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    posted a message on Slime Spawn Low Minecraft 1.13

    In the case of slimes, you're dealing with a small quirk of the spawning mechanism that causes slimes to spawn more rarely than any other mob (if I recall the explanations right, this was due to the introduction of witches way back in like 1.4). Slimes have a 50 or 90% chance to fail (I forget the specifics, but it's detailed in the wiki), so even in perfect scenarios you're simply not getting as many.


    As a result, you're going to always be much better off developing multi-chunk solutions. This can be in the form of 2 or more slime chunks that are adjacent to each other, but you can also link together completely unconnected single-chunk slime chunks by sending the results to the nether (and potentially back to the overworld to a central location). The latter is far more technical and finicky, given that you're having to work with non-exact portals that can easily break the farm if an active portal (from another farm, for personal use, from you trying to get unlost in the Nether, etc) gets placed too close.


    For each slime chunk, however, here are some things to check out:


    1)don't cover it up with non-transparent blocks. Having blocks that mobs can potentially spawn on (even though you spawnproofed them so they can't actually spawn there) will force the game to still check those blocks for spawnage. Since all these other locations are failing as a result of your spawnproofing, this translates into slower spawnage and therefore taking time away from actually spawning mobs inside the farm.


    2)keep your render distance at 10 or higher. If you're on a server, the equivalent setting is server view distance but you cannot control that from clientside (if it's lower than 10, you need to contact the server admins/owners and convince them to bump it up).


    3)spawnproof everything out to 128 blocks away from your farm. You've got the entire underground to sift through, too, so this is not going to be a small task at all. If you don't mind the cheating, check out /gamemode 3 (/gamemode spectator if you're in 1.13) and sink down into the ground so your head is in a solid block. This will give you the x-ray effect and allow you to very clearly see what the cave situation looks like around you. Unless you have already actively mined through the area at all levels, I'm betting there's going to be a ton of dark spots that you never realized were there/never got around to finding.

    Posted in: Discussion
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    posted a message on Lf survival mod for building - overlays or framework structure - blueprint

    You are looking for the OpenBlocks mod, which features two blocks referred to as Building Guides (there's a basic version and an advanced version). It's available for version 1.12.


    There was also a "bridge mod" called Building Guides that recreated this specific block, but I dunno if it's still active anymore.

    Posted in: Survival Mode
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    posted a message on can someone direct me to where the rules of this forum are please?

    on the page that lists all the various topics for you to choose from, there's a pinned message at the top titled "Minecraft Discussion Rules".

    Posted in: Forum Discussion & Info
  • 0

    posted a message on Additional functionality for items placed in item frames

    1)I'm not sure how it would be a problem to code, unless you're referring to the lag aspect that would occur from a large amount of tile entities. Based on the way I assume that blocks themselves are assigned texture data, though, perhaps we could entirely avoid all use of tile entities for this idea and have the wallpaper item edit the block data directly, freeing up that block space in the process. I don't know anything about the internals of block class data, however, so I'll leave this out of the OP until I get more info on that.


    2)keep in mind that this is a functional system of redstone that operates in a mass grouping of tile entities (item frames). Even if you just used this as a blackboard system to display examples, that's essentially two sources of lag you're dealing with (redstone lag and tile entity lag). I don't think we should make this relatively cheap because of that, but perhaps the map recipe could be refactored to produce more per recipe as a compromise. Maybe this could be coupled with a "debug stick" sort of item that lets you draw out the functionality of the redstone


    3)hmm, I wonder...if we could target a block's data directly like in #1, could we potentially even replace it with a whole new entity? Might be pretty interesting to texture a block with item frames, giving us an in-block way to use item frames AS item frames so that liquids and other issues just don't matter (ie, they're inset to the block).

    Posted in: Suggestions
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    posted a message on Non hostiles (Chickens TBE)

    Chickens that spawn as part of a chicken jockey set will despawn (and I don't think they lay eggs?), they are specially flagged to have the hostile despawning conditions as they originally were leaving a bunch of eggs lying around that zombies would pick up (thereby preventing them from despawning). Chickens that spawn as just chickens will never despawn.

