With the trading revamp in 1.8, the Villager Priest now sells Lapis Lazuli dye.
http://minecraft.gamepedia.com/Trading
- IncubiLord
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Member for 10 years, 5 months, and 22 days
Last active Wed, Jul, 16 2014 01:04:08
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Packerdan posted a message on 1.8 Gold/lapis For enchanting WHY? This is gonna suck!Posted in: Future Updates -
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King_Korihor posted a message on Minecraft 1.7.5 modding dead since Minecon 2013 ?Posted in: Recent Updates and SnapshotsQuote from Zeno410
Oh, BTW, do you know where I can submit deobfuscations? That's not obvious either, and it doesn't google well.
You can submit new changes to the deobfuscation database for MCP with the IRC bot. I've done a few of them as I've found a few items here and there, but I'll admit it is a real pain in the behind and definitely not obvious nor documented very well. A web form submission process would definitely be much easier to use.
It seems like the entire MCP community sort of has a huge filtering process that deliberately makes it complicated for anybody to help or even use their tools, and a sort of "I don't give a damn" attitude towards trying to help anybody get started with mod development. It is a very steep learning curve in terms of trying to get into mod development where you are expected to know a whole lot even before you start.
It is also this same attitude that the Forge team has, which doesn't take kindly to any sort of criticism and openly rejects with a very snotty attitude toward any changes or tweaks. If this is what the official API becomes in terms of people using it and Mojang's attitude toward new mod/plug-in developers they might as well not bother with the API for that matter.
What should happen is for a standard Java compiler (there are several) to be able to import the Java API prototypes and no need for anything like MCP or other jury rigged tools. A simple compile and dropping the compiled jar file (with new textures in the jar file) for any extensions to Minecraft is all it should take. We are a long way from seeing that happen and it doesn't seem to even be remotely a goal at the moment. -
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WildmouseX posted a message on Mob farms are not supported, suggestions on alternatives?if everyone has the same ability to build farms, and the same access to build up their characters - then there is already balance.Posted in: Recent Updates and Snapshots -
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marfig posted a message on All automation is bad and you should feel bad for spending absolutely any time not mining in Minecraft, even for a few secondsThis is a problem that Mojang has been slowly introducing into the game. Mojang makes sweeping changes to the gameplay without recognizing there are different types of play: Singleplayer, multiplayer, survival, adventure,...Posted in: Recent Updates and Snapshots
When a balancing change is made, it is almost always invariably going to affect one mode more than another. We seriously, seriously, need to get a new settings screen in this game. One that allow us to tweak our experience. This is a sandbox game, for pete's sake. - To post a comment, please login.
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Oh, man, the last line in this rant... priceless.
I really question if you understand how javascript works. Particularly, I like how you say that other sites can't run scripts on the one you're visiting without it being hard-coded. You do understand that javascript is designed to get around the limitation of hard-coding a website, right? The entire point is to make it malleable, 'dynamic', and (incidentally) vulnerable.
For example, many sites use Google ads. That's a line of JS that Google wrote, which you insert (contractually-unmodified) in your site. That script sends queries to Google, using what information it can to match you to its database on you and send back ads submitted by third parties to Google. Those ads, which are inserted by Google, can have embedded script of their own, and as much advertising as Google hosts, they can't catch every bit of malicious code. Even if I didn't object to Google constantly trying to spy on me so that they can decide what ads to bombard me with, I've got an issue with people who have no connection to the site I'm on using Google's dating-sim setup to slap their own code that I have no assurance is not malignant on my screen. And that is assuming everybody in that chain of events has great security, never gets hacked, never has a disgruntled employee insert code, and... well, we're already into "pfft, you're a fool optimist" territory.
My computer is quite capable of handling JS. I have a degree in computer programming. I've been involved in websites' design. You don't need JS, it's a big security hole, and you're better off turning the few bits of it that you find needed on rather than throwing open the flood-gates and hoping nothing nasty comes through. Do you know why I used Google, Facebook, and Twitter as examples? Because they're trying to run scripts on this site every time I log in.
