Even with only a single tier (4 pods), the output is insane. The thing about is zombie is bouncing up and down in a bubble column, so line of sight is constantly broken and re-established. The other designs I tried with zombie mostly stationary did not work nearly as well.
Pretty much in any world, I make a point to find and develop a village. Farmers are the prime emerald source early on - carrots/potatoes to get them out of novice, then pumpkins. Once you have an axe with silk touch, melons are even better. Once iron farm goes up, toolsmiths/weaponsmiths/armorers are unlimited xp and emeralds. And infinite supply of diamond armor and tools. Even without the zombifying and curing, librarians and cartographers are a massive source of free xp. Buy glass from former, make panes, sell to the latter. If either are both are zombied/cured, it is also an infinite emerald generator.
By trapping a villager in a boat in an enclosed space one can rapidly cycle through their first level trade by placing the workstation/checking villager/breaking workstation until you get the trade you want. One can have librarians with all the good trades (Mending, Fortune 3, Silk Touch, Unbreaking 3, Protection 4, Efficiency 5, Infinity etc) real fast as long as you do the prep work of putting up enough beds and optimizing their farms so you get a lot of villagers quick.
The only diamonds I ever need to actually mine/find are those for an enchantment table.
Yeah, in options - Chat Settings - Reduced Debug info.
Also, when creating a world and messing with game rules, the very last one is the 'reduced debug info'. I think if you set that to 'On there, you no longer have the option in chat settings.
Emerald ore... yes way way rarer. Emeralds themselves are dirt-common. Build a good yield iron farm, set up a few toolsmith/weaponsmith villagers, and you can have emeralds by the stack.
It really depends. As mentioned, we already have many ways to activate redstone circuits - via various timers, clocks, daylight sensors, pressure plates, observers, tripwires, and don't forget the upcoming skulk sensors. If you want a randomizer, make a room, put in some pressure plates and add a chicken or two.
Unless copper golems can be given some unique specific programming, I see no point. I think Allay remains the most interesting mob. Btw, it is a flying one, it could make an ideal companion to collect shulker shells during End city raiding.
Allay as described seems to be a way to drastically simplify many farms that typically rely on hopper minecart systems for item collection.
Also:
Collecting eggs in areas with chickens. Ink sacs near beaches where squid often die. Collecting saplings/sticks from decaying leaves after player harvests trees.
Place a source of water on the edge of a tall drop if and you got a nice safe ride down. You can even scoop up the water back as you start to descend - and just ride the receding water column. Or leave it there for a ride back. Even faster if you have boots with depth strider. Added bonus is water will create a flooded area at the bottom, pushing away any explosive surprises.
You can look up the wall and place water at the highest point you can reach. Swim up the water. While stil holding jump key, scoop up the water and quickly place it 2-3 blocks higher. One can scale vettical walls this way.
Got in touch with lava? Dump a water bucket at your feet.
Mining close to lava? Put down water so it flows into each block you mine out. If you mine out a block and there is lava under it, water will turn lava into obsidian
Well, so far my experience exploring caves in 21w39a/40a has been fine. There are a lot of sheer deep drop-offs, a water bucket becomes a VERY important tool for vertical movement. The new mob spawn rules means torches can be placed more sparingly and lush caves are rather safe - as well as areas with lava - so a stack of coal goes a long way. There don't seem to be too many waterlogged caves, and the sheer amount of exposed surface means that a lot of ores can be found by caving. But the overall impression is I don't think I ever wanna go actually mining again, with the new ore distribution and all...
If you run a server yourself, you would need server version of forge installed, and then run your server using that. Then you can just add the supported mods.
When you step into a portal on either side, the game converts its X and Z coordinates as needed, then it looks for an active portal within 128 blocks of that location, and takes you to nearest portal found. If none are found within 128 blocks, it creates new portal. What this means?
