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Nov 4, 2013This is a pretty pointless topic XD, but, I think it is kinda wierd. Some people have suggested implementing sounds to go with their deaths, but squids don't make any sounds in real life either. They are hard creatures to understand even in real life.Posted in: Survival Mode
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Jan 7, 2014Are you looking for a great way to spruce up your winter-y shelters? Want a pretty distraction for when the night comes? Look no further than a snowglobe! Snowglobes would be small items (around the scale of a flower pot) you can craft and place around the house. The crafting recipe would take 3 glass, 1 snowball, and 3 planks.Posted in: Suggestions
After crafting a snowglobe, you can place it on a block. It'll appear as a small little, well, snowglobe, about the size of other aesthetic blocks. A small little glass thing with a wood base and snow inside. Right-clicking it would cause the snow inside to shake!I hope you like this idea for a small little item to make a house a home. I feel like a small item like this would fit well into the game among other decorations, and it's small enough to not significantly impact the game. I hope you've liked this short idea, and if you did, leave feedback for how this could be improved!
- January 7 - Hexacore has made a great render! This should give you a good idea of how a snowglobe would look.
- January 8th - I've made a simple banner with Hexacore's render. It's not the best, but I hope you like it!
Jan 6, 2014I've started a new survival world.Posted in: Survival Mode
This is a view of the house from one angle.
This is a view of the house from another angle.
What do you think? I made the house so far without much/any planning, so it might look ugly. It's also not done. But what are your thoughts?
Jan 7, 2014That's like saying "All white people are faster than black people"Posted in: Survival Mode
You don't say that.
It's just luck that you found a white horse with great stats. But theres nothing in the code that prevents the other breeds from getting the same stats.
Jan 7, 2014From the title, you probably think that I want Minecraft 2.0 to become official. (If you don't know what it is, it was an April Fools joke. Here is a page describing it.) This is not the case.Posted in: Future Updates
Recently, I have seen some similarities between The 2.0 fake update and other recent updates. For instance, coal blocks and tinted glass have actually been added, while originally being part of 2.0. Similarly, fishing was changed in 2.0; new fish were added, and fishing was removed. The first part did actually happen, while the second is sort of true; fishing was revamped a little. Also, in 2.0, chickens became neutral mobs that could attack and spawn reinforcements. These features are very similar to chicken jockeys (baby zombies riding chickens) and the new zombie reinforcement mechanics. Another addition in 2.0 was Super HD graphics, which turned all textures to monochrome, similarly to the Super Secret Settings. There were also "horses" which were actually just reskinned cows and pigs. However, they have been added since then. There may be more ideas that were actually implemented, but I can't think of anymore right now.
From this information, can we predict any other future updates? Do any of the other parts of 2.0 have a chance at being added to the game?
Jan 6, 2014SICK AND TIRED of wasting countless hours and experience levels on enchanting and seemingly NEVER getting the enchants your heart desires ?Posted in: Survival Mode
Here is a tutorial on How to enchant properly in Minecraft from 1.6.1 to 1.7.4 :
Smaller is Better
Most players think making bigger ehcnatments is ultimately better. Well, let me tell you something: this is a trap! In truth, the formulas and stats indicate that you should make lots of small enchats instead. Don't enchant diamond items directly. Use Books, combine them on the Anvil, then finally on the item you want.
Don't be too greedy with enchant combos. While an Efficiency V Unbreaking III Fortune III diamond pickaxe might look really nice, it is also impossible to repair! Lesser enchantment combos that can be repaired using a maximum of 1 or 2 diamonds in one go, seem better untl you realize those are actually wasting a LOT of levels each time you repair. Reparing with 1 diamond might cost say 32 levels, but you'll have to repair it more often, while waiting until the item is more damaged then adding a second diamond will cost the same 2 diamonds, but will jack the repair price by only 4 levels, to 38, meaning that for those "two diamonds worth of repairs" will not cost 32 levels each, but will cost "17" levels each (half of 38). This ratio becomes even better when what you look at is not levels, but actual XP spent.
So the best combination is an item that you can repair from "'nearly destroyed" to 100% full using 3 or 4 diamonds at once (or, at the VERY LEAST, using 2 diamonds in one go). Items that can be repaired only 1 diamond at a tme are items that will make you waste way too much experience inthe long run. By selecting only a marginally less big "enchantment combo", you will be able to spend 38 or 39 experience levels to make those "more efficient" repairs, instead of being forced to spend those same levels 3 or 4 times in order to repair your item only 1 diamond at a time. When you havbe only 1 or 2 diamond items, that might not seem that bad. But when you want to repair and maintain a full diamond kit that you use al the time, more efficient repairs will make ALL the difference.