Let's pretend you and I are online right now, both aware of the other. We're going to argue over whether or not seeing each other online encourages people to post like they're on a chat-board. In response to the above post, I respond with a dry one-liner about how you're online and I disagree with you. Since you knew I was online and were curious about my response, you try to be reasonable and point out that I didn't have to make a short post - but in doing so you validate my point by responding with something relatively short in quick succession to my own post. Then we start arguing over the finer details of it, but the posts remain fairly short as they're focused on the specifics of the moment. Other people post, but they kinda get drowned out by our back-and-forth and their slower post-rate.
I've seen this sort of crap happen. It's not good to build up this expectation that you and I will have a conversation of short thoughts punctuated by responses rather than working under the assumption that it could be a while between when we hear from each other. As I'm working now, I'm presenting you with a clear message of what I mean so that you can absorb it as a whole and consider it before making a similar response. That's lost in chat-board behavior. It's too 'now' for it to be thought-out conversation.
And it's funny that you say I should let the designers know I don't like things and offer other ideas. Been there, done that. I suggested that profiles should have options to turn off these various extraneous bits of information that some might find useful and others find annoying. I even pointed out that it would likely decrease bandwidth, thereby improving the site's performance. They think that checking a single field in your profile, to determine if you want to see everything that belongs in everybody else's profile but is not needed on every page that I'm viewing, is too much. And then they add a check to see if everybody involved in the given thread is online and 'visible', every time you load a page.
The new site seems like something I would have considered a grand accomplishment when I took my first classes on HTML and Java (yeah, I'm familiar with the language from which JS derives - enough so that I've coded using JS myself). The staff there seem like children trying to defend their poor code when their instructor wants to teach them how it could be better. They fight against improvement for the sake of pride and, in doing so, earn a failing grade. That is the feedback they've gotten, repeatedly, and they still choose to fail.
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That's a grand theory and all, except it's blatantly not doing any good to point out things like:
1) Childish eyesore icons are bad. I don't care whose ego this crushes, everybody hates them. We told you so when you first invited people to view the 'improved' forum. They should have been reverted by now, and maybe somebody with some competence at art could have made you new ones if you absolutely needed to change something which was in no way deficient.
2) Forum themes are a default expected of modern forums. Where the age of this forum excuses that's missing options which are considered standard, this lack on the new forum - and the response that you should get third-party software to fix it - is unacceptable. I helped mod a small forum using free software on a free host years ago, and even that had themes. After weeks on end of telling people that bright, 'cheerful' colors are an eyesore, we've barely managed to step away from all-white for the only theme that team has any intention of putting together.
3) Features pointed out as missing, such as previewing a thread, are still missing. Again, it seems there's very little effort to make this new site better based on the feedback that was requested, so it's likely that the request for feedback was largely a PR stunt that failed. People who gave feedback largely saw themselves dismissed and their interest in making the forum you expect us to use actually viable ignored.
4) This new, 'improved' site is so unprofessional that I have to lower my Internet security to use it. It's coded in such a way that the text-box to respond to a topic registers as suspect javascript and is blocked by default. I don't have that problem here, nor on any forum that I consider worth visiting.
Honestly, this new and 'improved' forum isn't even up to the sub-par standard set by the one we're currently on, and it seems pretty clear that the team setting it up isn't actually interested in feedback other than hollow ego-stroking. And you reverted to an even cruder setup for... it to work better on smartphones? I've not seen a single element of the new forum function faster or better on my PC.
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Having a mooshroom penned near a workplace is almost as effective as having a full-auto farm that you get food from. Sure, you can't stack bowls of stew, but you can get as many as you want/need every time you walk up to that pen with a bowl (or maybe keep the bowl in a chest next to it and only take out that dish to eat...).