Suppose you build your initial overworld portal at 0,0 and game creates a portal in the nether at 0,0. In the nether, you walk just 17 blocks over to 17,0 and build a portal there. Coordinates are multiplied by 8, so 17,0 in the nether translates to 136,0 in overworld. And guess what? You initial portal at 0,0 is more than 128 blocks away, so you will end up with a new portal in overworld.
Maximum distance you can have between portals in the nether and still have them go to same overworld portal, is about 32 blocks. (i.e. overworld portal at 0,0 and portals in the nether at 16,0 and -16,0)
By comparison, in the overworld you can have portals more than 2000 blocks from each other and still take you to the same portal in the nether.
Minecraft has long provided a very robust LAN multiplayer which is as simple as it gets. Mojang has also provided free server software with plenty of documentation on how to set it up and run it. You need some rather basic computer skills, but getting a server running is darn simple. The 95% of the complexity of running a private home server is making it visible and available to the Internet. Which is fully dependent on one's network setup.
Anything beyond would require Mojang to run and maintain an infrastructure of server farms, available as a service, likely subscription-based. Which they chose not to do, likely cause it was more trouble than worth for a company of their size.
I hope that eventually people pester Mojang enough about it.
'It' has already been handled by Microsoft in form of Realms. While somewhat expensive, it is exceedingly simple to use and available on Java.
Add to that all the MC server hosting services, some of which even offer free options. I have a private server hosted on Apex, it is real simple and about 2x cheaper that a comparable Realms server would cost.
Kinda sucks if that is how they do it. My approach would be to to use new worldgen to generate deep sections of pre-existing chunks, then replace any bedrock at Y 0-4 with deepslate.
Well well well...
Looks like that is exactly the way things will be going. At least on Bedrock, this is the case already. Any pre-existing chunk Y=0..4 bedrock changes to deepslate and new worldgen continues below.
0
I personally really like this design:
Even with only a single tier (4 pods), the output is insane. The thing about is zombie is bouncing up and down in a bubble column, so line of sight is constantly broken and re-established. The other designs I tried with zombie mostly stationary did not work nearly as well.
1
Pretty much in any world, I make a point to find and develop a village. Farmers are the prime emerald source early on - carrots/potatoes to get them out of novice, then pumpkins. Once you have an axe with silk touch, melons are even better. Once iron farm goes up, toolsmiths/weaponsmiths/armorers are unlimited xp and emeralds. And infinite supply of diamond armor and tools. Even without the zombifying and curing, librarians and cartographers are a massive source of free xp. Buy glass from former, make panes, sell to the latter. If either are both are zombied/cured, it is also an infinite emerald generator.
By trapping a villager in a boat in an enclosed space one can rapidly cycle through their first level trade by placing the workstation/checking villager/breaking workstation until you get the trade you want. One can have librarians with all the good trades (Mending, Fortune 3, Silk Touch, Unbreaking 3, Protection 4, Efficiency 5, Infinity etc) real fast as long as you do the prep work of putting up enough beds and optimizing their farms so you get a lot of villagers quick.
The only diamonds I ever need to actually mine/find are those for an enchantment table.
0
Yeah, in options - Chat Settings - Reduced Debug info.
Also, when creating a world and messing with game rules, the very last one is the 'reduced debug info'. I think if you set that to 'On there, you no longer have the option in chat settings.
3
Emerald ore... yes way way rarer. Emeralds themselves are dirt-common. Build a good yield iron farm, set up a few toolsmith/weaponsmith villagers, and you can have emeralds by the stack.
2
It really depends. As mentioned, we already have many ways to activate redstone circuits - via various timers, clocks, daylight sensors, pressure plates, observers, tripwires, and don't forget the upcoming skulk sensors. If you want a randomizer, make a room, put in some pressure plates and add a chicken or two.
Unless copper golems can be given some unique specific programming, I see no point. I think Allay remains the most interesting mob. Btw, it is a flying one, it could make an ideal companion to collect shulker shells during End city raiding.
0
Allay as described seems to be a way to drastically simplify many farms that typically rely on hopper minecart systems for item collection.