    Posted in: Survival Mode
  • 0

    posted a message on Additional functionality for items placed in item frames

    1)wallpaper. Recipe: any full block of your choice surrounded by 8 paper. This item would function like maps placed in item frames, but would simply apply the block texture instead of the part of the world shown in the map. Tile entities would somehow result in some sort of patterned variation based on that item texture, but I'm not sure if such a thing would be possible or viable (ie, it could be done but would be too laggy).


    2)2-dimensional redstoning. Any redstone item (dust, block, repeater, comparator, etc) wrapped in 8 map items. The item retains its original redstone functionality, but this would be limited to the 2-dimensional space created by the item frames. Item frames that have a 2d redstone item applied will no longer have 3d redstone functionality, being unable to power blocks they're attached to. The exception to this would be a new item (tentatively, a conduit wrapped in 8 maps) that specifically interfaces 2d and 3d redstone signals. A second new item, an item frame wrapped in 8 maps, would form a placeholder frame that allows for powerable blocks to be used in monostable circuits and similar constructs, allowing the 2d pistons to move blocks in and out of such spaces within the 2d area.


    3)quantum tunnels. Crafted with a hopper surrounded by 2 beacons above and below and 6 ender pearls along the sides, producing a pair of tunnels. To use these, separate two of them into their own item stack and right-click to pair them together (you can do this with any 2 tunnels or you can rightclick one onto an existing tunnel placed in the world to replace the pairing it had). These items are not inventories nor do they interact with inventories in any way (ie, they are not wireless hoppers). What they do is allow the immediate translocational movement of items, liquids, redstone signal, and entities (mobs, players) from one place to another wirelessly. Liquids will still only flow a max of either 8 or 4 blocks, items will still have momentum and vector, entities will still face the way they were travelling and would take fall damage as appropriate, and redstone signal would still decay and power the appropriate blocks and suchlike.

    Posted in: Suggestions
  • 1

    posted a message on Colored Stairs and Slabs?

    I'm surprised this isn't already a thing.


    1.13, and specifically the literal rearrangement of the data structures that define, well, everything in Minecraft (blocks, items, and mobs), is fairly new still. Mojang is actually still fixing bugs and issues that arose from its creation and haven't really gotten to a point of adding new post-1.13 ideas (at least, not outside of internal development versions not accessible to players).


    This idea is not new. It was first suggested for wool blocks, and it was such a swell idea that Mojang took a run at it. They attempted to implement an RGB dying system for blocks similar to the way leather armor can be dyed, but it created such a huge amount of lag that they had to abandon the idea altogether. The reason for the lag was because block data simply didn't have enough room to accommodate that much additional information; naturally, being programmers by trade they ignored this restriction and tried to come up with a workaround using some other non-block portion of Minecraft called tile entities. Tile entities include things like fences and gates, most everything regarding redstone, leads, and any sort of block that had an inventory or special function. These things held/could hold a lot more information (and in fact, some of them still ran out of space), but when used in large quantities would cause lag. Tile entities that had complex or frequently-updating functionality are more severely affected, but even the simple variations like stairs, slabs, and fences would eventually stutter the game.

    Posted in: Suggestions
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    posted a message on Suggestions rejected by Mojang

    What's to discuss? These are all things that Mojang has said "never" to, which means that whether or not they're possible or could eventually become possible with a reasonable amount of effort (not requiring a major rewrite) they're just not going to do them. These are literally dead ideas; while non-suggestions areas of these forums may not be subject to the policies in said area that shut down such threads as well, there's just no point in talking about them because Mojang won't change their minds.

    Posted in: Discussion
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    posted a message on Mojang, Husks and Strays are a bad idea.

    The only reason it didn't win was because most people didn't think much of the sea back then. But no, just another reskinned zombie that makes wanting to live near water a pain because unlike a proper sea monster, they don't stay IN the water. I wish there was a way to turn off spawning of only specific monsters via command, unless there is some advanced way I don't know of. /rant

    All mobs now have their own separate IDs to refer to them. You can use a teleport command like normal to move all mobs of a specified type into the void, or you can use a kill command to smack them down where they spawned so you can collect random loot as you come across it (which will probably be a little laggier as a result of all those entities lying around for 5 minutes). The overall concept hasn't changed, but the specific commands to do so have so you will have to relearn/research those yourself.

