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Last active Thu, Nov, 29 2012 00:18:52
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Aug 17, 2012Nice, I've been waiting for more hard features to switch to hard, normally I play normal. To me, a hard mode where enemies just deal more damage isn't really harder, its just annoying. But with hard mode having things more challenging with features I'll actually make the switch. Plus I hate limited fire, it just leaves random floating leaf blocks everywhere that are hard to remove.Posted in: Future Updates
May 28, 2012/signedPosted in: Recent Updates and Snapshots
I want more biome specific underground features, especially ores, so that it gives a reason to explore underground in different areas (and gives a reason to make new mines in remote places).
At present, all underground is the same no matter where you go, making the underground generally boring due to sameness.
Mar 1, 2012I have a world from alpha and the jungles generated in newly generated land there. You just have to explore new lands in the same world, just like most other changes.Posted in: 1.1 Update Discussion
The only thing to date that doesn't generate on old worlds are strongholds because of the ridiculous limit of 3 all within 1km of spawn, so they can't generate in new lands if you ever explored much at all.
Nov 19, 2011I've seen what it says in the wiki, but has anyone actually found more than 3 strongholds in a world?Posted in: Discussion
No changelog mentions infinite strongholds, and Jeb hasn't mentioned the limit being removed.
The only place I've seen it said is the wiki, but it has no source and could be a false claim.
Nov 14, 2011Wickedshot posted a message on Minecraft 1.0 RC2 and still 3 strongholds per map?I've seen no evidence that there's more than 3 strongholds yet.Posted in: Discussion
They were supposed to become infinite at 1.9 (according to Jeb and the wiki), but an official 1.9 wasn't and will not be released.
I would've assumed the RC2 would have infinite strongholds, but I've seen no mention of it in changelogs and heard of no one finding more than 3 per world.
A limit of 3 strongholds would suck, since it would take an near infinite world and make it 1000 blocks big as far as the important stuff goes.
Nov 4, 2011I think Jeb mentioned that they are currently bugged and the blast damage is the same no matter how far from the center you are, so that you take full damage even if it grazes you. I think it should be fixed in the next version.Posted in: 1.0 Update Discussion
Trying to find the tweet but twitter is giving me trouble atm.
Found the tweet about fixing explosions: https://twitter.com/#!/jeb_/status/131292776305401856
Nov 2, 2011I can't get this achievement.Posted in: Achievements & Stats
I've shot and killed skeletons from 65 blocks above them and it didn't give me the achievement.
I've shot them across a desert from so far away they were outside the mob render distance, but still managed to kill it by shooting randomly and then finding the bones/arrows and xp.
And I've shot them from sky limit at the edge of mob render distance on the ground.
But nothing works.
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Jun 15, 2012The current strongholds in the game are pretty horrible, they really need an update. I'm going to list all the problems I have with them.Posted in: Recent Updates and Snapshots
- Eyes of Ender take you right over the portal room. I would enjoy it more if they just led you to the entrance to the stronghold. Because now you just dig straight down and you're in the portal room and don't need to explore at all. Strongholds could have been like a maze.
- Ever since 1.2, around half the doors are already open. I think it's just a bug though ever since they updated doors.
- No infinite Strongholds.
- There are tons of Torches floating in midair in the strongholds.
- I can find a lighting bug having to do with torches in around half the rooms.
- They spawn horribly. Like if they spawn a ravine, they will just be floating in the ravine with huge chunks of it gone. Same goes for caves. Mineshafts had the same problem, but they fixed that by making them bridge across. I don't know why they just don't do the same for strongholds.
- They are missing the End portal a lot.
- If caves, ravines or mineshafts cut through the portal room, you can't go to the end.
- The chests in Librarys only have paper and books. It would be more intresting if they had those and ink sacs, written books, book and quills, feathers and anything having to do with books. I don't understand why they only have paper and books. Maybe even enchanted tools?
- Only 5% of the bricks are silverfish bricks... They are supposed to swarm you the more you attack them, but hardly any of the blocks are actual silverfish blocks. It makes them far to easy.
Jan 19, 2012Posted in: 1.1 Update Discussion
You've still got the render distance/fog to contend with either way. If chunks are loaded as far out as the fog you won't notice any difference.Quote from XSSheepCubic chunks is nice and all, but since the height is now a chunk and chunks have a limit from which they can be seen, doesn't that mean that over half of your very impressive mountain will be invisible?
