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    posted a message on Better Village Spawning.
    Villages are a mix of static and "dynamic" objects. The static objects are the houses, the wells, crop fields, etc. These have a set shape that, in order to generate properly, cannot conform to the shape of the land. The only way they adjust is by picking a point in the land and "attaching to it (note this is the structure for the implementation, but terrain generates so randomly and the hierarchy is so poorly designed that sometimes houses will break). In this regard, the structure itself cannot change, only slide up or down to fit the land, roughly. This limits the houses in that they cannot be too big because one side may line up with the terrain, but the opposite side may not. Houses also have no way of detecting what "proper/suitable" terrain is. It doesn't know if there's a sheer cliff drop/wall one block in front of the door, so long as the house is mostly okay. Detecting this could be possible, but it would probably increase chunk generation times and lead to less houses placed (since there's usually not much "perfect land".
    As for the dynamic stuff, that's the roads. Essentially it's the same thing as houses, but it replaces to topmost layer of grass with gravel (gravel will always fall to accommodate the landscape, hence why it's used).

    What we have is a very modular system designed to fit in as many places as possible. This means that it'll never truly fit in one area (except superflat), but it'll do "well enough" in many areas. You could generate entire villages with terrain as part of the village, or prefabbed villages, but then you lose the variety, the conforming to the shape of the land, and you'll probably have more visible seams where the "village land" ends.

    So while it'd be nice to have this, I doubt it can be easily improved.
    Posted in: Suggestions
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    posted a message on Has the Far render distance been scaled back yet again?
    Instead of posting comparisons between normal and far, why don't you guys set up a test? Stand in the same spot in a map generated in an early jar, say 1.8. Take a screenshot, then repeat from the same spot in subsequent jars.
    Now the thing that stands out to me is that you guys are highly likely using Optifine. It seems like it because of the way the fog is pushed back, but no additional chunks are rendered. that's a feature from Optifine.
    Another thing to note is the comparison screens are taken from poor angles. Fly up and get a large overhead shot where you can clearly see if more CHUNKS are being loaded. That'll be the telling factor.
    Posted in: Recent Updates and Snapshots
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    posted a message on Iron Trench not producing Iron Golems
    Quote from FinalFouad

    The exact amount of blocks in between the two doors in 63, just like his video and world map show it to be. Unless I counted it wrong.
    I downloaded his world map just for that part and counted how many blocks are in between. The first door on the secondary structure lands on the 64th block away from the south-east corner door.


    Just going off of Ghost's statement. I'll measure myself, then, and check. Also remember to have all of your hopper clocks reset and the RS-NOR Latches in their proper states before attempting a full manual reset.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Iron Trench not producing Iron Golems
    Quote from FinalFouad

    Overcomplicate in which way?


    Making the satellite (second building) farther than it should be. Ideally, you should attempt to make an exact replica, then make sure that works. If it does, you can then edit it in stages and check as you go (in case something goes wrong, you'll know exactly what you did to break it).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Iron Trench not producing Iron Golems
    Why would you overcomplicate things like that? I'm honestly curious as to why you'd knowingly do that.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Block dectection for square shaped regions Help!
    Your best best is figuring out a proper spread pattern of varying size circle radii to cover the square. refer to this page for more info: http://mathworld.wolfram.com/CirclePacking.html
    It's not too hard, find the length/width of the square, set a center circle with the radius set to that. Then add smaller and smaller circles (overlap would be fine in this case) until eventually reaching radius 1 circles at the corner. Still a lot of command blocks, but a helluva lot less than one for each block.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Activating a vertical field of pistons (big lava trap floor of pistons)
    Copy this pattern as many times as you need it.


    Example:
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Sand/gravel/dragon egg generator for 1.5.1?
    Quote from Malacodor

    Using sand generators is bug using, which is a kind of cheating. If you cheat anyway you can also use the /give-command and save a lot of work.

    Cheating would imply that Minecraft has rules. Being a sandbox game, I find that unlikely.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Need some help with misbehaving pistons
    Wait, so your issue is with the pistons that control some sort of light mechanism (which in turn turn the setup on/off) aren't working? Why not place some redstone lamps on the top, hook up a simple dust line over them, and hook that up to a lever? I'm not seeing why pistons would be better in this case.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Transfaring Items Upward via a hopper?
    You can move the item via water stream to a point surrounded by blocks on all sides. then use a piston to push a block into the item. The item will shoot up through the solid blocks until it lands on an air space.
    Posted in: Redstone Discussion and Mechanisms
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