Your first repair should always be to also rename the item, using the maximum number of diamonds you can. This insures that the item will be forever repairable!
Don't go overboard with Efficiency. A tool can be "too fast", making you waste durability and time as you happen to frequently break blocks by mistake, because the tool is so fast that it broke straight through to the second block behind the one you wanted to break. Keep that Efficiency V pickaxe only for Obsidian mining! I find Efficiency III to be the best balance between having a fast tool while maintaining perfect mining control. Also, having less Efficiency means having a cheaper combo. It is much more important to have tools that are as cheap as possible to repair. If you can go totally without Efficiency at all, then that would be best. Even adding Efficiency I jacks up the repair price by a LOT, so if you DO need Efficiency, then put at least rank II or III, otherwise the small speed boost you get won't warrant the huge repair price tag for the extra enchant.
It's XPs that truly count, not Levels!
You need 17 XPs per Experience Level up to level 16, after which point each level starts costing more and more XPs. So ideally you should enchant at that point or before. Making big enchants is wasting a lot of experience!
As per the wiki :
Always keep that in mind when spending your levels!
Crafted Combo are better than Random Combos
You can combine two enchants of same rank to get the same enchant at one rank higher. Also, odds of getting multiple enchants increase more or less linearly with the enchantment level and are never negligible. that might seem a good thing but it is actually quite bad! You want as much control as possible over the number of enchants, and also the maximum power of enchants, in order to be able to select to "good" enchants while "filtering out" the bad ones, and to get those enchants at exactly the ranks you need, so it's actually better to enchant twice spending 4 levels, than enchanting once spending 8 levels, then combining, simply because the odds of getting multiple enchants will be lower. And you will gain a much better control over your enchantment selection and total combo power in this way.
As per the wiki :
It's a whacko magic system. Enchanting at maximum level 30 power is bad because you get, most of the time, a combo... but almost never "the one you want". And even more rarely "the one you want that is just at the right enchantment ranks that you really need". Thus, it is actually far, far, far better to get all the enchants at small power in separate books, and then anvil the combos out of them yourself !
So Enchant at low power, enchant as often as you can (made possible by enchanting at low power), combine only what you absolutely need and no more, and most of all don't be too gredy with your combos in order to make sure your renamed final "ideal enchant combo" item can be fully repaired 100% on the Anvil using 39 levels or less.
So make lots of Books. Of course, a good cow farm is a must.
Know your enchantments, at which levels you start gaining them, and how to enchant well
Read and understand all of this :
And this shows all the enchantment odds per enchant type and item type :
Unfortunately this last page doesn't show very well the odds of getting specific combos, including "odds of getting some enchant WITHOUT some other enchants". Not even the odds when you use the obvious diamond istead of crappy wood.
But the basic rule stays the same nearly everywhere: enchant at the LOWEST level you can.
Note however that Diamond has enchantability 10. So most of the time the modified enchantment level (MEL) will be around 5 levels above the basic enchantment level (the one shown on the enchantment table) (the formulas are in the wiki, so for the love of Steve, go check them out to understand enchanting at least a little bit before complaining that you have a hard time with getting your perfect enchantment combo!)
You want way more Unbreaking than Efficiency, so the ideal level here is around MEL = 4. So yeah, lowest level enchants all the way!
Note that you'll need lots of Unbreaking books anyway, because Books are the only way to put Unbreaking on armor (and also bows and fishing rods), and the only way you'll ever get an "ideal armor suit" that you can repair and maintain at any reasonable XP cost is by putting the highest Unbreaking you can on each and all of your armor pieces.
For Fortune and Silk Touch, they get available only starting at MEL 15 and a bit over. Which means using an Enchantment Level around 12 would be best. So start with those, because odds are you'll get a lot of Efficiency and Unbreaking doing those level 10 enchants anyway.
The only really interesting enchants here are Smite, Sharpness, and Knockback.
Bane of Arthropods not worth it. Sharpness is enough to deal with the dumb spiders's pathing (even for Cave Spiders).
Fire Aspect is bad too. Dealing a little damage NOW is better than "more damage after it killed me". Each extra enchant makes the combo repair price skyrocket, so it's better to beep only the best enchant. Already cooked meeat might seem fun, until you realize coal is plentyful, and you'll get LESS trading opportunities (raw chicken, etc.). Zombies will also start putting YOU on fire... and when in the middle of a horde, you need every single one of your health points way more than you need damaging the zombies a little bit more. And Endermen FLEE when put on fire, which means much less Ender Pearls gained!