The creator of the Cubic Chunks mod (Robinton) brought up the idea of compressing far away chunks so that you could still see low-detail versions of the chunks without having to load them in their entirety. We could probably remove the fog if this was done.
Nov 30, 2011Here's something you can try that may help or even fix the problem. (For Windows, but it may also work for other OS's if you know where to find your OpenAl32.dll file if you got it)Posted in: 1.0 Update Discussion
Step 1: Update/install OpenAL (http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx and select the installer for your OS)
Step 2: Go into your System32 folder, and locate the OpenAL32.dll file in there. Copy it.
Step 3: Navigate to your .minecraft folder, go into your 'natives' folder inside 'bin', and overwrite that OpenAL32.dll file. (Recommended you make a back up of the old file first.)
From what I read around the interbutts the OpenAL file that's included with Minecraft is old. I had horrible stuttering lag from sounds and this did the trick. Also, it's advised you create a copy of that new openal dll and name it like OpenAL32 - Copy.dll and just leave it there as every time Minecraft updates it overwrites any files it uses in the natives folder.
If this doesn't work or made things worse, revert to the old OpenAL32.dll file for Minecraft. Or just force update in the launcher if you need to.
Hope this helps.
Nov 21, 2011You know, I started a long time ago way back in February of 2010, and wrote "The MineCraft" song as a joke. I wasn't going to post it at first, but a friend liked it and said I should share.Posted in: Discussion
I now have 2 albums based on Minecraft on iTunes, Amazon, Zune, MySpace, Spotify, etc.
I only have 8k subs on youtube, I'm not complaining.
I have fans who have been following me and my music for a little over a year now, and I slowly get more and more subscribers.
Do I think my music contributes to the PR and think that I should get credit? Nope.
Do I think that my music contributes to the fanbase of MineCraft for the pure fact of enjoyment? Yes.
I love all the people who follow me and my music, and all I want to do is make more and more original music for them.
I'm glad they are all around, and still listening to my music (even though it's not really minecraft related anymore..)
And thanks to all of those who liked my MineCraft songs too, you are true fans.
Nov 20, 2011*Epic Music*Posted in: Discussion
LACK OF BIOMES
Hi, my name is William, and today I will talk to you about Biomes.
Biomes were added in Alpha 1.2.0, also known as the "Halloween Update". There used to be 10 luxurious biomes! Rain forest, swamp, seasonal forest, forest, taiga, savanna, woods, desert, grass desert, and tundra. However, now we have 9 as of 1.0.0! Forest, taiga, swampland, extreme hills, desert, planes, ocean, tundra, mushroom. Though in my eyes, mushroom biomes are more of an oddity than a biome - like an NPC village or a abandoned mineshaft. For some reason, even though we only have 2 (Technically 1) biomes less than before, the biomes seem very bland and plain. In my opinion every biome should have something of value and importance to encourage exploring/spelunking.
Now for some suggestions for biomes!
I think that it should snow in Taiga biomes but the snow layers on the ground would melt after a day, or the falling snow didn't form snow layers.
I think that if dragons are ever added to that game (Red dragons) that they should be biome specific to extreme hills, in cave in the sides of mountains.
I think the few trees in tundra regions should be Pine trees, weather this be realistic or not, it would look better.
I think bushes should grow in forests, for no reason at all.
I think that a type of vine should grow in the swampland on the grass, that slows you if you walk on it, but not as much as soul sand.
I think, that on the marshy shores of a swamp, their should be a dark colored sand (about the shade of soul sand) which would look very nice :biggrin.gif:
I think a variety of biome specific dungeons should be added, and not just a small room full of monsters, an actual dungeon, with rooms and treasures and puzzles. Deserts - Pyrimid tombs, Swamplands - Crypts, Extreme Hills - Dragon's Nest, etc.
A new biome which would have a putrid black - purple colored grass and trees, that spawned mobs during the day and extreme amount of mobs during the night. this biome would be very rare, and very deadly. skeletons and zombies won't burn in the hot daylight, and spiders will stay hostile. Creepers will not spawn in this area during the day. just an idea...
I've found that after I live in a biome a while, it gets boring, so what if biomes... had... biomes *Gasp*
Sub - biomes would be very small in comparison to their parent biome, but would be a very cool way to vary the land. Theres not mush else i can say, the title kinda says it all.
Here are my ideas.
