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    posted a message on Mob farm no longer working in 1.18

    If player position in farm is 128+ from surface, you don't need spawn proofing at all.

    If player position is at Y 95, you need to spawn-proof down to -33.

    Posted in: Recent Updates and Snapshots
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    posted a message on Mob farm no longer working in 1.18

    You are at Y 95. There are likely huge caves below you where all the mobs are. Mob farms should generally be built in a way that the only spawnable area within 128 blocks of the player is inside the farm. Most often, that means 128+ blocks above the surface, so if it is over an ocean, player position is around Y 192.

    Posted in: Recent Updates and Snapshots
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    posted a message on Gold farm - slow hoppers

    You can consider something like this: A long rail loop, maybe 80-100 blocks total, with power rails added at needed intervals to keep hopper minecarts moving. This loop passes under kill chamber, and you have 10 or so hopper carts running on this loop. The loop passes a whole bunch of hoppers, where each hopper heads a separate sorting pipe. First, there are 20 or so hoppers that will only pull out gold nuggets, then ~20 hoppers only pulling rotten flesh, then maybe 5-6 hoppers only taking gold ingots. Finally, a bunch of (10-15) hoppers that will grab anything else. Those have a filter that will split off non-stackables for disposal, and forward anything else towards further sorting.

    Posted in: Survival Mode
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    posted a message on Confusion adding a portal close to another

    Generally, X and Z coordinates are the ones that matter most, but you should not discount the Y coordinate as well, especially if the overworld portal it fairly high up or deep down (or nether portal is close to nether ceiling.



    In general:

    Once a portal is active in nether, any portal built in overworld within ~1000 blocks will end up at that portal. You need to build a portal at new desired location in the nether first.

    However - if there is an active portal in overworld within 128 blocks of corresponding coordinates, the new portal will take you there instead. You would need to manually build a portal in the overworld as well.


    Long story short, if your houses are less than 128 blocks apart, you will need to manually build portals on both sides.

    Posted in: Survival Mode
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    posted a message on mining for diamonds on 1.18.2

    My personal opinion, is that mining for about anything is not efficient anymore. That said, diamonds might be an exception. I think branch-mining for them in negative 50s is actually more productive than in earlier versions. Especially when using a fully enchanted Fortune diamond pick ,since going through deepslate feels a lot less tedious. My recent build called for a rather extensive quantity of deepslate - a full double chest - so I opted to do it in branch format, running corridors 3 blocks apart at -54. Ended up with over a stack of diamonds in the process. A fair bit of redstone as well, but found only a single iron deposit, and one gold.

    Posted in: Recent Updates and Snapshots
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    posted a message on Need help with farming

    Assuming this is 1.18, go into options - video settings - and check your simulation distance. Crops will only grow if you are within simulation distance from the farm.

    Posted in: Survival Mode
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    posted a message on The opperator on our server is cheating but he won't say he's cheating.

    Technically, it is possible to:

    Setup a siverfish farm in end portal room in stronghold.

    Have this farm route silverfish to nether.

    There, route them to another portal that links to a desired location in overworld.

    There, if silverfish have no player in aggro radius, they will infest any available stone/stone brick or cobblestone.

    Posted in: Survival Mode
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    posted a message on So how do I get back home?

    First off, 'kill self' method does not mean you have to lose your stuff. You craft a chest, put all your stuff in chest, use F3 and write down your exact coordnates. Then you kill self. Then you can go retrieve the chest. Only thing you WILL lose is your enchantment xp levels.

    Not that you need to do that.


    As you are already lost, find some sheep and make a bed.

    Set up a temp base so you have storage/shelter. Be sure to write down its coordinates.

    You could do a bit of caving till you get some iron and redstone. Craft a compass and use it to get back to initial spawn point. You can also just use F3 to travel to X 0, Z 0, but it is not a guarantee that will be the spawn.

    Once there, stand facing east, and see if something jogs your memory. Looks like this world is pretty recent. You say you travelled looking for a good place - so you probably headed towards some promising landmark.

    What DO you have in your base? Is there really that much stuff that it is worth the effort of locating it? What did you build there? Any terraforming, lighting up, crop farms, buildings, or just a hole in the ground? If you did light the area, consider pillaring up at night, cranking your render distance to 20+ chunks, and look for lit places.


    Assuming this is Java single player, you could install Forge, get JourneyMap, and then use its automap tool to map all generated terrain. Then scroll around and see if you can find your base on map. This is already available for 1.18.


    Open your world to LAN with cheats on, switch to spectator mode, and fly underground in spiral starting from 0,0. A lit up base with chests should be easy to pinpoint.


    For the future, if you don't want to mess with mods like JourneyMap that lets you place waypoints, or to keep a list of coordinates, you can just use in-game maps.