At this point, breeding and shearing mooshrooms may be one of the best/easiest ways to farm mushrooms. Not sure on the math of that one, but it seems a solid contender - especially since you're likely to breed a replacement, shear a grown one, and then kill it (giving leather and beef as well).
Mooshrooms are high-visibility in most biomes. It's nice to be able to pick them out quickly, at a distance, and know what they are before you've even focused on them enough to register their shape. A small white shape in the distance might be a chicken or sheep, or could be a skeleton's head while it's standing a block lower than the horizon. A brown shape blends too well with most trees until it starts moving (and, again at a glance, you have brown that could be trees and white that could be enemy). A pink shape is probably a pig, but they're not really that great for farming. Soooo... Mooshrooms. They're nice and distinct.
Because you can, and many people don't. Whatever part of that motivates you.
Ultimately, the only reason you do anything in Minecraft is "because you feel like it."
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It's tempting to post that I've hacked into your new website and highlighted the problem areas in white, or to put up an image with a big red circle surrounding the entire content of the page within the background image. The former would be jokingly correct and the latter passive-aggressively correct. An annotated screenshot would be pointing to every section, and simply look like I was mocking you.
The parts of the screen that are too bright are literally all the white parts. It's most of the screen beyond the background image. and therein lies the problem. If it were done sparingly, some white on the screen would not be unpleasant, but when you put a lot of high-brightness color on the screen you're essentially turning up a dimmer-switch on the light that's in front of everybody's eyes. That's what your monitor and my TV are - lights that are constantly shining in our eyes. I have a big screen, so it's a big light. I also have a single overhead bulb in this room, and prefer that not to be overly bright and harsh - so the contrast between my screen and the rest of my surroundings matters.
Have you ever used a laptop in a dimly-lit room, seen the screen come up for Google, and winced at the visual assault? That's the new website. Maybe you could get a feel for this looking at images on your phone in a moderately-lit room? Perhaps you could simply turn off the lights in the office before or after a shift and try to read your own forum as opposed to something like Warseer (I assume some natural light will give you a dim room) to see how the contrast affects your user-base of casual gamers? I'm not sure how to explain it beyond what I have, but this might help:
Open up MSPaint and click the Edit Colors button. All colors that fall in the top 1/3 of that palette, combined with the top 1/3 of the grayscale progression, should be the minority of color displayed on the screen. It's not that these colors are intrinsically bad, it's that when they're the majority of your display they become unpleasant. If I scroll down to view the entirety of "Minecraft Discussion", the majority of my screen is white - the color which is literally my display shining as brightly as it can into my eyes.
EDIT: Also, I note that the idea of having a dark theme as well as this bright one has been casually dismissed and threads suggesting it locked and archived. When you end such discussion with a statement that there will be only one theme and suggesting that people add a third-party resource to reskin your forum so that they like using it, you're telling people not to bother with your forum because you've no interest in making it user-friendly.
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I'm not linking an example. It's the entire freaking menu of every layer of the old forum.
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While it's mildly amusing to see that the sky at the top of the page actually breaks into two images just above the horizon, and only one of them continues to tile horizontally when you break the forum, I don't think this was intended. Not sure it's important enough to put a lot of effort behind, though.
You can find such an example within the first page of my own reputation, the header of which contains this link: http://beta.minecraftforum.net/forums/minecraft-discussion/recent-updates-and-snapshots/383328-customized-world-option-elaboration-example-worlds?comment=4
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If you take 4 blocks of sand or dirt and 8 sugarcane to the bottom of the ocean with you, you can create a little 4x4 air-bubble on a raised platform (you make the raised platform out of your sand/dirt to ensure there's water on one side of the ground the cane is placed upon). Signs can be placed against the block occupied by another sign. Thus, you can chain them off of each other to create an ever-growing bubble of air around a central column, and when you're ready to clear the signs you just destroy the central pillar.
Personally, I make a habit of carrying sugarcane if I'm going to be doing anything around an ocean - especially a deep ocean - as a means of creating air-bubbles wherever they're convenient (I always have a few dirt-blocks, so I can always set up a little pillar of air if I bring sugarcane).
