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    posted a message on Daylight Sensor wiring issue
    Quote from 0ct0ber»
    Sorry, but its quite impossible then. There's no way to guarantee the power block won't despawn.

    Yeah, fair enough. This was one of those questions which I pretty much knew the answer to but I was hoping I'd overlooked something.

    I've taken the west wall in a couple blocks so that the inner and outer portions aren't on different chunks. It remains to be seen whether I'll light the whole city this way or just ragequit and torch up the interior. :P

    Oh well. Thanks everyone for the responses.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Daylight Sensor wiring issue
    Quote from 0ct0ber»
    I suggest you make a mechanism at your spawn chunk. Use one daylight sensor, and use a hopper clock. Make it so that if the time is night, the clock will always be running commands setting the power sources on, and vice-versa. You can achieve this by using two AND switches and an inverter.

    You can simplify this even further by summoning an invisible, invincible, and no-gravity armor stand with a custom name on top of each block that will be a power source, along with the persistence tag to being true. Execute each of these armor stands to do a task with the clock at day and night respectively.

    If you have any further questions about how to do any of these things, feel free to ask me for clarification. You can also probably look up any of the things to do this; I also recommend you use http://mcstacker.bimbimma.com to summon the armor stands if you aren't that good with NBT code.

    That's an interesting solution. The problem I would run into here is one of self-imposed limits, I suppose. Although I am the owner of my Realm, I still complete my own projects without any abilities which would be limited to Ops. Ergo, no command blocks for my personal projects. We use command blocks for teleportation purposes to each others' build sites, and I'll throw out the occasional console command to time set or something, but otherwise we play pretty standard Survival.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Daylight Sensor wiring issue
    Quote from MazeCraft»
    What is your render distance value? Normal is 8 chunks radius, that means while you are withing the city, everything should be loaded. You could even power all the lamps with a single light sensor in the center of the city. This way you'd be roughly 50-60 blocks away from the sensor at any time.

    That would assume that you never leave the city. If you venture outside, chunks will start to be unloaded from the direction you went. So if you go far enough to unload that center chunk with the one sensor, half the city will be unpowered as you return to it from that direction.

    Also, this is on a Realm, so it's the server-side chunk loading distance that would matter, rather than client-side view distance.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Daylight Sensor wiring issue
    Quote from Orzeka»
    I would suggest elegantly hiding them inside the town, say like this,each x=10 blocks and and o being a daylight sensor

    oxxxxxxxxo

    xxxxxxxxxx

    xxxxxxxxxx

    xxoxxxxoxx

    xxxxxxxxxx

    xxxxxxxxxx

    xxoxxxxoxx

    xxxxxxxxxx

    xxxxxxxxxx

    oxxxxxxxxo

    This should ensure (if you wire all daylight sensors into seperate circuits and put a t-flipflop between two circuits and a light. Elegantly hide these ciruit underground and the sensors into some kind of pillar or atop a building. Then you can put a redstone lamp on some fences and redstone torch going into the fence poles

    The tragic thing is I could've pulled something like that off if I knew about this problem when first building the walls. They're... not exactly aligned with the chunk borders. The west wall in particular is going to be a headache because its interior is on a different chunk than its hollow row and its exterior are, and seeing as the same torch has to power the lamp on both sides, I'm probably going to have to move that whole wall down a few blocks, meaning making changes in the other walls to keep it even. Fun, fun.

    Ehh, well, I probably wasn't going to be able to avoid fifty different sensors anyway (I'd love to just strategically put four in the center as you diagrammed there, but the reality is there's a good seven chunks on each side). Time for a looot of strategically-placed buildings, I guess.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Daylight Sensor wiring issue
    Quote from qod»
    If the chunk isn't loaded nothing can spawn there.