(Sub-biome) - (Parent Biome) - (Description)
Ocean Peaks - Ocean - steep peaks that rise from the ocean, not to big, and not to small, 7 - 17 blocks above sea level, 3-6 in the sub-biome.
Plateau - Extreme Hills - on the top of the mountains in extreme hills lies a fair sized flat grassy plateau, great for building on the mountain.
Ink Waters - Ocean - a small patch of black tinted water, which slows down boats and swimming players, very easy to drowned in, hard to spot at night.
Temples - Desert - a small building in the desert made of sandstone. occasionally holds a hidden chest full of riches like the ones found in dungeons. Holds few rooms, however the sand stone could possibly hold silverfish, or a variant of the silverfish called Bronzefish :tongue.gif:
Whirlpool - Ocean - a spinning depression in the ocean, very easy to get you boat stuck, or get drowned.
Maelstrom - Ocean - a giant depression in the middle of an ocean, very very deadly... We're gonna need a bigger boat!
Hope you enjoyed this post, have a nice day, and don't taze me bro.
Nov 14, 2011coldsnowden posted a message on Minecraft 1.0 RC2 and still 3 strongholds per map?As far as I can tell, even in minecraft 1.0 RC2 there are still only 3 strongholds per map. Hopefully I am wrong because I would really like to see infinite as promised. I don't think they should be all of over the place but certainly more than 3.Posted in: Discussion
if they do not become infinite my friends and I will most likely have to start a new server in order to ever see the end as all three strongholds were discovered long before ender portals were part of strongholds.
Edit: I think my original post made it seem like starting a new server was the biggest problem with this, while it is an annoyance, the major problem is the lack of new explorable strongholds as you explore minecraft's vast maps.
Nov 2, 2011Posted in: 1.0 Update DiscussionQuote from trizzet
There is a huge difference between running around at night hunting mobs and having them transported to your personal bunker. When running around at night, you take the chance of taking damage or over-doing it and getting killed. When the mobs get transported by game mechanics to your personal bunker there is zero chance of you getting hurt unless you did a really bad job building your bunker. Plus, your kill count will be lower if you run around at night killing mobs versus sitting in one spot completely protected from everything killing mobs brought right to you.
If mob traps/grinders were not a problem on multiplayer servers, no one would ever ban them, but they do because they are.
Enchants are part of the game, they were intended features of the game. Mob traps are not a feature of the game, they are not intended game design. They are created by players who exploit game mechanics to give themselves an advantage in the game.
A. While I'm at work someone else who doesn't work can sit on the server all day grinding mobs at night time, so that's not fair to me.
B. Servers CAN ban them, they CAN ban autofarms, they CAN ban redstone to obsidian generators, cobblestone generators, griefing, PVP, FIRE, ENCHANTS, etc. They have that option. You can personally go on a server that doesn't allow mobtraps if you have a problem with it.
C. Mob traps aren't "exploiting". They are automating. Simple as that, and in a game about survival and building it would seem ridiculous to expect someone to spend time each day doing the same thing and never get bored. The fact of the matter is the game has no goal, servers choose what type of game they want. Town building/survival? What happens when you build your town? Leave the server and find a new one and just start over?
D. Explain how mobtraps especially since the amount of time and effort and the sheer lack of efficiency on multiplayer in the first place (the more people on the server the less efficient the mobtrap will be) has caused a problem? Lag? Ok so the server can choose not to allow them, although allowing redstone mechanisms should pry be banned as well seeing as how they tend to create lag.
E. On multiplayer if you run around at night you WILL get more mobs than me when I run back to my mobtrap in between taking care of my farms and mining and crafting, making potions, etc.
F. I am NOT safe when killing mobs in my mobtrap on multiplayer. The way the hitboxes are and my lack of care for making it safe (would be no fun if I didn't have to move around quickly to keep creepers from bombing, PLUS I take quite a bit of damage from arrows anyway so I'm still getting hit) means I have to pop in front of the one block opening and hit then run back, wait, and do this again. Very time consuming and it STILL takes a while to get enchants. Add to that the fact that enchants are random anyway and I end up with efficiency enchants which I like but use mostly for more construction.
G. You personally have the choice of making a huge mobtrap yourself as well. If you seriously don't want to that is your choice is it not? Enchants are still unbalanced as well and once someone gets some netherwarts (plus the fact that slimes aren't restricted to 0 - 16 anymore) people can make a massive netherwart farm and not have to do anything other than grab a stack of them and some blaze rods (most likely ran into a blaze spawner before finding the netherwarts) and they can spam strength potions like crazy.