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And when/where do I collect my payment for a landscaping job in Minecraft? Where's the villager who hands me emeralds each time I put up a fence or torch to keep those dimwits from becoming zombie-food the moment the sun sets? How about the money I should be getting for making roads, or maybe somebody moving into a house I build owes me rent? It seems that if I destroy things or tend fields I can get paid for bringing in resouces, but if I build anything I instantly morph into a pauper-saint who works for free.
The game is an abstract. I built a factory, and now I get resources from it. I've assumed the role of landlord and/or CEO, and largely do nothing whilst gaining an income for the simple existence of what I own. Or maybe I'm a stock-holder, simply gaining income from watching something else do well because I invested in it. Slice it however you want, building something up and then reaping continuous benefits - sometimes with little effort to build it up on your own part - is something people do quite regularly in reality.
Actually, you are. The entire premise behind money is an idea that in the time it takes me to produce enough of a given resource for myself, I can almost-as-easily provide enough for others as well, thus saving those people that time and allowing them to produce something I want to trade for. Society is built upon economy of time, and breaking the limitations of one person's time. We are all using exploits to reclaim at least a part of our day, so that we're not working sunup to sundown - and sometimes nights - simply to have the basics to keep on living and enough storage to survive the winter months.
Reality is a sandbox game. Civilization is exploits.
Every legal form of gambling says that tricking people out of money is acceptable. Ever played the lottery? You're giving your money to somebody else who makes a comfortable living gathering your money and then paying out less money than they took in to a few select winners. The real winner is the person running the lottery.
Agreed. But people need to remember that there should be a Survival playstyle in the second half of Minecraft, not just the first.
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Actually, it still doesn't look like much at the lower reaches. Judging by your displayed ground, I can only guess you're taking these pics at somewhere around Y=30 instead of a significantly-lower depth. When you go mining, in order to have all resources available, you're probably going to be standing no higher than Y=13, so that the highest diamonds would be visible as your ceiling. If you want to avoid the bulk of the lava-lakes, you'll be even lower than that.
I thought we'd established that iron is a relatively-common resource by now. The answer to "why would you farm iron instead of mining for it between building sessions has to do with gathering other resources, and if you're gathering all resources you're looking for diamonds, too. I don't cave because I generally don't find diamonds in caves - at least, not in the same quantities I find them if I'm mining at the proper depth for the same amount of time.
There's a couple of issues there. It could actually work for villagers and golems because villages are their own pseudo-entity, but everything else... The only real stored area of space in Minecraft is a chunk - 16 blocks by 16 blocks. Now we're talking about adding an array of timers to each chunk which are each ticking down to allow spawning when they hit zero and then reset after spawning happens. That's a fair bit of data added to every chunk, a fair bit of processing as the game has to update each of those timers every tick (somewhat avoidable if the clock only tracks every 100 ticks or similar), and a major issue with the way chunks only update while within render-distance (effectively, that long cooldown becomes an infinite cooldown for anyplace you move through but generally don't linger in).
Today you probably ate something you didn't hunt, kill, clean, cook, and prepare yourself. You cheated. Or, you know, you looked at the world you live in, realized you could avoid doing those things and still have food, and did something else. And, since you didn't do all those things for yourself, you got more done.
That's what farming in Minecraft is - you stop doing the most primitive-level tasks and move on. It's cheating in the same way that using your computer when you don't even generate your own electricity to power the thing is cheating. This isn't a caveman game. You're supposed to be able to exceed doing everything personally.
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There's a simple workaround to forum filters when they misbehave like this:
Set a color for one letter of the censored portion. Observe:
lapi[color=#000000]s[/color]Spread, lapi[color=#000000]s[/color]Size
See that black 's' in there? Probably not. But the forum's software sees "lapi[color=black]s[/color" instead of "lapis" and therefore doesn't find any words containing "pis".