Also:
Collecting eggs in areas with chickens. Ink sacs near beaches where squid often die. Collecting saplings/sticks from decaying leaves after player harvests trees.
Glare seems largely useless.
0
Place a source of water on the edge of a tall drop if and you got a nice safe ride down. You can even scoop up the water back as you start to descend - and just ride the receding water column. Or leave it there for a ride back. Even faster if you have boots with depth strider. Added bonus is water will create a flooded area at the bottom, pushing away any explosive surprises.
You can look up the wall and place water at the highest point you can reach. Swim up the water. While stil holding jump key, scoop up the water and quickly place it 2-3 blocks higher. One can scale vettical walls this way.
Got in touch with lava? Dump a water bucket at your feet.
Mining close to lava? Put down water so it flows into each block you mine out. If you mine out a block and there is lava under it, water will turn lava into obsidian
0
Well, so far my experience exploring caves in 21w39a/40a has been fine. There are a lot of sheer deep drop-offs, a water bucket becomes a VERY important tool for vertical movement. The new mob spawn rules means torches can be placed more sparingly and lush caves are rather safe - as well as areas with lava - so a stack of coal goes a long way. There don't seem to be too many waterlogged caves, and the sheer amount of exposed surface means that a lot of ores can be found by caving. But the overall impression is I don't think I ever wanna go actually mining again, with the new ore distribution and all...
0
If you run your server through a hosting provider, you just need to make sure to run the correct version, then you can upload supported mods.
See, for example:
https://apexminecrafthosting.com/how-to-add-mods/
If you run a server yourself, you would need server version of forge installed, and then run your server using that. Then you can just add the supported mods.
0
When you step into a portal on either side, the game converts its X and Z coordinates as needed, then it looks for an active portal within 128 blocks of that location, and takes you to nearest portal found. If none are found within 128 blocks, it creates new portal. What this means?
Suppose you build your initial overworld portal at 0,0 and game creates a portal in the nether at 0,0. In the nether, you walk just 17 blocks over to 17,0 and build a portal there. Coordinates are multiplied by 8, so 17,0 in the nether translates to 136,0 in overworld. And guess what? You initial portal at 0,0 is more than 128 blocks away, so you will end up with a new portal in overworld.
Maximum distance you can have between portals in the nether and still have them go to same overworld portal, is about 32 blocks. (i.e. overworld portal at 0,0 and portals in the nether at 16,0 and -16,0)
By comparison, in the overworld you can have portals more than 2000 blocks from each other and still take you to the same portal in the nether.
0
Minecraft has long provided a very robust LAN multiplayer which is as simple as it gets. Mojang has also provided free server software with plenty of documentation on how to set it up and run it. You need some rather basic computer skills, but getting a server running is darn simple. The 95% of the complexity of running a private home server is making it visible and available to the Internet. Which is fully dependent on one's network setup.
Anything beyond would require Mojang to run and maintain an infrastructure of server farms, available as a service, likely subscription-based. Which they chose not to do, likely cause it was more trouble than worth for a company of their size.
'It' has already been handled by Microsoft in form of Realms. While somewhat expensive, it is exceedingly simple to use and available on Java.
Add to that all the MC server hosting services, some of which even offer free options. I have a private server hosted on Apex, it is real simple and about 2x cheaper that a comparable Realms server would cost.
0
There is a number of mods that enable teleport functionality in survival, such as Waystones, Wormhole, etc.
1
Far as I could tell, at least on creative, player-placed bedrock remains bedrock.
0
Per latest Bedrock update (and fairly likely that Java will work the same)
In a world being upgraded, for any chunk that has already been generated:
Below-0 portion will be generated and added.
Any existing bedrock at Y=0 and above is replaced with deepslate.
0
Well well well...
Looks like that is exactly the way things will be going. At least on Bedrock, this is the case already. Any pre-existing chunk Y=0..4 bedrock changes to deepslate and new worldgen continues below.