So to be honest, just like enchants, and potions, mobtraps are optional. Also, just because Notch and Jeb didn't specifically say "Hey everyone, we made it so water pushes mobs, and you guys can alter the environment. We also made it so mobs spawn in dark areas. This does not mean you should be creative and spend time creating auto mob farms". Jeb said if mobfarms actually become a problem they might make it so they don't drop items unless you kill them. Funny thing is there is zero chance they are going to completely rewrite a foolproof spawning algorithm for minecraft just to make it so people can't stockpile massive resources. I personally do NOT have fun farming wheat manually. I go crazy over being able to set up a different semi-auto wheat farm every single time and wire it up differently, and use different blocks to make it look unique. Same with sugarcane, they nerfed how quickly it grows so there it balances autofarms. They nerfed passive mob spawning so drastically that you have to breed if you want unlimited resources, BUT, that is necessary. Hunger would be pointless if passive mobs could spawn as much as hostiles and you basically have food forever.
PVP in this game is literally button mashing, nothing more. Even with potions, whoever has more free time in their day will be better prepared but in the end the connections will determine the winner, as always. If someone has a better connection than you and to you it seems they are hitting you with a sword from 10 blocks away I don't care if you have level 50 enchanted diamond armor, weapons, full hunger and inventory of instant heal potions. That guy will continue to do circles around you regardless of your skill. Not to mention hacks like speedhack, extended reach, flyhack, xray, etc. Those things are MUCH more important than someone claiming an in game construction that automates mob killing (once again I'll point to the fact that in the real world we automate quite a few animal production lines).
Please provide a serious example of how someone, playing by the rules of your server (mobtraps allowed), severely unbalanced the game for everyone else. If they did not hinder your game experience, and they didn't use the massive gunpowder stockpiles to grief everyone (again grief is either allowed or banned, and since mobtraps will get them the tools to destroy buildings the server CAN ban mobtraps). You should not expect everyone to want to come home from work, get on the virtual game that has no actual storyline, or leveling/real goals other than get resources use resources how you like... And do the same thing each day. I would personally move on to another game (spare me the I already paid it doesn't matter, because me having fun on a game I paid for does matter if they expect me and others to pay for future DLC at some point).
I'm not bashing on 1.9 features, I've come to love them. The only thing I use tnt for is traps. Also worth noting is that when I play on pvp servers I ONLY build underground. I automate everything so I don't HAVE to ever go aboveground again because even though I run for a few days in game time away from spawn and build near bedrock, flyhackers and xrayers have no problem seeing my base. It's even more conspicuous to make a massive lava pool overtop of a massive base. If I go to raid someone else I still utilize weapons and armor I had to work for, and I don't grief so tnt does me no other good. And unless they nerf the amount of experience needed to get high levels I can't see anyone complaining about mobtraps on multiplayer anymore. With the reduced hostile spawnrate and better pathfinding someone will have to spend a good week to get a mobtrap that works good enough to actually stockpile arrows.
So I'll be waiting for a response from you that details how someone else making a mobtrap and using it hindered your personal gameplay experience. If lag is the issue, then server should ban mobtraps and big redstone projects. Along with big farms that have a lot of moving water, and combination locks, huge alarm systems, etc. Animal breeding should be limited/banned on the server too since that can be infinitely more resource demanding than a mobtrap that has set limits hardcoded in. If gameplay balance is the problem detail exactly how. The "that guy has more items then me so it's not fair" isn't a good enough arguement since ingenuity is what this game is about. If you are better than someone with redstone you can have multiple chests full of melon slices, wheat, cake, etc. Creativity beats playtime. That is how games should be. Skill and smarts over repetitive grinding.
