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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Maybe I'm just stupid but I can't get Copper Transmutation research to work. I've tried every possible aspect and there's only two that activate which gives a total of six symbols. With the starting node kind of in the middle it requires going one way and then the other and I can't find any possible way to do it with less than 7 symbols. Is the layout of research randomized at all and I just got a bad one or is it the same for everyone?
    Posted in: Minecraft Mods
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    posted a message on thoughts about being able to only trade with villagers 15 times
    Quote from Grifstar

    As long as the previously 'good' trade option can eventually cycle through again (Has this actually been confirmed yet?) I don't mind. There's nothing wrong with having to do a few extra sidequests to get easy diamonds from villagers again.

    I really hope this is the case anyway. It seems kinda dumb that villagers would end up offering you absolutely nothing if you already filled all trades it could give you. At the same time, I guess it would pretty much force you to take those ones out to pasture and repopulate new ones. :|


    I don't know that it's been tested whether or not a removed trade will come back again. I suspect they will. The problem is you will run out of emeralds long before you could unlock that trade again unless you're killing villagers to get new trades.
    Posted in: Recent Updates and Snapshots
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    posted a message on how random do you find trading?
    That depends, are you willing to kill your villagers to get new trades to open up? I've seen diamond pickaxes often enough. After I started lighting blacksmiths on fire I was able to get a full set of diamond gear, except a shovel.
    Posted in: Recent Updates and Snapshots
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    posted a message on A statement on minecraft performance:
    I'm sorry, but no, just no. Blocks loaded into memory is not anywhere near equivalent to blocks rendered. Every game has a large number of per tick processes, most probably have more than minecraft. Even with the number of blocks, the number of polygons per block is really low and the number of polygons rendered at any given time is low compared to games with high quality graphics right now. Not to mention the fact that it's just rendering basic polygons with low-res textures and doing very little of the other effects that other games do.

    If the graphics and processing in minecraft was nearly as intense as you're making it out to be there's no way it would be able to run in a java vm, which adds its own restrictions and overhead, at any kind of playable quality.

    Do some research before making wild claims about how amazing the efficiency of minecraft is.
    Posted in: Recent Updates and Snapshots
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    posted a message on how random do you find trading?
    Also, the probability of getting trades is weighted so some trades show up much more often than others.
    Posted in: Recent Updates and Snapshots
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    posted a message on Villagers deleting trades: Playtested
    I'm not understating it at all. I've been playing with it over the last few days. It works exactly as I described. We did build a fairly large village, but again, building a village is easy. You just need wood for doors. You don't even keep track of individual villagers. You talk to them and if they don't have a good trade you off them on the spot. If the village is of a sufficient size new ones are born almost immediately. Also, as I said, the trades that get you masses of emeralds are the most common trades, they're easy to find. You end up offing the blacksmiths to get the items you want, such as diamond gear. Those trades you make less often so they last longer.

    All I can say is go try it for yourself. I'm speaking from my experience playing both ways. It was way faster for me to get what I wanted from trading after I started killing villagers.
    Posted in: Recent Updates and Snapshots
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    posted a message on Villagers deleting trades: Playtested
    No, that's the thing. It's not more legwork. It's considerably easier to just kill them than it is to fulfill all the trades to unlock everything. I can get everything without even leaving the village now. Whereas what I was trying to do before required that I fulfill undesireable offers such as trading diamonds or different ores for emeralds. Trades that would have required that I actually go and mine. Now I can just sit there and talk to villagers, killing the ones that don't have good offers, until I get what I want and go out and harvest my farms occasionally.

    That is what is flawed. The shopkeeper style is in no way easier or more convenient than just killing them off. That is why it's more broken this way. There is absolutely no downside other than that most players seem to find it distasteful to just kill the villagers. If it doesn't change back I fully intend to have a villager breeding machine that sorts the villagers by profession and eliminates the undesireables for me.
    Posted in: Recent Updates and Snapshots
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    posted a message on Villagers deleting trades: Playtested
    Quote from rodabon

    Again just opinions like everyone elses here. You say its broken, others don't see the issue. It all comes down to viewpoint and playstyle. Many people here are disappointed because they were looking forward to exploiting the villagers and had already made plans. Apparently this is not something Mojang wants based on their recent changes to the system. It's likely that Mojang may tweek the system some more, but it is never going to be as open as it was initially. Others would like to see more of an economy based system, which again doesn't seem like the direction Mojang is going. Thus a mod is likely the best option for those of you who want a more open trading model.


    This logic is flawed. It is cheaper, if not necessarily easier to exploit villagers by killing them to get the trades you want. The highly farmable items that you can sell for emeralds also tend to be the most common trades available from villagers so it is always easy to find one to sell to if you don't care about culling the villagers with bad trades from time to time. Good items are a bit more difficult to get but I managed to get a full set of diamond gear after a holocaust of blacksmiths. The only thing more difficult to get is probably enchants, but I'm sure it wouldn't be that difficult. Also, they're not necessarily worth it with how easy it is to get experience and the low quality of the enchants.

