• 0

    posted a message on Making mob elevators for undead mobs in the recent snapshots for the upcoming update aquatic
    Quote from JSUM86»

    I'm having a little trouble with the Skeletons not going over the fence post into the bubble column. They're getting to the fence post and stopping ontop of it

    https://imgur.com/a/Gy3h5Rq


    I designed this in the snapshots. A bug did come up where the push strength of flowing water gets lower as the stream gets smaller. Supposedly it was patched but apparently that's not the case for water that flows over fences.

    Posted in: Redstone Creations
  • 0

    posted a message on Making mob elevators for undead mobs in the recent snapshots for the upcoming update aquatic
    Quote from Killr_Princess»

    Can you not push mobs up stairs (not waterlogged) with flowing water? Any mob more than 1 block high should at least be pushed by the current, whether they 'sink' or not. wouldn't be an 'up/down' elevator, but still elevation.


    If you're talking about what I think you're talking about, there is a method to do that. However, it would require more buckets of water to do so.
    Posted in: Redstone Creations
  • 1

    posted a message on Making mob elevators for undead mobs in the recent snapshots for the upcoming update aquatic

    Since undead mobs will sink in water now, the old mob elevator designs won't work for them. So I figured we'd have to use bubble columns in our designs from now on. The problem is, it's not that simple. If you'll look at the following video by wattles you can tell that the bubble columns are source blocks, so water will flow at least 1 block from them even with no solid blocks beneath them:



    So this poses a problem of getting the mobs pushed into the column. I couldn't find videos on YouTube on how to get around it. Luckily, after quite a bit of trial and error, I figured it out.


    This isn't an entire mob farm design. Rather, it's a proof of concept. I have screenshots and an image showing how it works. You can go ahead and build this in the most recent snapshot and see for yourself. This is the simplest and most efficient way there is to build a mob elevator that I know of:

    Posted in: Redstone Creations
  • 0

    posted a message on Underground desert temple

    Sorry I forgot I was also using custom terrain.


    Try making a custom world with this preset then inputting the seed:



    {"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.5,"seaLevel":64,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useMansions":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":2,"riverSize":5,"dirtSize":33,"dirtCount":20,"dirtMinHeight":0,"dirtMaxHeight":128,"gravelSize":33,"gravelCount":10,"gravelMinHeight":0,"gravelMaxHeight":128,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}

    Posted in: Seeds
  • 0

    posted a message on Underground desert temple

    What version are you using?

    Posted in: Seeds
  • 0

    posted a message on Underground desert temple

    That is rather odd, and a great find. What seed did you use? Perhaps I can take a look via Amidst and see if there are any other interesting features.

    Sorry about that. Some time between beginning to create the post and posting it I forgot to add the seed.
    It's -771401991942950502
    Posted in: Seeds
  • 0

    posted a message on Underground desert temple

    While I was flying around in creative mode I found a cave made mostly of sandstone in the side of a desert hill. I'd never before seen a sandstone cave so naturally I was interested. Exploring in it I found a flat wall on the side of the cave so I investigated and as it turns out it was a desert temple. There's an enchanted golden apple and diamond horse armor in one of the chests. The coordinates for the cave entrance are in the first screenshot. Enter the cave then take the first right going further down. You'll find the wall very quickly. Dig a staircase up to find what would normally be the ground floor of the temple, from there you can dig to the chests.


    I was using a custom world gen preset. This is it:


    {"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.5,"seaLevel":64,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useMansions":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":2,"riverSize":5,"dirtSize":33,"dirtCount":20,"dirtMinHeight":0,"dirtMaxHeight":128,"gravelSize":33,"gravelCount":10,"gravelMinHeight":0,"gravelMaxHeight":128,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}


    The seed is -771401991942950502

    Posted in: Seeds
  • 0

    posted a message on Figuring out the kinks with the new launcher.
    Quote from Mumbot»

    Thanks iPizzaLord, I do hope you're right about them implementing it in future updates!


    Until then I think you might be able to open two instances by using a virtual machine.
    Posted in: Discussion
  • 0

    posted a message on Let it go, it’s time to stop updating
    Quote from KingEdward9830»

    Thing is though, all the updates that have happened recently, especially 1.10 have been found lacking by the community in general as far as new content. The whole point of stopping the updates is that mods add WAY more new content than the updates we have been getting recently, and so having more mods on the same version adds more content than having new versions of vanilla. If the updates were still adding major new features I would totally agree with you, but I'm just pointing out facts. That said, I am still holding out hope for the developers to get their act together and give us an actually-cool new update, as that would kill this thread more effectively than any argument.

    I see your point. They need to stop shoveling out updates. The last couple updates have had so little content. I wish Mojang would take suggestions and hold votes on content. That would improve MineCraft so much.
    Posted in: Discussion
  • 1

    posted a message on Figuring out the kinks with the new launcher.

