WOOOOOOOOOOOOOOOOOOOOOOOOOSH
makes me lol so hard
- Schtauffen
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Member for 10 years, 6 months, and 18 days
Last active Mon, Nov, 28 2016 21:12:51
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Oct 28, 2012Schtauffen posted a message on Notch Steps Down, Jeb Takes Lead Developer Position for MinecraftPosted in: News
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Nov 25, 2011Schtauffen posted a message on Weekly Pre-Releases ScheduledWoW offers prerelease testing, I think its smart Minecraft follow a similar model.Posted in: News
Its like having millions of unpaid testers. -
Nov 13, 2011Schtauffen posted a message on Minecraft RC2 is Out For TestingThey're planning on releasing the game without full HD texture support? :sleep.gif:Posted in: News
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I like it, makes really small power of 2 clocks.
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It also allows you to harvest slimes of all sizes (if you create the floors at 50-70 in a swamp area)
and once 1.8 rolls out I'll include an all-mob-sorter.
Here's the current sorting mechanism (just sorts out spiders and slimes, enderman sorted out above in the tower). Once dogs affect skellies I'll perfect my mob sorter for the other mobs as well :3 One note about my slime sorter method is that spiders will sometimes get pushed into the "slime reducer" (which I got from xisumavoid @ ). This doesn't bother me, but I will try making a version that is more spider friendly
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Anyone done studies with the effects baby zombies have on it?
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Age: 24
Why are you interested in Forge SMP?: Been away for awhile, looking for a good, solid SMP server. Love to get involved in some group projects.
What past servers have you played on?: Standard Survival, Reddit Factions, Cerberus, Age of Mining
Have you ever been banned?: No.
What do you plan to accomplish while on Forge SMP?: I love redstone and group projects, so I'd be up for anything fun and/or complicated
Skype: z.schtauffen
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n in this case is a huge number s.t. P[x] ~= 0 for all seeds x. However if you type in a seed, lets call it y, then P[y] = 1 and all other seeds are P[seed] == 0.
However, there are very rare features found in this particular seed.
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I was reading through technology topics on wikipedia and one thing that caught my eye was a proposed alphabet system for Base 16 (proposed by Bruce Alan Martin):
My major issue with his scheme was that when I hand write the characters I often cannot tell the top middle lines from the bottom lines (the 2^1 and 2^2 indicators). However, I thought that since base64 would require 6 spots on our vertical line it would be ideal (3 pegs on each side of the line). I would do this:
Basically you read the positions:
c|f
b|e
a|d
where if we were looking at a binary line (6 bits in this case) it would be:
fedcba
You can easily determine numbers (at least the first digit representing your ones) by adding in your head. If there is a line in positions b,d and f you have: 2+8+32= 42. Ergo:
4|32
2|16
1|8
Doing arithmetic was surprisingly easier than I would have thought, maybe try doing some yourself
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'nuff said.
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and if spiders touch a wall they will climb--> not "falling" for the whole distance.
What I've been using is
Where
This seems to make zombies and creepers 1 hit. Zombies 1 or 2.
I use a drowning trap for 2x2 spiders (really easy to sort these out).
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1. Each tick the sapling has so much of a chance to grow. Trees require light to grow, so this will always be false at night unless you put a torch or other light source near the sapling. When this becomes positive it
2. Picks tree-dimensions randomly (not sure on distribution here, I feel smaller trees are more likely). The dimensions are on the wiki-- spruce and birch are the easiest to make room for because they can never branch and can be fairly short-- then if that tree fits in the alloted space around the tree it
3. Grows into that tree.
So the best ways to increase growth (without use of bonemeal) are:
1) light up the sapling (typically be placing a torch near it) so it can grow in the night / dark places.
2) make sure the sapling has ample room.
3) plant many saplings.
I personally don't like huge oaks because its a pain to track down all the branches. By limiting the amount of space (mostly in the height direction) it limits the number branching oaks that spawn (I use height level of 7 directly above the sapling... so the area is 8 high if you include the sapling level)
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It really is a great design you have! Though, I find it a pain to build even in creative
I might try smaller floors in a slightly different layout and test to see if its even worth building with the lower spawning space. I'll get back to you
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Just have to revers the location of the hopper/droppers every other row
They are 1x2x3 when set up like this... but you could probably consider them 1x2x4 if you wanted everything to line up right. (and 1x2x5 if you want strong output)
Tileability is one thing Griz toited about when he released that design xD
That being said, I do like how your design is more resource friendly.
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blocks with an S have a sticky piston facing up under them (acting as "leading edge detectors"/pulse limiters in this case). Only 1 item in the droppers facing each other. 50 blocks in the funnels.