinion on the 1.16 'Strider' mob ?

    The strider is just so ugly, and a nether boat made of obsidian or one of the new nether blocks would have been far better. For the amount of work that went into the strider, they could have very easily devoted those resources into reskinning a boat into a new one, give it fire immunity and have it completed, and make a smaller new mob that does something else.


    The nether update is looking to be the best one yet, but the strider is far and away the worst thing about it. The devs clearly are focusing more on doing something different here than doing something that is more convenient and works. I would have much rather seen some kind of salamander or something that lives in the lava. Minecraft still doesn't have a single reptilian thing in it except turtles and the ender dragon that you have no reason to fight more than once (at least on console, because even after all this time we get screwed on a lot of things Java has), and this would have been a perfect opportunity.

    Posted in: Recent Updates and Snapshots
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