    Okay everyone. I've seen people are having problems with the new launcher but I really haven't had any I can't fix. I'm creating this thread because I know some people are experiencing the same problems and don't know how to fix them, and I also want to know if people have encountered different problems and whether or not they have fixed them. And if they have fixed them, I want them to explain how they fixed those problems.


    One problem I had was setting up a completely new directory. The old launcher would create new directories in folders that didn't already exist.

    For example: If I had ...Desktop\MC but a folder called MC didn't already exist on the Desktop the old launcher would create that folder and set up the directory. The new launcher won't create that folder, if it didn't already exist the game would crash on launch. Obviously the fix to that is creating a blank folder named MC on Desktop manually. Then you can make that the directory and the new launcher will set everything up.


    Another problem I had was setting up a directory with modded versions of MineCraft. Even if I had the blank folder created, it would crash on startup if I tried to set up the directory with forge. I fixed this by setting up the directory with the corresponding version of vanilla MineCraft, then switching over to forge.


    Here are a few other fixes people found:

    Quote from Lonsdale1086»

    https://www.reddit.com/r/Minecraft/comments/5q05wu/psa_latest_nvidia_gpu_driver_crashes_minecraft/

    This is a thread about how a driver update broke some peoples games. More info, and a fix are available there.


    Quote from leangreen76»

    If you've got any existing profiles loaded up (There'll be a list if you have), you can just click on any of them and it's the fourth option down and save after editing it.

    If there are no profiles just click on the three straight lines near the top right for options, and go to the last option "Launh Options". Under the first three sliders you'll see a "+ add new" line, click it to make a new profile. Turn any of the sliders on the left habd side to the right to be able to edit them, including JVM arguments.

    I hope this helps a few people.




    Like I said at the start of this thread, if you are experiencing problems or have experienced problems but fixed them, please explain those problems and if and how you fixed them.

    Posted in: Discussion
  • 0

    posted a message on Creating a colored fog effect?

    Something tells me when he was done with the layers in that build he added a couple extra layers that were the same color as the top layer.

    Posted in: Discussion
  • 0

    posted a message on Let it go, it’s time to stop updating

    Updates do not kill mods. I was upset when mojang changed the way implementing new things to the game was done with the 1.8 update because I was without some of my favorite mods for the longest time. But eventually most of them got updated or remade or ported. And now there are so many new mods. The new system allows mod authors even better organization. This makes the modding even easier. I like some of the new mods way better than my old favorites. Most mod authors that haven't updated their mods past 1.7.10 just didn't want to continue with their project, or already didn't want to continue modding in general anyways.


    Also minecraft may appear to be complete because it now has a complete enderdragon fight and an over-world that can be explored for a really long time. But the end and nether are still missing the explorability that the overworld has. And even when those dimensions are as explorable as the overworld, that doesn't mean it's necessary to stop updating. Minecraft is supposed to be the game with endless possibilities, so it's inherently a forever incomplete game. Each update adds things to minecraft that I never would have thought of adding. Each update gives mapmakers something to implement into unique maps. New blocks, items, and commands in MC updates allow for fun and creative minigames.


    Don't get me wrong, I wish all mods existed on the same version just as much as you do. I miss the miner's deluxe mod for MC 1.6.4. But if I end up missing that mod enough I'll just make a 1.10 or 1.11 version of it for myself. There are arguments as to why MC shouldn't be updated anymore, but those reasons aren't as good or as plentiful as to why it should continue to be updated.

    Posted in: Discussion
  • 0

    posted a message on The most useless mob isn't what you think

    It's zombies. The only drop of non-armored zombies is rotten flesh which can be used as food in emergency situations, which is not likely to happen, and it gives you hunger. And armored zombies are rare, you are likely to have at least iron armor before you find an armored zombie, unless you're playing skyblock or something.

    Posted in: Discussion
  • 0

    posted a message on So...This new launcher has some HUGE issues and should not have been released

    The only thing I didn't like was losing my launcher profiles but really they were easy to set up again. I had all the directories set up already and I figured out how to set up new directories.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on So...This new launcher has some HUGE issues and should not have been released
    Quote from hypernova132»

    I got the new launcher just today. No problems at first, but I ran into problems when I changed the game directory. The old launcher used to set up an entirely new directory for you. The new launcher doesn't do that. So unless I manually set up a new directory, which might be a pain, it's just going to crash on launch. If you play with mods and used a different directory than the default then this might also be the cause of some of the problems some of you are experiencing.


    Update: The new launcher won't automatically create the folder, but it will automatically set up everything in the folder if you already created a blank folder for the directory. If doing it with mods, set up the directory with a vanilla version of MC, then switch over to forge. I found this out after doing a little bit of testing. If this fixes your problem, I'd like to know.
    Posted in: Recent Updates and Snapshots
  • To post a comment, please or register a new account.