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    posted a message on Cave with torches in it already?

    Any chance that you had an old world with the same name that got deleted at some point?


    Apparently Minecraft isn't very good at checking that deleted worlds are completely deleted before closing down (unless that has changed in recent versions?)


    I'd go up and check if there are any other signs of chunks left over from an earlier world like mismatched chunks, or even buildings or something.

    Posted in: Discussion
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    posted a message on Is nether actually inside over world?

    Obviously the concept is of the Nether being below/inside the Overworld but if you study them they are both flat, not round.

    Also I'm pretty sure the Nether is just as large as the Overworld, meaning that outside the center of the Nether the 8:1 ration is no longer valid.

    (The Wiki claims that if you enter a portal in the Nether where X and/or Z is greater than ±3,749,984 then the resulting position in the Overworld is rounded down to + or - 29,999,872.)

    Posted in: Discussion
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    posted a message on Problem with Item Filter - 1.16.5

    Weird!

    It copying it from the screenshot works for me, it feeds the ingots through until there are 41 left and then stops.


    What does/doesn't it do for you?

    Have you tried it in all three sorters?

    Do you have any mods or anything?


    I'd suggest uploading your world so we can test it ourselves.

    (Not that I'm any expert myself.)

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Is nether actually inside over world?

    No, they are stored in separate folders!


    And viewed from ingame, there's no way to get from one to the other except through portals, commands or respawning and there's nowhere in the Overworld for the Nether (or End) to be.

    Even in Survival mode without cheats there are ways to get through the bedrock floors/ceilings that one could otherwise imagine separating the dimensions.

    Posted in: Discussion
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    posted a message on help my mending isnt working
    Quote from Agtrigormortis»


    My advise is equip all damaged tools to the hotbar, kill enemies with a weapon that isn't badly damaged, then back away, leave the XP orbs on the ground until switching to a tool that needs to be repaired, then collect the XP orbs.


    Tools that are not in your hand will not repair




    But you have two hands, unless you're playing an old version.

    Can't you just put what you want repaired in your offhand?

    And switch when it's fully repaired.

    Posted in: Survival Mode
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    posted a message on Is there a way to make shulker farms in 1.16?

    You could try resetting the End, just delete the folder, though you'd have to kill the dragon again. (multiple times if you want several gateways).


    Or just delete the chunks with the End cities, then they should be regenerated without affecting the dragon or central island.

    Posted in: Survival Mode
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    posted a message on turtle eggs never hatching

    You could use a command block to replace the eggs every day or so, unless you're on a server without permissions.

    (Or reset the growth stage.)


    It's possible that editing its properties so it has an invalid growth stage would keep it from hatching.

    Posted in: Discussion
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    posted a message on Silent, compact dropper clock?

    Just in case, I made one using observers instead of repeaters, since the observer being moved isn't part of the clock itself I'm hoping it will avoid introducing a double signal.

    (It's not very compact though.)


    --

    Oh, wait!

    I can combine the two ideas and use a single clock for lots of droppers.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Silent, compact dropper clock?

    How about using the piston to break the clock signal rather than the clock itself?

    That way you can use any kind of clock you want, it doesn't have to be tileable since you can use the same clock for all the droppers.

    --

    And if you do use an observer clock you may be able to avoid introducing double signals.


    --

    I just noticed I missed the block between the dropper and the comparator, easy enough to add, is it an important part of the design?


    --

    Or are repeaters too slow?

    I don't understand much about tick speeds and such, I just test things till they seem to work.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Silent, compact dropper clock?

    Oh, yes double signals would explain the double tick I was getting if they weren't opposite each other.

    Is it consistent?


    I guess it makes sense, both the moved observer and the one observing it would be activated.

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Silent, compact dropper clock?

    I played around with your setups a bit and discovered that you can slow down the observer clock by adding more observers, the monstrosity in my second screenshot runs at less than one pulse per second.


    The one in the first screenshot seems to run at about half the speed of the original, for some reason it runs unevenly, tick-tick---tick-tick---tick-tick---

    The repeater seems to be needed, without it the piston just keeps pushing the observer back and forth instead of cleanly retracting it when the dropper empties.


    --

    I guess I was counting dropper ticks rather than looking at what the clock itself was doing, the uneven ticking must be because the clock is still a bit too fast for the dropper and if the dropper isn't ready it skips a pulse and waits for the next one?

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How to get pillagers to not spawn as much.

    Or I'd expect you could just fence in the area and ignore them.

    (Unless they're close enough to be annoying anyway.)


    --

    Or you could set up some command blocks to repeatedly kill them.

    Either write the command to kill pillagers within a certain area or, if they're outside the spawn chunks the command block would be unloaded when you left the area so you could still find pillagers elsewhere.

    Posted in: Survival Mode
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    posted a message on is dark wood close to black

    Dark Oak?

    Not really, how about coal blocks or black wool?

    Or black concrete?

    Posted in: Discussion
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    posted a message on My endermen wont get mad at my endermite and slows down my ender farm

    An alternative would be to try lowering the mite and the ground just around it, that way the endermen further away would see it and come running, though I don't know for certain whether they would lose interest when they lost sight of it.


    Probably easier and more certain to work to just lower the mite and widen the hole by a few blocks.

    Posted in: Survival Mode
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    posted a message on Understanding Anvil mechanics

    I'm not at all well versed in anvil costs but the way I read it, it's:


    First one: 6 for the Unbreaking (2 per level times 3 levels (it's called a multiplier after all)) + 1 for the Silk Touch since it was incompatible + 4 for the Mending = 11 leaving 4 for the PWP


    Second: 6 for the Unbreaking + 1 for the Fortune (incompatible) + 5 for the Efficiency (1 times 5 levels) + 2 repair =14, again leaving 4 for the PWP


    --

    In the "Costs for combining enchantments" section on the Wiki page it says:

    "

      • Add one level for every incompatible enchantment on the target (In Java Edition).
      • If the enchantment is compatible with the existing enchantments on the target:
        • For Java Edition, add the final level of the enchantment on the resulting item multiplied by the multiplier from the table below."

    • So, 1 XP-level for incompatible enchantments and (Enchantment Levels times Multiplier) XP-levels for the compatible ones.

    --

    The incompatibility in question is between enchantments, enchantments that can't be applied to the item type don't cost anything.

    Posted in: Survival Mode
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