    Posted in: Discussion
  • 5

    posted a message on Map Wall

    When building a map wall, consider how far away you want to be when looking at the finished result. A really huge map wall could turn out to be not as good because the clarity of detail will diminish the further away from the map you get. If you start building things around the map and built them too close, it might be hard to catch the view you intended.


    Once you have that sweet spot established, consider how you want to move around to look at different parts of your map. You might want to build a vast amphitheatre or pit in front of your map and use a small slime-block flying machine platform to move around. Or perhaps you might have a matching wall of ladders so you can just ASD your way around and sneak when you need to stop and take a closer look at something (this disadvantage here is that you won't have the ability to move closer to the map if something were harder to see). Or you might do something akin to a Roman Colisseum or The Globe Theatre (the place that William Shakespeare performed his plays) or that temple in the volcano in the Conan: Exiles video game.


    Make extra maps and item frames (if in 1.12 or earlier) or banners and take a equal number of blocks. You can use these to place map markers if you find something interesting. Just place the block nearby and place the map on it, it should show up on your carry map as a green dot. Later, you might completely forget what the marker was for, but at least you'll see it and wonder/recall what it's for.


    When I go on an extended mapping adventure, I also bring along my road box. This has all the supplies necessary for developing my transport network, from marking out the basic pathway to the pavement and curbs/gutters/sidewalks to the rails and side paths for horse use (still debating whether I want to do a skybound piece for elytra, but I don't really use them). It will be boring to run out there just for mapping, so the idea is to give you something besides mapping to do as you travel. I do roadwork, but you might want to bring along the donkey/llamas/shulker boxes to do a supply run instead or perhaps you might just want to do something artistically creative like write a story.

    Posted in: Discussion
  • 1

    posted a message on Mob farm very slow, can't find the issue (1.13)

    Any mob farm that is built at the top of the world will be approaching a level of operation that is twice as slow as that same grinder built at sea level (y=63) and up to four times as slow as the grinder built at bedrock (ideally, y=14 or lower but building it up to y=30 or so won't significantly decrease efficiency). This is because the game uses the highest-placed non-transparent block in the chunk to figure out how high into the world to look for spawn locations. Non-transparent blocks (ie, blocks you built the grinder out of) will impact spawn rates, but transparent blocks (air, glass, leaves, bedrock, etc) will not.


    By digging out all the way to bedrock all the chunks that your mob grinder exists in (are you regretting building this monster yet?), you can avoid having the game pick those blocks to test for spawnage and therefore gain a very tiny amount of speed back. This won't be nearly enough to offset having your grinder at the top of the world, though, but if you relocated the grinder all the way down as close to bedrock as you can manage you shrink the world height in that chunk and therefore gain tons of spawns.

    Posted in: Survival Mode
  • 0

    posted a message on Need help!!! Curse of binding

    Well, it's not like a controlled death is that hard to pull off...heck, just dig out a 5x5x5 hole in the ground and place a couple pieces of gravel/sand above your head...then just stand there and suffocate. Your items will end up elevatoring upwards through the gravel/sand, but because you dug out the space around said blocks they won't go anywhere except into your freshly-dug grave.

    Posted in: Discussion
  • 0

    posted a message on Need ideas for a mod

    Programmable doors that let us change where they lead to on the fly...kind of like the way it was done in The Matrix movies. You're off on an adventure and you find someone's house, they catch you looting the place and start chasing you around. All through the house, up the mountain, through the woods, into a nearby roguelike dungeon. You make it through one of the doors there, quickly flipping around and using a key on it, causing the door to open up on some random desert 1500 blocks away instead.