    Craft empty map, use it at your base. Now you can use that map to find your base. From anywhere. The white dot on map edge tells you which way you are relative to it. I.e if the dot is on the bottom, you go north.

    Posted in: Survival Mode
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    posted a message on Not enough resources

    There are not enough if you DIG for them. Looking for resources by making shafts/tunnels in solid rock has been made in some cases as much as 10x less effective, in terms of resources found per time spent.


    The new mega-cave systems - many of which can often be accessed from surface - has made caving for resources several times more effective. More effective, IMHO, than branch mining used to be.

    Posted in: Suggestions
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    posted a message on 'Reduced Air Exposure' makes spelunking way worse

    Caving in new mega caves can yield a lot of resources for single player. Other day, I dug up 5+ stacks of iron in less than an hour from one cave section, and a full stack of redstone blocks, among other things. But for multiplayer environment, things might get scarce.


    Farms have been very much a thing long long long before 1.18.

    Posted in: Recent Updates and Snapshots
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    posted a message on Is it possible to switch (singleplayer) between Survival and Creator modes?

    Creating new world - just set 'enable cheats' to on in options.


    Existing world created with cheats off - choose 'Open to LAN' and enable cheats in options dialog.

    Posted in: Discussion
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    posted a message on Installation problem

    Yeah new launcher is garbage. Use the Windows 7/8 one.

    Posted in: Java Edition Support
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    posted a message on 'Reduced Air Exposure' makes spelunking way worse

    On multiplayer worlds, the easy answer is farms. Wither skeleton for coal, pigman for gold, iron golem for iron, drowned for copper. In villages, multiple clerics to buy lapis and redstone. Unlimited diamond armor/tools from villagers. A few diamonds needed for echant tables/jukeboxes can be found by caving.

    Posted in: Recent Updates and Snapshots
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    posted a message on Not enough resources

    Again, top-to-bottom is a serious waste of effort. Even when done at efficient removed to exposed ratio. Pre-1.18, going horizontal below Y15, you had the same exact chance to find iron and coal as your method, but also, 100% of your effort had a chance of finding any other resource. In your case, less than 50% of your effort had chance of finding lapis/gold and less than 25% of your effort could yield redstone or diamond. But that is pre-1.18


    Mining (as in digging tunnels to find stuff) is dead. Compared to 1.17, mining is grossly inefficient.

    If one to go by the wiki, 1.17 and before, iron was 20 attempts of 0-13 size blobs per chunk, uniformly between 0 and 64, average 112 per chunk.

    1.18, iron is 6 attempts 0-13 blobs between -24 and 54, plus 3 attempts of 0-5 size blobs from -64 to 64. Which averages about 3x less iron in 2x as much height, most of it deepslate. Most likely to be found at Y15, but looks like even there, it is a whole lot less likely to be found than anywhere below 64 in 1.17.

    Gold, according to wiki, there's 2x more of it, (4 blobs per chunk) but it generates in 3x the thickness. 66% of which is deepslate. So on average, over 2x time spent per ore gained.


    There is supposed to be lots of iron in tall mountains, starting at 84 and maxing at 255. But good luck finding any sizable mountains even reaching 150. I mapped a 4000x4000 area of a world, and aside from very amplified-looking savannah cliffs, there was literally nothing above cloud level.


    All in all, anytime I tried actual mining in 1.18 worlds, the results were downright abysmal. Yes, going vertical means you run a chance of happening across every kind of resource. Except a typical -60 - 64 shaft will take about 3x longer to dig than a 4-64 shaft in pre-1.18, And in this shaft, you are about 3x less likely to find any iron, 2x more likely to find gold, and so on. In other words, resources gained per time invested has taken a massive nerf.


    I would say that new cave generation can be blamed squarely for this. The devs were most likely balancing the availability/distribution of ores based on how much ore got exposed in the caves.

    I.e. in my current world, A screenshot of a portion of a cave, shown here in a creative version of the world. And this is just one of many such caves, they are everywhere. Sure it took a fair bit of mob fighting and quite a few torches, but in just this part of cave, the amount of resources exposed for the taking was just incredible. Even with 'reduced air exposure', we are talking tens of thousands blocks exposed with practically zero digging.


    So in 1.18, I no longer mine. I locate and cultivate a village until I got access to diamond pickaxes and Fortune III, then I go caving for things I need.

    Posted in: Suggestions
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    posted a message on A potential method to make dynamic lighting work

    No, what I meant to say is that I personally had ample chance to play with dynamic lighting, and I found that it does more harm than good. I have it switched off in Optifine settings. If I am in an area that's dark enough to spawn mobs (and thus needs a torch placed), I want it clearly visible. If a carried torch always places a pool of light around me, it makes the process a lot less intuitive.

    Posted in: Suggestions
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