    I am aware of this, but if the lights are in a different chunk than their power source, you could end up with a situation where the lamp's chunk is loaded but the power source's chunk is not, so the lamps stay dark, allowing mobs to spawn near them. That's what I'm trying to avoid here.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Daylight Sensor wiring issue
    I'm building a fairly simple city with dimensions of roughly 100x100. The walls of the city are three blocks thick, with the middle row being hollow so that I can run redstone through it and power redstone lamps that are embedded into the walls on both sides. Inside the city there will be additional lamps, embedded into the roads (and possibly some kind of street lamps, if I can pull that off and still hide the wiring). Basically the only areas I want to be torch-lit are the building interiors. I want to hook all of these lamps up to one or more daylight sensor(s) so that the lights come on automatically at dusk.

    My worry is about chunk loading/unloading. For example, if I were to put a daylight sensor on each of the four corners of the wall, the circuit would cross chunk boundaries, and so (if my understanding of this is right) it would potentially not activate in certain areas of the city if the chunk containing that daylight sensor is unloaded. The end result being zombies spawning in a chunk that failed to receive its power at the appropriate time (and I do intend to put villagers in this city, so mob-safe is a priority).

    I've considered just putting a daylight sensor in every chunk, but the only way I can think to do that is on the walls themselves, which would at best limit the effect to just a few blocks inside the wall (asymmetrically, I might add, as one of the walls is flush with a chunk border), leaving the center unpowered. I do not want there to be daylight sensors visible within the city if I can avoid it, but I can't think of any elegant way to hide them. And putting them underground would negate the sky light they need to operate, right?

    So maybe this is more a design question than a redstone question, but what would the redstone board suggest? Is there a clever way to get daylight sensors to work while at the same time hiding them? Or is there some way to get around the chunk loading issue so that I could use fewer sensors and just keep them on the walls? Am I missing something that would save me a lot of headache?

    This is on Realms, by the way - so assume the standard chunk loading/unloading distance server-side, if that makes any difference.

    Thanks in advance for any answers.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Thoughts on new ocean generation?

    Indeed, they exist in the 1.6 versions as well. I'm guessing mushroom islands.

    I notice that there are far, far fewer of these in the 1.7 map... don't they generally require a large ocean to spawn in?

    My worry on the whole generator update is that we'll have a repeat of the Beta 1.8 biome reassignment problem. I'm really, really hoping we're not gonna end up with snowy deserts or ocelots spawning in taigas, or the like. Can anyone confirm or deny if this is going to happen? I haven't been able to find any convincing arguments on the subject.
    Posted in: Future Updates
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    posted a message on Mobs causing lag in vanilla server
    Good evening,

    I've recently noticed a new problem on my vanilla server (population ~15, never more than 8 on at a time). Specifically, when hostile mobs are on, they cause all kinds of lag. Lag with block mining, lag with day/night cycle resulting in longer nights, lag in their movement, and of course lag in fighting them are all present. I think the only kind of lag not present is chat lag. Once day breaks all is well, but at night it starts up again.

    The thing is, I have a fairly good machine and it should be beyond this kind of behavior. My CPU runs at 3.6GHz, not the fastest by any means but certainly alright. But I've got 8GB of RAM, and y'know how much of that the server uses? About 250MB at any given time. I even made up a batch file to specifically allocate 2GB to the server on launch, which resulted in 250MB of that being used when the lag started to spike.

    "So maybe it's not RAM," I thought. Maybe the amount of players? Not really. When I had the mobs off last week, there were 8 people on and no one was lagging. The week before, I had the mobs on and it was lagging with only two or three people on. I started to suspect problems with my network speed and bandwidth, but it happened whether I was on an external machine or the server itself (where my connection address is literally "localhost:[port number]").

    But then... last week I just happened to be playing an offline singleplayer map, and it happened there too. I was defending a village from an average night's queue of zombies at the perimeter fences, and I started getting lag, identical to what I get on my server. So I swapped the difficulty to Peaceful, let them all despawn, set it back and the lag was gone. Sadly, I tried to replicate this on the server to no effect.

    So what gives? I could swear this has been happening only recently, as of 1.5 or so. If it's my RAM, how do I get it to use the other 90% of what I allocated to it? If not, how would I diagnose the problem?