    So, you see, this change actually tends to force you to exploit the system even more than the previous system where I imagine most people, like myself, were attempting to isolate a villager or two from each profession and then unlock all or at least most available trades from the selected individuals. At least unlocking trades that way you actually had to make trades that were undesireable. By killing villagers until good offers spawn naturally you don't need to make any undesireable trades.
    Posted in: Recent Updates and Snapshots
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    posted a message on Villagers deleting trades: Playtested
    Or worse, a villager who has decided he only wants to buy diamonds.
    Posted in: Recent Updates and Snapshots
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    posted a message on Villager trading
    Doesn't seem like that much of a problem. I've used this consistently to make trades with offers I know exist without scrolling to them. If two items have the same requirements it will pick one, but if you scroll to the page for the one you want it will trade you that one so you can always get the exact trade you want.
    Posted in: Recent Updates and Snapshots
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    posted a message on thoughts about being able to only trade with villagers 15 times
    People keep comparing wheat and wool in the trades. Sugar cane is where it's at. One sugar cane becomes one page and you can easily get an emerald for 19-20 pages. The farms are easy to set up and grow relatively quickly. Very easy to exploit. Problem is, it's still easy to exploit. The buys that are easily exploited seem to come up most often in new villagers. Emeralds are very easy to get. Finding useful things to spend them on seems to be the problem now.

    Oh, and killing villagers is cheaper than unlocking all the trades was in the previous incarnation so the current system is actually more broken and exploitable.
    Posted in: Recent Updates and Snapshots
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    posted a message on Hostile Mob never spawn in caves in pr 5
    Lighting them up might be a bad idea as of now. I don't know if anyone else has experienced this but I seem to have a huge amount of slimes. I lit up most of the area around my mob trap and I'm pretty sure at this point nothing spawns because the mob limit has been reached by slimes that don't seem to ever despawn. Flooding might be a better idea.
    Posted in: 1.0 Update Discussion
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    posted a message on Am I the only one with low spawn rates?
    Quote from cecilhowe

    Doubt this has much effect if any on surface mob spawning. Slimes can only spawn on 10% of the chunks, so you are more likely to be on a regular chunk than a slime chunk. Plus slimes 90% less frequent than other mobs.

    Not to mention they stop spawning at y=39, and the player is almost always 25+ levels higher than that; which is too far away for slimes to spawn.

    I think OP is just unlucky.

    http://www.minecraftwiki.net/wiki/Slime



    Mobs spawn in a 17x17 chunk grid centered on the player from what I've read. You certainly don't have to be in a slime chunk for them to spawn, just near one and 17x17 chunks is likely to contain one. Also, mobs will spawn anywhere in that grid that is at least 24 blocks away from the player, there is no requirement that it be near the player.

    I'm wondering if there's something about slimes not despawning so that they gradually accumulate and then never go away. Running around my caves all I seem to run into anymore is slimes and the surface seems unusually empty.
    Posted in: 1.0 Update Discussion
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    posted a message on Why would they remove silk touch getting spawners?
    Wow, nice flame war and probably no one reading this far anyway.

    In summary, there are two valid reasons why silk touch should not collect pig spawners from monster spawners:
    1. Mojang said no. Valid reason which overrules everything else unless they can be convinced otherwise.
    2. It's wrong. Monster spawners should not become pig spawners. The fix is obviously to have monster spawners stay monster spawners instead of becoming pig spawners.

    The only possible third issue is performance issues but I have no data to back that up either way.

    I personally have a 9x8 wheat farm that produces food faster and with less inconvenience than a pig grinder would. Food would not be removed from the equation since you still have to sit in a specific place for a specific amount of time for it to be accumulated and systems for that already exist. The examples of blocks that weren't placeable such as leaves and ice have almost all become placeble since then so I fail to see how that's a good argument for not being able to place them.

    Now, if anyone bothered to read this far I'll give you the best reason why it should stay (actually why it should be fixed so you pick up the actual monster spawner, not pigs). The reason is silk touch is lame without it. What's the point of silk touch? So you can get ice blocks which you can already do in snow biomes with a bucket of water? What does silk touch do that's unique and justifies the incredible investment it takes to actually get the enchantment? The only thing that makes it worthwhile is getting blocks that you can't otherwise get. How many of those are those not counting monster spawners? Ores? Not a whole lot of point moving those unless you want to decorate your house with glowing redstone ore blocks. Ice? It's inconvenient but you can achieve the same things in a snow biome. There may be a few more blocks in the end that are only acquired this way, I haven't been there yet but you couldn't get the blocks out yet anyway. But, really, what's the point of silk touch without something useful like this? It's a huge investment for a minor convenience? Unless something else is added that requires it, moving monster spawners is the only thing that makes the investment to get silk touch worth the time. You might as well remove the enchantment.
    Posted in: 1.0 Update Discussion
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    posted a message on Pistons: Work In Progress
    Wow, there's a bunch of whiners. Launch things with tnt or use portals for vertical transport. Or for horizontal transport for that matter. Enter portal, take two steps enter other portal and you can travel from bedrock to the top of the map if you know how to set them up. Pistons launching things doesn't make sense no matter what the mod did. If it launched sand and gravel and players it should launch all blocks and that's not reasonable or practical.

    I think the pistons look amazing and my only complaint is showing them to us while we still have no idea how long it will be before they get released.
    Posted in: Minecraft News
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