Nevermind, it turns out I could do this all along, I just though for some reason the maps were older than they were.
I'm so sad though, I could've sworn I backed up everything from my old comp, but I'm missing one map and the ones I do are early versions of those worlds.
You don't need a pumpkin, just keep your cross-hairs pointed somewhat skyward. You'll either be aiming up high to hit a crystal, or scanning the sky for the dragon, there's almost never a need to look directly ahead and risk angering endermen. So long as you just keep calm and move slow but precise and planned movements, you'll be fine. Don't panic and look around hastily. The dragon takes it's sweet ass time between dive-bombs, so don't get panicky.
Also, as mentioned, bring ender pearls in case you appear on a platform in the middle of nowhere (because apparently it's so hard to make it that you just spawn on the friggin island...)
I just found a little note on the wiki about invisibility: "Mobs will not attack/sense the player unless directly touched." That'll be why it failed, it's probably so cramped in there that you can't help but touch one of them.
I guess unloading them with a secondary portal is your only choice. A shame, it seems like it would've been a nice haul if you could kill the group.
Odd that invisibility didn't work, was he wearing any armour?
My thought would be to try the invisibility again, and go in armed with TNT or Splash Potions of Healing II to wipe the group out. You could get a lot of gold this way, rather than despawning them and losing your chance at it.
Anyway, it seems the bug runs a little more deep. I pushed two together and bred them, the resulting pup was spawned sitting... and wouldn't listen to me either. I also noticed when hitting them they will turn hostile, but remain sitting. They'll hit me if I approach, but otherwise look the same as a tame dog. Further, I spawned some new ones to tame and they'd attack the sitting wolf. I guess their state seems to be stuck in both tame and wild...
Well, I've decided to leave them sitting in their cave and spawn 4 new ones to continue the journey with. I hate to do things like that, but damn if I'm going to be cheated out of my wolves.
After taking a long, long journey to find some wolves, I tamed a pack of four and started the long trip back home. It was the second night and it was raining, so I decided to dig a cave and get shelter untill morning. At that point, I saved and closed to go do something else. Now when I reload, they're all sitting, and they won't get up. I've tried hitting them, mining the block beneath them, making them swim in water, pushing them into water, feeding them meat for breeding mode, giving them bones, luring them with meat, walking a teleport-distance away, reloading several times... nothing will work, they won't budge.
I'm sentimental and am already attached to these guys, we all swam across a stormy ocean together, so I'd hate to leave them behind and spawn some back at base... but is that my only option? Anyone else encountered this or have an ideas?
(running 1.7.10 with a few GUI/Interface mods, no gameplay changes)
Death was fair, because the consequences were preventable (when entering a portal for the first time, it's a good idea to go in without valubles so you can scout around and get an idea of how safe/dangerous the area will be).
It's just a combination of confirmation bias and the fact that you can remove gravel faster than stone (and thus expose more blocks quicker) that make people think you have better chances of finding ore. In reality, ores are randomly distributed with no relationship to gravel.
Even if it's a hideous bug, it's still something neat that only those who know of it's existence and how to actually get there (read: cheating) are going to come across, for the average player it doesn't matter to them whether it exists or not because they're never, ever going to see it. May as well leave it in for the curious to explore and have fun with, because things like the Far Lands in games can be really cool.
In other words: removing it benefits no one. Leaving it in benefits the curious and interested few who wish to explore and have fun (and even those who don't, by watching/reading about the adventures of those that do), and doesn't affect anyone else in a negative way. It seems pretty clear that leaving it in is a better choice than taking it out.
I don't really like them much at all. The new look makes it harder to have them fit in nicely with other blocks, my favourite looking storage method now looks ugly as a result. The noise gets annoying when you're quickly sorting through a lot of chests, and while the animation is kinda cool, you hardly see it anyway because it gets blocked by the inventory screen.
I am thinking maybe something like this (side view)
Use the glass so you can see in to the actual farm, that way you can see if there are any friends hanging about. Have torches on the path outside, placing them right you should get enough light to see in the farm area. Also a door to get in and out. Of course also need a roof >.>
I'd do something like this, but add a flood-gate system to it, that releases water to both harvest the mushrooms and flush out the mobs. I'm sure you can build separate tunnels so that the mushrooms go to a collection point and the monsters are moved somewhere else. Then it's just a matter of replanting the mushrooms. If you were really ingenious, you'd engineer it so the flood only wiped out some of the mushrooms and left others dry and safe to grow more later.
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I'm so sad though, I could've sworn I backed up everything from my old comp, but I'm missing one map and the ones I do are early versions of those worlds.
RIP House of Inefficiency =(
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Also, as mentioned, bring ender pearls in case you appear on a platform in the middle of nowhere (because apparently it's so hard to make it that you just spawn on the friggin island...)
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I guess unloading them with a secondary portal is your only choice. A shame, it seems like it would've been a nice haul if you could kill the group.
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My thought would be to try the invisibility again, and go in armed with TNT or Splash Potions of Healing II to wipe the group out. You could get a lot of gold this way, rather than despawning them and losing your chance at it.
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....
Anyway, it seems the bug runs a little more deep. I pushed two together and bred them, the resulting pup was spawned sitting... and wouldn't listen to me either. I also noticed when hitting them they will turn hostile, but remain sitting. They'll hit me if I approach, but otherwise look the same as a tame dog. Further, I spawned some new ones to tame and they'd attack the sitting wolf. I guess their state seems to be stuck in both tame and wild...
Well, I've decided to leave them sitting in their cave and spawn 4 new ones to continue the journey with. I hate to do things like that, but damn if I'm going to be cheated out of my wolves.
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After taking a long, long journey to find some wolves, I tamed a pack of four and started the long trip back home. It was the second night and it was raining, so I decided to dig a cave and get shelter untill morning. At that point, I saved and closed to go do something else. Now when I reload, they're all sitting, and they won't get up. I've tried hitting them, mining the block beneath them, making them swim in water, pushing them into water, feeding them meat for breeding mode, giving them bones, luring them with meat, walking a teleport-distance away, reloading several times... nothing will work, they won't budge.
I'm sentimental and am already attached to these guys, we all swam across a stormy ocean together, so I'd hate to leave them behind and spawn some back at base... but is that my only option? Anyone else encountered this or have an ideas?
(running 1.7.10 with a few GUI/Interface mods, no gameplay changes)
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(seriously, I've noticed it a lot too. Just a clipping bug I guess)
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Although I'll agree it's an annoying way to die.
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In other words: removing it benefits no one. Leaving it in benefits the curious and interested few who wish to explore and have fun (and even those who don't, by watching/reading about the adventures of those that do), and doesn't affect anyone else in a negative way. It seems pretty clear that leaving it in is a better choice than taking it out.
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I'd do something like this, but add a flood-gate system to it, that releases water to both harvest the mushrooms and flush out the mobs. I'm sure you can build separate tunnels so that the mushrooms go to a collection point and the monsters are moved somewhere else. Then it's just a matter of replanting the mushrooms. If you were really ingenious, you'd engineer it so the flood only wiped out some of the mushrooms and left others dry and safe to grow more later.