    For what it's worth, I run no client mods other than OptiFine on my laptop; and the problem still occurs on the server machine, which is powerful enough to not need OptiFine for the client.

    Thanks in advance.
    Posted in: Server Support and Administration
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    posted a message on Villager spawn conditions changed?
    I can swear that I didn't use any spawn eggs (I'm only in creative mode to fly up and take that shot - the server is survival by default). I've honestly never done anything to the villager population except run from a few zombies once (who presumably killed a few). But thanks for the input, I'll consider that.
    Posted in: Discussion
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    posted a message on Villager spawn conditions changed?
    Bumping this thread once (and only once). Would really appreciate input if anyone has some.
    Posted in: Discussion
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    posted a message on Villager spawn conditions changed?

    I wish I had a better shot of this, but it was hard to get one.

    I found this NPC village maybe a month ago on my server, and I've started building a fairly large castle not far from it. I eventually hoped to make the castle "part" of the village in which the villagers would wander its halls going in and out of rooms, etc... but to date, I have not put a single door in the castle yet because I didn't want the villagers to overpopulate (as per the 0.35 x number of doors ratio mentioned in the wiki).

    Well, turns out they didn't wait for my permission. There have got to be at least fifty villagers in this place by now, and at least 9-10 iron golems too. There are no more than maybe 15-16 doors in the entire place, three of which were contributed by me in buildings I added to the village (namely, a smelting house with two doors and a nether-portal house with one door, to the left and right of the birch trees respectively). A common sight is at least 15-20 villagers crammed into a library or a tavern... or worse, my own facilities... with more attempting to get in, causing them to routinely phase through the walls and rubber-band back inside due to lag (which I'm sure they're helping to create, too). This is just getting ridiculous.

    The castle itself is about 90x60, with its main entrance facing south towards the village at about 30-35 blocks out from the closest structure (in this case, the portal house). I've probably used at least two full chests' worth of stone brick and cobble so far in its construction (among other materials), so if the villagers are spawning by some new construction-based method now, I could almost see why. But they never venture the 30 blocks into the castle... possibly because it doesn't have any doors yet?

    So the tl;dr is this:
    1. The wiki claims that villagers spawn/mate to accommodate the figure of 0.35 x the number of wooden doors in the village + surrounding structures. Is this no longer accurate?
    2. If so, what's the new spawning criteria for them, and does Jeb et al. have any plans for fixing it? (I don't follow Mojang's twitter pages much these days)
    3. Would the villagers flock to the castle if I added doors to it, or would this just exacerbate the spawning problem?
    4. Is there any way to reign in their numbers short of killing the existing ones?

    Thanks for any suggestions.
    Posted in: Discussion
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    posted a message on Notch is mad at Simon and Lewis
    Quote from Uento

    I could see Minecraft taking a drop. I personally found out about Minecraft by watching Seananners play the game. My friend watched X play the game. Both of us got interested because of youtube stars. The Yogscast has 1.3million subscribers, while seananners and X have 1 million and 200,000 respectedly. While a change might not be drastic, I could easily see a drop off in sales.

    I personally couldn't go to minecon, so I didn't see either of the two groups, but even if they were inappropriate around children, so was Notch. Notch put up that masterbation joke up, visible for any child to see.

    As for the others stuff, I could easily see any of his accusation being sarcasm on their part or them simply joking around. Notch and the Yogscast are from 2 different cultures (notch is from Sweden, and the yogscast is from Britain i think) and as such probally have very different senses of humor, it could have been a misunderstanding.

    My view on the matter. I disagree with Notch, eventhough I don't watch the Yogscast. XD

    Even if it were the case, say, a year ago, it wouldn't be today. I think by this point Minecraft is self-sustaining... at least, enough so that it'll run its course as the popular game du jour and fade naturally like anything else, when its time comes.