Nov 2, 2011I don't understand why anyone has problems with mobtraps in the first place. They might as well get rid of redstone since I can completely automate my farms as well, and I can even make elevators and water setups that could literally make it seem like I'm "on rails" and just have to right click a switch once in a while. That is the beauty of this game. An efficient mobtrap takes several days, that is no joke. They nerfed hostiles' spawning a bit too, so a 1 room mobtrap will not do you justice. You will likely use up a stack or two of iron meaning you have to spend a bit of time branch mining, you have to spend time making enough torches to light the whole room up, harvesting bread/etc. or running around killing cows and pigs and chickens, or even stop to build a breeding farm. You don't just go "I want a mobtrap, chop chop, done". Even then you can't hold down the left click and keep hitting mobs that come into range. Also, with bows you can't just spam anymore unless you like wasting arrows, so they've balanced it good enough. My mobtrap is the design on the wiki, to the T. 50x50x2, and one floor was netting me barely anything. It took several hours to get to level 15 - 20 and even then I'd have gone through a couple diamond swords and had to make a netherwart farm and fight a bunch of blazes as well. On top of that I had to make a bunch of fire-resist potions, all of this while expanding my vault room and having to harvest my farms and when the animals are ready to breed, breeding them and killing a few to keep lag from growing.Posted in: 1.0 Update Discussion
So all in all if on a pvp server that whole time gives someone a lot of time to scour the land looking for my name while I am pre-occupied with building up my resources. I still have to spend a lot of time branchmining and I spent a week real life time expanding the mobtrap to now be 5 floors. Even still it takes an hour or two, using potions of strength, and enchanted swords (wastes half of the levels I gain each time), etc. Squids spawn in packs it seems and sometimes a bunch of them come through the trap, slimes fall and die because I guess the water stops don't work to reduce the slimes fall damage, so right there I'm losing some mobs to get exp from. Skeletons hit you on mp easily thanks to the hitboxes and not being able to hit their feet to kill them, so you end up having to keep making armor as well, or moving out of sight so you can regen, etc.
For people like myself, once I get the mobtrap done I start working on making it better, and then building traps for people that might find the base. It gives me a few weeks of solid things to do regardless and once I have a bunch of loot stocked up I work on something else. I will go raid as well but I don't use hacks or anything so my stocked up resources really don't help. Even with bow and a bunch of arrows I end up usually needing to pull out the diamond sword and then depending on who has a better connection to the server, my armor and weps don't really matter. So what is the problem?
If mobtraps are "unbalanced" then enchants are too. Since mobtraps and enchants are optional, but the person who doesn't choose to utilize said tool will be at a small disatvantage on pvp/survival, it gives everyone something else to do. I still go exploring and fight mobs all over the place, but when my farms all need to be harvested or I'm mining I can run between doing all these things and I have mobs to kill for exp to enchant another pick, etc.
Seeing as how dungeons aren't easy to find, when someone does find it, it's perfectly fine for them to reap the rewards in whatever way they choose. A few pieces of bread or iron and string or gunpowder, buckets, a saddle, etc. is useless to me. Arrows, or spider eyes, etc. Even still I can't just afk and get the exp so i still basically have to fight the mobs on smp. Transporting them to me and being able to jump out of their sight is no different than running around at night and jumping behind a tree, or some other cover.
So to everyone their own but don't try to hinder the experience for those of us who find more entertainment building the mobtraps and stuff than using the drops and stuff. Also, I think it's a little more important that they work on implementing a real anti-cheat system because what is REALLY unbalanced is how all the people who didn't pay for the game and have hacked clients and grief teams/hackers can all join up and cause mayhem for everyone. Even with banning and stuff they still can get around it so lets maybe focus our complaints towards something that will benefit all of us who play the game without 3rd party cheats (on multiplayer, singleplayer is fine).
Oct 30, 2011Wow, this community is stupid.Posted in: 1.0 Update Discussion
Get it in your heads. CREEPERS GOT BUFFED. (Ghasts too.)
Source: MINECRAFT. PLAY THE GAME!
Creepers are now strong enough to kill you in one hit from a significant distance on easy (they used to do 5.5 hearts point blank). On normal, you're dead in one hit at close range even with full armor. It's not fair to say that you should have blast resistant armor because that is the rarest protection enchantment available; you will usually end up with regular protection or projectile protection.
To put this in perspective, I have died 7 times in the new pre-release. One of those was from an enderman fight that went wrong, and the other 6 were all creepers. Because endermen force you to start the battle, creepers are extremely powerful compared to all the other mobs.
Oct 30, 2011In my opinion they we buff too much, I just got hit point blank when i had full health and 3 pieces of half destroyed iron armor and I got 1 hit.Posted in: 1.0 Update Discussion
If you have no iron armor and are just starting in a world, you are pretty much insta killed by and point of the explosion, they should do 8-9 hearts of damage , enough to **** with you, but not enough to inta kill you.
TBH this is kinda a rage because for the past few few days i have lost diamonds, enchantment tables, and tons of my stuff, due to an unneeded buff.
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