I kept Smite in because in Minecraft 1.6 "zombie horde apocalypse" is so bad, it's often more useful than Sharpness. In 1.7, in overworld, on surface or some caves, this is more of an even break. Everywhere else, especially Abandoned Mineshafts, Sharpness wins hands down.
In any case, your best bet here is simply doing a truckload of as-low-as-you-can enchants, which will conveniently filter out Fire Aspect. EXCEPT for the best one: Looting however starts appearing only at MEL 15, so again enchant around level 12 and you'll get best odds. And start with trying to get Looting first, you'll get plenty of all of the other swords enchant doing just that.
Now it gets even trickier. The best enchant is undoubtedly Protection, ideally Protection IV on ALL armor for a perfect 20 EPF points (see "Armor" in the wiki).
Of course, using Books add as much Unbreaking as you can muster, and add it as soon as you can. The few extra levels needed because you go more often from books to item, rather than first fise all the books THEN anvil the item last, are nothing compared to all the diamonds you will save. Note that it is less XP costly in the long run to put Unbreaking II on a single piece of armor, than putting Unbreaking I on two different pieces (multiple enchants combos really jack the repair price up by a steep amount quickly). Also, make the "costlier" to repair item have the best amount of Unbreaking first. In the long run, the number of diamonds in the armor piece, which vary by type, will cost much less that the diamonds spent to repair the item, so only the raw durability should be looked. So put Unbreaking first on those armor pieces that need the most FREQUENT repairs first. So the proper order to add Unvreaking is: helmet, boots, leggings, and then chestplate last ! This is what will save you up the most diamonds.
For other combos, it is all a matter of preference. The only really worthless armor enchant is Thorns. When in battle, you don't WANT to get hit at all. And dealing a little bit of damage to a melee-only foe striking you isn't going to do you much good when that means that your armor will needs WAY more frequent repairing. Your bottleneck is having enough experience to be able to maintain a full kit, so Thorns is really a loser's proposition. Always keep in mind "keep your combo as small as possible". You want armor that is easy to maintain and repair. Not armor that you wear ONLOY on special occasions.
By enchanting at the minimum level possible, you are actually "filtering out" the worst enchants, too!
Fire Protection doesn't even come close to simply using Fire Resistance potions.
Thorns is total crap.
And Respiration is really only needed for that single piece of "underwater work" armor for special builds. Given that there are no hostile underwater mobs, make your first enchantments at around level 7 or 8 until you get Respiration + Aqua Affinity, and make a single helmet and avoid fighting while using it and you're all set for underwater activities.
For all the rest, fusing books of minimum level enchants will do the trick nicely!
You might want Infinity to save up on having to carry more than one stack of arrows. It's EML is 20, so given that wooden Tool enchantability is 15, start with that, at Enchantment Level around 10.
Flame is just as useless as Fire Aspect and for all the same reasons.
Punch is much less useful than Knockback. In melee, Knockback pishes the foe back, giving you more fighting space and less damage per second when fighting multiple foes, because the foes that are hit need to approach you again before being able to attack. But when using an arorw, you are already at a distance. Knocing the foe back further away only makes hitting it again harder on the next shots. And you might kick it into a hole in the ground. Ideally, when using the bow you'd want the foe not to move at all ! So yeah, IMHO pretty useless most of the time.
Power is gotten easily through minimal enchantments. In fact, minimal enchantments will always ONLY give you Power.
Both enchants start to appear at a MEL of 15, and given the ehcnatbility of wood tools of 15, enchants around level 10 is enough to get those.
Overall Enchantment Strategy
Do it through books, always.
Enchant around level 12 until you have your Silk Touch and Fortune pickaxes. Don't put both on the same pickaxe! An extra Silk Touch can go on Shears (only useful to get a few things like cobwebs, though, and the shears cannot be repaired os make sure to put any leftover Unbreaking on it!).
Then Enchant around level 10 until you have your ideal enchanted fishing rod and your Infinity bow. Try to put Unbreaking and everything else you need on those before starting to use tem, because they can't be repaired. In any case, if you're a bow-lover, you cannot allow yourself to also hate farming chickens (which are the easiest friendly mob to farm!), or else expect to spent a LOT of enchants around level 10, slowing down gaining EVERYTHING else.
For EVERYTHING else, statistically speaking doing only minimal enchantment levels will almost ALWAYS allow you to reach your goals WAY faster than trying your luck on higher level enchants!!!