    Did yogs give it an initial boost? I dunno, I never saw them. But even if they did, to claim that they're responsible for Minecraft's popularity can't be anything BUT egotism. One Youtube channel does not create the phenomenon that is Minecraft, idc how many subscribers it has.

    As far as Notch's "joke," eh. It's his blog, it's fairly out of the way. It's not like it was all up on the front page of mc.net in plain view. But hell, idk, maybe the con should've been 16+ only. Either way, both parties made mistakes. It's just a matter of who's handling it more maturely.
    Posted in: Discussion
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    posted a message on Notch is mad at Simon and Lewis
    Quote from Drachasor

    Let's be fair about this. There was heavy lawyer involvement here. Bethseda is a big fish in the gaming world. How you act around a company like that verses some people from the internet are two completely different things.

    Doesn't change the fact of the matter. If Notch had acted egotistical vs. Bethesda, I'd probably have been less enthused than I was when Mojang won the case. That kind of attitude damages your reputation. It's not a matter of who's the bigger fish - and you'll notice in his tweets, Notch certainly doesn't seem to care who's the bigger fish (or if he does, his mention of them as a "celebrity" would imply that he thinks they're bigger than he is).

    The point is, one's manner has the power to transcend status.
    Posted in: Discussion
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    posted a message on Notch is mad at Simon and Lewis
    Quote from Mine_daft

    I think the Notch being sued by Bethesda thing has shown me he's not a bad guy, I mean the whole time he never blamed the people in charge for what happened, joked about it, and then kept telling people on twitter and at minecon that he loves playing Skyrim (when he should have been backing his own game).

    THIS.

    How you conduct yourself in these situations speaks louder then who's "right" or not." Should notch have tweeted all the bile about yogs? Eh, probably not. But what's worse - yogs' behavior, or Notch calling them on it? I think any reasonable person would say the former.

    But you know what the funniest part is? I've never even HEARD of yogscast until today. I heard of Minecraft by word of mouth, which is how it's been spreading for awhile now. So to the people who are saying MC is damaged/dead/will drop off in sales, etc., wow. If that isn't bias, I don't know what is.

    People argue, people fight. And if you're well-known, OTHER people will take your fights and blow them a million times out of proportion. Strip all that away, and you're looking at two (okay, three) individuals having a dispute. Again - regardless of who's "right," how you conduct yourself in these situations speaks louder. That said, both sides here made mistakes, so if you're going to judge on those mistakes, then you may as well just disown both parties and go do something else with your time.
    Posted in: Discussion
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    posted a message on Ocean biome size... 2000 x 2000 or more...? o.O
    Sorry if this is in the wrong board... though it does deal with 1.8's changes. :-/

    So I created a new SP Creative map today, using the seed 214175335 (I actually used a seed made up of words, but this is what it resolved to). I spawned on a small annex to a moderately-sized island in the middle of an ocean biome. At first this seemed ideal for what I wanted to use this map for, so I started building.

    Then I noticed that my spawn was roughly -100, 150 away from the origin... so I flew out and found that the origin (0,0) is in the middle of nowhere. The island I spawned on was actually the closest the game could find.

    Since then I've spent an hour or two flying over this huge, meaningless ocean. As of this writing I'm currently tracing the perimeter of (2000, 2000) to (-2000, -2000), and I have yet to find ANY other biome type. I know the new biomes are supposed to be "big," but this is just ridiculous.

    Is this normal?? I was hoping I wouldn't have to resort to the Nether and just blindly make portals and pray that they lead to a surface that isn't an ocean. XD

    Also: is there ANY way to deal with the horrible new animal spawn mechanisms? My SMP server's new map currently has all of its animals clustered in a remote area that I got lost in last night. I can't "just go kill them," because then more would spawn out beyond the boundaries of my exploration (and that's assuming I can even find the area they spawned in, again). It's worth noting that my silly little Creative Ocean Map has spawned precisely zero animals that are not squids. >_<

    Any help or insights would be appreciated, thanks.
    Posted in: 1.8 Update Discussion
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