I've noticed a lot of talk about the larger nether portals. I didn't read every post, so this question may have been asked, but...
Has anyone wondered why we would need larger nether portals?
The old 2 X 3 worked perfectly fine. Is there something coming down the pike we will want to take into or out of the nether that requires a 23 X 23 portal? Why the odd size of 23 X 23? Why not 15 X 15 (based on a 16 X 16 frame)? Why not something base-8 like the stacks in our inventory and chunk sizes? Just wondering.
- gentlemike2
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Jan 6, 2013gentlemike2 posted a message on Light Sensor Block?I like the fact that this block condenses the function of a BUD switch down toPosted in: News
a single block. Redstone wiring takes up so much space, it can get frustrating
trying to figure out how to wire something in a small space. I know it isn't
needed, but it is nice to have. It also doesn't exploit the programing in the
way a BUD switch does, but actually is a light sensor.
I am hoping they do the same with t-flip-flops, xand, xor, and a number of other commonly used circuits. It would be great if these only took up a single block of space.
For those who prefer the traditional way of constructing the same redstone circuits, that should still be an option for you. -
Jul 24, 2012gentlemike2 posted a message on 12w30e Ready For Testing - Pre-Release Tomorrow; MineTV Debut12w30c Glitch? SSP; returning from the Nether to the normal world, I found myself exiting through a brand new portal about 25 blocks +/- from my already established portal. Anyone else have this problem? Did the attempt to fix portal placement create a new bug?Posted in: News
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Has anyone wondered why we would need larger nether portals?
The old 2 X 3 worked perfectly fine. Is there something coming down the pike we will want to take into or out of the nether that requires a 23 X 23 portal? Why the odd size of 23 X 23? Why not 15 X 15 (based on a 16 X 16 frame)? Why not something base-8 like the stacks in our inventory and chunk sizes? Just wondering.
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a single block. Redstone wiring takes up so much space, it can get frustrating
trying to figure out how to wire something in a small space. I know it isn't
needed, but it is nice to have. It also doesn't exploit the programing in the
way a BUD switch does, but actually is a light sensor.
I am hoping they do the same with t-flip-flops, xand, xor, and a number of other commonly used circuits. It would be great if these only took up a single block of space.
For those who prefer the traditional way of constructing the same redstone circuits, that should still be an option for you.
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I like the new stuff, but don't like the world generation glitches.
Anyone else have this problem as well?
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If I have a village nearby, building a 2-block high wall around it, and lighting it up becomes something of a priority, to keep zombies out. This puts off some of the other mining and food gathering tasks I often put higher up on the priority list. In such cases, I harvest and re-plant the villagers wheat, until the wall is done and I can plant my own crops. I usually make the initial wall of dirt, and then eventually replace it with a much higher stone wall. Preserving the villagers for trading purposes can be a great boon. In my current game I got melon seeds from the villagers early on, and I like melons.
I get a bed when I can, and often not until the fourth of fifth night. I usually pass the nights mining and do some combination of gathering wood and sand, and building surface structures during the day.
My point is: While it is nice to have nice neat little lists like those above (and there is absolutely nothing wrong with them), knowing your game and being flexible can work quite well.
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Good luck with your problem.
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...Of, you can move horizontally by holding the left shift key down while easing in the safest direction. Once you can see the side of the block you are one (even if it is a tiny amount sticking out of the lava), you can place a block.
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I just used a compact XOR gate design I found on here, using a sticky piston. It is just what I was looking for, and operates faster than the standard XOR gate design found in the minecraftwiki. Even better, I get how this one works, while the other designs just leave me completely confused. I am going to replace at least two more XOR gates with this same design to save space, elsewhere in my world.
If anyone else wants to express a little gratitude for the people who've contributed to this forum, this would be the place to do it.
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While the debate rages on about free-standing shelter vs. cave shelter, I thought I would insert some advice about where to build. Whether you build a cave dwelling by tunneling into a mountain side, squat in a pre-existing village, build a tree-house in a giant jungle tree, or set up a wood cabin on an open plain, not all biomes or even locations within a biome are suitable places for a beginner to start out playing in survival mode. If important resources are scarce, or non-existent, in an area it may cause you a great deal of frustration trying to find what you need or want. You don't want to have to explore several days journey in every direction so you can have certain resources. This can be a game killer in the end.
Resources to look for:
Secondary Resources: These are things that really make the game a whole lot easier to survive, but aren't as critical as those listed above:
Where Not to Build:
There is one major consideration other than resources on where not to build - your frustration tolerance. Bouncing all the way up a mountain to get home after a day of chopping wood might get old. Building right on the brink of a chasm might seem like a cool idea until you've fallen for the eighth time,had to respawn and go down and get all your gear you dropped when you died. Having to travel for a quarter of the day to get to trees and only being able to spend half the daylight period chopping wood might get frustrating. You are best off building with convenient access to the most resources available, in places where a lapse of paying attention for a second doesn't mean a major set back.
Don't put yourself in a position where you need to do major terraforming to make a decent place to live, or to expand your base. You are going to want to expand (either above or below ground). You don't want to have to rebuild the map in your area to have the base you want. You are going to want to spend the time setting up farms, mining coal, iron, and eventually better materials (gold, redstone, diamond), exploring caves, and eventually moving on to the Nether, and maybe the End.
Your frustration level is completely subjective. It is unique to you. You might not mind hitting the space bar 27 times in a row to jump up a narrow mountain path to your house, while to someone else it just gets annoying after awhile. You might like having seven different buildings as part of your base, each with a different function (maybe storage, smelting, crafting, etc.), while others just want everything in a single room. It is up to you. Just remember, if it get's annoying, you probably need to make changes. Playing is supposed to be fun, not tedious or bothersome.
I hope this part of this thread helps you spot a good place to set up your first base.