Think of it this way:
Doing a lot of small enchants is like "having a slice of ham and getting 1 bread-slice now with certainty, then having to do it again to get the other slice, rather than the promise of getting 10 things 3 times later, things which might be bread slices, but more probably could also be any number of other useless things". While making big enchants is like "getting sure to get a load of totally random stuff, over which you won't have any control over."
What you need are a few VERY useful tools, than you can precisely control and select how powerful they are. NOT a truckload of totally random and useless tools !
It is a bit like going to work (small pay, but you have big control how you spend your gains), vs purchasing a lottery ticket (you'll have to buy tickets for a really long long long time before you win the grand prize). Big enchantments are SURE to give you a highly enchanted item, there is just one big drawback: it's almost never exactly what you wanted !
Most players do big enchants, hoping to win the lottery with their lottery ticket, while wise players understand that they have to work at it a bit more, doing way more clicks for the bigger number of smaller enchants required, making books, etc., but ultimately inevitably reaching their goal way, way sooner than the lottetry-ticket buyers.
I'm talking about a solid good factor of 10 faster, here.
Think about this next time you want to enchant stuff!
Jan 5, 2014Hey, I just wanted to post some pictures of my base and get some feedback. I am playing on an amplified world and spawned right next to this awesome valley. Desert, plains and even a savannah biome are close by so let me know what you think. Feel free to post pictures of your base or house too i love to look at what others can come up with.Posted in: Survival Mode
from the bottom
the main entrance way 1st floor
the bedroom 2nd floor
the enchanting room 2nd floor
storage hallway 3rd floor
potato farm 3rd floor
workshop 1st floor
Jan 4, 2014explosionsoundfx posted a message on Supersecret Settings guide! (Pictures and descriptions included)Has anybody been wondering what all the secret settings are? What they look like? What they're called?Posted in: Discussion
Well so have I!
So I'm going to take my best shot at explaining all of them, because nobody else has. Here goes!
This is kind of like when hipsters and commercials with timelapses in them use an extremely short focal length to take the picture. It's essentially an extremely short focused view of Minecraft.
What this one does is takes all the outlines of pixels inside blocks and indents them for a pretty neat look. This look can get pretty interesting when using HD texture packs due to the amount of pixels, however.
Now this one I will admit I don't have 100% figured out. It adds strange, randomly placed outlines inside of all the blocks, as well as turning the picture in to a black and white negative. It's an interesting, rough shader, though, that's for sure.
"What's different about this one?", you may ask. Well it's actually quite a subtle change. When a picture is saturated, it basically determines the vividness and pop of all the colors. What this shader does is over-saturate all the blocks. It's usually prone to giving people slightly confused looks, and prompting them to ask "Has that always been that red?".
This is another shader that's somewhat subtle, but not as unnoticeable as the previous one. It adds a small outcrop of red, green, and blue to Minecraft. This is the RGB pixel system used in the majority of LCD displays in electronics, I've noticed. I can't really understand this one either.
This one... uh... turns things upside down.
This shader produces a color negative view of Minecraft. Fun if you're bored. Annoying if you're not.
This one is prone to giving people creepy thoughts and making them weary of dark corners. It adds what appears to be an old rounded display frame, as well as decreasing brightness by a lot. Interestingly, though, it seems to add a lot of contrast to pictures as well. It's really quite a creepy effect.
What this does is fuzz the edges of each pixel in blocks. It gives a weird combination of sharpness and fuzziness.
When you first get to this, it looks normal, but then you move and discover it's actually a motion blurring 'shader'. I had to move a bit to show the effect.
All this shader does is add the curved frame to the edge.
This one's interesting. What it does is add a neon kind of effect to Minecraft. I think it does this by taking the color that would normally be around the edge of each pixel and only leaving that color in the final image.
This one attempts to give Minecraft more of an 8-bit feel than it already has. It uses an 8-bit color palette as well as messing with the way pixels are displayed.
This does the same thing as the other saturation one, except that it decreases the saturation, resulting in very washed out colors.
This has the same 8-bit pixel rendering the other 8-bit shader does, except it seems to be a nightvision shader.
This one blurs the image. It kinda reminds me of what a dream looks like, or just waking up.
Kids.... never do drugs.
The final shader seems to kind of bold the pixels, giving a thicker feel to Minecraft.
Well, those are all the shaders! Let me know if I missed any. I hope you enjoyed!
Jan 4, 2014Lifeless_Toro posted a message on Is the game getting better? Should I return? HELP! :)Minecraft has been getting better. The community bellyflopped into the void though.Posted in: Discussion
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