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    posted a message on Want to find a way to stop pillagers spawning at outpost
    Quote from wineereer»

    im still confused


    Not surprising given how frequently the applicable mechanics have already changed…

    I'd treat anything 1.14 related as experimental [ie. not build anything or start any world I'd be upset to lose] until a stable version has been out and found to be [comparatively] bug-free…

    Posted in: Recent Updates and Snapshots
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    posted a message on Villager issues

    Ah, ignore presious comment, I'm not up on the state of the non-java snapshots….

    Posted in: Discussion
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    posted a message on potatoes in minecraft
    Quote from MartinTheMess»

    Later in the mid-game when you're doing a lot of running around building late-game industrial facilities or other large projects and you don't want to stop to breed animals, you can go through your stocks of meat pretty fast, and the potatoes are a good food option at that point.


    Meat is almost always a better food, but sometimes it can be a pain to obtain in arbitrarily large amounts, while potatoes are fairly easy to do so. This means that, for example, you might have a stack of cooked steak or pork chops on you as your standard running-around-your-base-complex food, when you go on dangerous missions far from home (exploring for End Cities, netherforts, strongholds, ocean monuments, or forest mansions, for example) and there's a non-trivial chance that you'll die someplace far from home and difficult to find again, a couple stacks of potatoes are less annoying to lose than a couple stacks of cooked steak. Basically, any time you take off your diamond God Armor and leave it at home so it can't be lost, take baked potatoes as food rather than more difficult to replenish foods like steak.


    Interesting variance: I find steak & beef build up far faster than I eat them even without using a guardian cooked fish or cooked chicken farm… (Steak less so because of the cooking needed, although there are cow farm models that use lava blades to produce steak directly.)

    Much of this may be down to grinding animals harder, but I find animal breeding and slaughter to be a good early game source of repair Xp for tools thus increasing the frequency of these activities.

    Later in the game, the occasional need for books/written books to reset librarians makes continuing leather production necessary with beef the most common byproduct. [Heavy fishing is largely an early game thing in my experience, rabbit foot farming is infrequent, and llamas lack the utility to make breeding frequent.]



    For operating outside safe areas, I've never found the value of food carried to be a meaningful part of the potential loss. (At least below the gold carrot/apple level :P )

    For building large projects, I set up construction shacks/supply dumps at a convenient point(s) so my carried food supply gets topped-up each time I dropp off resources or restock on building materials (depending on the stage & nature of the project).

    Posted in: Discussion
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    posted a message on Elven Building Guide/Tips/Suggestions?

    To what version of elves are you refering?


    DuhDerp's description fits well for AD&D high elves (less so for forest elves and not so well for Drow), but Tolkein's elevs of Mirkwood (from The Hobbit) have a dwelling at least partly underground…


    Pick another author and the elves will likely show differences from either of the above examples.

    Posted in: Discussion
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    posted a message on Villager issues

    What version? [1.14.x presumed, but which snapshot?]

    At least some of this behavior was supposed to have been fixed in the more recent snapshots…

    Posted in: Discussion
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    posted a message on potatoes in minecraft

    Compared to what?


    Better as a general crop than wheat, but not so good as carrots. [Anything that can be lured/bred with potatoes also responds to carrots, but only carrots work with rabbits. Carrots need not be cooked for full food value and form the basis of golden carrots.]


    Until 1.14 [whenever the mechanics stabilise and a playable version comes out] having a variety of 'things' to trade is the best way to keep one's villagers unlocked.


    Potatoes also have an advantage over beets and wheat in that they don't produce seeds (which must either be stored, disposed of, or left to laggily despawn); the advent of composters may, however, turn this advantage into a liability.




    RE: "I do have a double chest full of fish…" [Hexalobular]

    Rig a lava kill guardian farm and cooked cod will become your goto source MR_GREEN

    Posted in: Discussion
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    posted a message on Are premium servers faster than cracked servers?

    Aside from such trivia as legality ROLLING_EYES , the issue with 'cracked' servers is the lack of quality control and the potential for 'acquiring' mal-ware.