    Another thing I'd like to see are different mechanisms for getting to other places/dimensions, ones that don't use the swirly-portal effect (nether portals, end portals, aether portals, etc) or the instant-blink effect (rftools, myst, mekanism, portal gun, etc). It'd be really awesome if there were no portal at all, or at least that we'd be unsure where it's actually located beyond "somewhere in there"...for example, walking into a fog that slowly gets denser and denser until we barely can see anything then it just as slowly fades back to bright for us to find we've already crossed over.


    Another really cool concept I'd like to see is something inception-y. We create some sort of model of a thing, and when we add in a new part it gets added into the "real world". Kind of like the scene in the original Clash of the Titans on Mount Olympus where the gods pull mortal beings from a shelf and place them on the playing table, causing them to appear in the mortal world to threaten the hero.


    A mod that played around with gravity and orientation/perspective might be cool. You're just walking around and all of a sudden you fall upwards, or you eat a piece of cake and grow into a 50-foot giant.


    I suppose it might wear thin after a while, but a mod in the realistic style of Immersive Engineering for tradecraft could be interesting.


    A mod that lets us film videos within Minecraft? Set building, lighting, sound, post-production editing, canned applause and laugh tracks, etc.


    A mod that adds a whole system of radio, allowing us to set up and tune into different radio stations and maybe limiting them to specific ranges.


    Maybe a mod centered around The Immortals? Beat one and you take its powers.


    A mod that sets up a system of nations and political factions? Maybe not so much in the Risk or Civilization style where you work to destroy everyone else, but more like enforcing consequences for actions taken. Like, being a warmonger might cause other nations to band together against you and you might end up with more frequent hostiles spawning around you. Stealing stuff might cause stuff you own to go missing on occasion. Not defending your citizens from raids might cause them to migrate to somewhere else. Stuff like that that doesn't change the field.


    A mod that sets up non-lethal combat and/or formal schools of fighting. Gladiator Arenas, friendly games (Minecraft Olympics?), formal duels, practice weapons, etc.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Slime Farm barely working.

    Just so you're aware, all that dirt/stone/gravel/etc above the farm is reducing the amount of spawns. Having it there drops the efficiency of the farm by a huge amount (like 33% or more) because it forces the mob spawning algorithm to keep checking for spawns above the slime farm even though it likely can't spawn anything there. This "rule" impacts every single mobfarm ever designed, but it more seriously impacts slime farms due to slimes having an inherently lower chance to spawn in the first place.


    If you want an efficient mob farm, 1)don't cover up the spawning platforms with non-transparent blocks (unless you have to) and 2)don't let anything in the chunks the mobfarm occupies rise above the roof of the mob farm.

    Posted in: Survival Mode
  • 0

    posted a message on Guardians Not Spawning At All?

    Bats don't have any functional relationship to anything but the annoyance level of the player. You can have a million bats in the world and the hostile mobs, passive mobs, squid, phantoms, and vexes summoned by evokers would still spawn. Of course, having an actual million bats would have long since killed your world due to memory limits...


    Because of the changes to water opacity, perhaps it's now the case that too much "side sunlight" is getting into the spawning area and reducing spawns by simply making it too bright. I'd try putting on a wider roof to eliminate that possibility, since this is such an easy and painless thing to check out.


    Make sure to light up all the caves around (128 blocks outwards from each edge) and below (all the way down to bedrock) the temple. While only guardians will spawn in the area of the temple, this does NOT mean that non-guardians will not spawn outside that area. Given that guardians are part of the hostile mob group and therefore share cap space with slimes, endermen, witches, creepers, skeletons, illagers, and zombies of all kinds, this is most likely the reason why you have no guardians.


    If you have already done extensive and/or cheatfully exhaustive spelunking, check to make sure the mob spawning gamerule is turned on or that you're not currently in Peaceful mode. The gamerule is probably in the correct state and would clearly affect more than just guardians, but Minecraft has had instances before where gamerules randomly switched values after updating and of course many players enjoy a good prank (so your friends might have done something to mess with your world). It could also just be that you were testing something out previously or otherwise changed that gamerule on purpose to deal with a prior issue that has since been fixed and you just forgot to turn it back on.

    Posted in: Discussion
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