    [Also attempts to recruit players will be blocked by reputable sites…]


    Lag can come from many sources, but there is a general correlation between high performance servers (which, being pricey, tend to be "premium servers" rather than something an individual runs as a hobby) and lower lag. Other circumstances (ie physical path distance) being equal.

    Posted in: Discussion
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    posted a message on Adding a new item: rubber

    Reply https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2964697-adding-a-new-item-rubber?comment=7 was an attempt to find a way to implement the originlly posted idea with reference to the objection you raised [ https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2964697-adding-a-new-item-rubber?comment=2 ] while avoiding the hassle of color coded devices [main para of https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2964697-adding-a-new-item-rubber?comment=5 ] (by requiring 'naked' RSD as a bridge).

    Posted in: Suggestions
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    posted a message on Working chicken farm ?
    Quote from xseifgamer»

    i mean , for a beginner farm it's good , but when you make gold and carrot farms they are gonna be worthless

    btw yall , im trying to find an AUTOMATED chicken farm , where the chickens hatch and then die when they grow up , manual one works fine but i want an automated one


    Have you tried the versions that use a solid block to suffocate the adults? (Solid lock goes permanently where the lava is intermittently.)

    This gives uncooked chicken , but (with the new furnace mechanics [as of 1.13] and the 1.14 bamboo farms) that could be seen as an advantage….

    Posted in: Discussion
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    posted a message on An Interesting Choice in 1.14.3 That Will Affect your Defence.
    Quote from FaerieChild»

    They're also giving back crafting grid repairing in pre-3. Maybe they're rethinking a few decisions.


    Here's hoping :cheers:

    Posted in: Recent Updates and Snapshots
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    posted a message on I need help with redstone machine

    This sounds like there is a repeater (or other pulse extender) between the lever and the lamp.

    If the same effect occurs when the lever is on a block next to the lamp, the version of MC you are playing is not vanilla java: either there is a mod affecting things, or bedrock redstone is more different from the normal [java] version than I was aware.


    [At the start-up screen, bedrock just says 'Minecraft' while the java version now (the last few versions) says 'Minecraft' with 'java edition' as a subtitle.]


    If oyu are playing bedrock, there is a seperate forum that may give you better answers: https://www.minecraftforum.net/forums/minecraft/redstone-commands-and-mechanisms

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Redstone and Detector Rail

    What you're looking for is something called a T-flipflop (see https://minecraft.gamepedia.com/Memory_circuit#T_flip-flop for a number of designs and discussion of the strengths).


    A cart passing the first detector rail (from either direction) would change the state of the system from (on>off or off>on) and this would be reversed when it passed the second detector.


    The output from the T-flipflop would be used to comtrol the flashing (turning on a clock would be best as running clocks are laggy) and to trigger the arms. [The simplest 'arm' design would be a line of sticky pistons pointing up that extended to raise a barrior while the cart was passing.]

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Would a 100% survival server be fun?

    For a certain type of player, certainly.

    The difficulty is that that is true for virtually any server type.


    More relevant is whether you would have fun running such a server and do you either know (or would you be able to attract) a 'sufficient' number of players to feel 'right'. [What constitutes 'sufficient' and 'right' varying between individuals.]

    Posted in: Discussion
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    posted a message on How Do I Prevent Pillager Patrols From Spawning Inside Villages?

    The original implementation of pillager patrols limited the biomes in which they could spawn; limited the spawnable blocks to sand, grass, and snow; and allowed spawning at block light 0-8 and sky light level of 10–15.


    All of these are in flux being changed from snapshot to snapshot in large part because of the problem you experienced. [The increase in maximum block light level to eight turned out to be as disruptive as predicted; this appear to be at least a large part of what caused your problems.]

    Posted in: Discussion
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    posted a message on Want to find a way to stop pillagers spawning at outpost

    Removing all spawnable spaces in the area should work (but note that patrols are not restricted to a set area).


    As yet there is no stable version of 1.14, but this video (from 14Ap19) from ~2-5 minutes describes the volume of the outpost as it was defined at that time.

    Posted in: Recent Updates and Snapshots
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