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    posted a message on Advice for entirely stopping illagers/pillagers from spawning within my village? latest snapshot
    Quote from ScotsMiser»


    As was pointed out (by Bad-Jim2 in a post apparently lost to The Great Purge as noted here ) Magma blocks can be crafted which may make the resource costs less onerous if one has fairly good slime and blaze farms. [Each magma block requires 4 magma cream which each require 1 slime ball & 1 blaze powder (assuming one isn't mass hunting magma cubes); thus 4 slime balls + 2 blaze rods become 1 magma block.]


    Something else taht might lessen the resource requirements is building 'funnels' (ie cheap cobble walls in a 'V'-like shape) to guide the hostiles into the more expensive magma block traps…


    I just plundered the Nether for a lot of Magma Blocks since that took a lot less time than trying to farm materials to make them from mobs drops.


    Instead of using Magma Blocks you could just dig the trench deep enough to kill everything on impact. Maybe not the Ravagers, but everything else. I just didn't want to dig trenches that deep.

    Posted in: Recent Updates and Snapshots
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    posted a message on Advice for entirely stopping illagers/pillagers from spawning within my village? latest snapshot

    So, instead of building walls loosely ringing the village, I built walls that are a few blocks away (3-4) from the outermost walls of the buildings, and follow the generated paths to the next building, generally. The initial wall I built that loosely enclosed the village was allowing Pillagers to spawn inside the village. As they kept spawning in the village I started building more walls to cut off the areas they were spawning in which they still spawn in, they just cannot get into the village itself, at least I hope. Outside the walls after some experimentation I built a 2 wide x 3 deep channel around parts of the wall with a floor of magma blocks and a row of signs above the outermost block at the top to stop the flow of water. At ground level I dug a 4 wide channel surrounding the wall of water flowing towards the wall to push anything that gets into the water into the deeper channel in front of the wall with the magma block floor. The channel is wide enough to swallow ravagers and pillagers alike, and they aren't fireproof.


    This can take a lot of Magma Blocks if you build the moat trap around the entire village, but that will save on arrows in the long run because ravagers take a lot of arrows to kill.


    Fun fact: you can set pillagers with banners on fire, if not directly then set the block they are standing on on fire.


    Side view of the water channel/magma trench :

    ____Ground Level____

    [ ][S][<][<][<][W]

    [ ][ ]

    [ ][ ]

    [M][M]


    [M] = Magma Block , [S] = Sign ,[W] = Water Source Block , [<]/[>] = Direction of water flow


    Just dealing with Pillager patrols, raid and ravagers is really just a huge sink of resources and time for no real benefit. I mean, I could have been doing something else, but instead I had to devote hours just to keep the pillagers from wiping the village out. Normally I just wall the villagers in, light it up, and wander off to do something else. Now I have to practically build a castle just to deal with pillagers before I do anything else.

    Posted in: Recent Updates and Snapshots
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    posted a message on 1.14 Beautiful villages but laid out very strangely

    It makes me wonder if there are holes in villages and how the game determines where the village boundaries are. For example, the "raid meter" would appear and disappear depending on where I was standing even inside the village and a distance away from the village.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.14 Update Opinion Thread
    Quote from The_Shadow»

    I don't use note blocks much, but new sounds are always welcome.


    But what's up with the Smithing and Fletching Tables?



    More unnecessarily over-complicating the crafting system? Eventually we'll probably need 10 blocks to do what we should be able to do with one.

    Posted in: Recent Updates and Snapshots
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    posted a message on Trading bug? new trades unlocked very rarely
    Quote from oldlamehand»

    I remember in 1.13 and older versions the chance to unlock new trades was much higher. In the new 1.14 snapshots new trades are unlocked very rarely. Most villagers end up with all initial trades locked after while and no new trades are unloked. It is the intention or bug?


    Did they lower the number of times you can trade a tier before the tier locks?

    Posted in: Recent Updates and Snapshots
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    posted a message on Advice for entirely stopping illagers/pillagers from spawning within my village? latest snapshot
    Quote from Toadrunner»

    Since this is a snapshot of a release that I assume is still in development, it might be a bug that the pillagers can spawn anywhere, mightn’t it? Does anyone know if this behavior is intended?


    It's intended. If there is a bug involved it might be with how the game defines the village boundary: as in the game might not properly be defining one. It might simply calculate the center of the village and then create a 200 block circle it can spawn pillager patrols in. The village I was building up had to be partitioned with walls because of the Pillagers spawning inside the village, although there might have been holes in what constituted the village "border" due to the buildings being spread out a bit. I might have to create a flowing water moat to drive anything near the walls into either a pit or submerged cacti. So far the only thing that's fallen into my test traps of magma blocks are farm animals with the AI that is still tuned to stupid. I suppose you could create a zigzag wall of cacti with a water flow pushing them into that.


    In my opinion, these things should be in a mod they make available, not in the vanilla version of the game.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.14 Update Opinion Thread

    I love the pillagers, zombie seiges weren't much of a threat but these bandits on the hand. They're pretty deadly and it's up to the player build up the defense.


    Their spawning is really great too. I've been working on a massive airship with a city on it and these pillagers can actually spawn ON it. Building defenses for these pillager raids is extremely fun.


    I haven't played this game in a very long and to come back to this, it's honestly a breath of fresh air.


    How do you build a defense against something that cannot be trapped, can spawn anywhere in the village, that walls literally are pointless against unless they don't spawn inside the village walls. That spawn in my base that isn't even near the village. I had to build sectioning walls INSIDE the village. The word "fun" extreme or otherwise doesn't describe it, unfun and ridiculous, however, does.


    Implementing a mob that forces you to not be able to feel safe, ever, anywhere including your base because they can spawn anywhere in any light level. I don't believe forcing players to have to constantly look over their shoulder regardless of where they are makes for a fun play environment.


    At this point all they are doing is throwing more and more hostile mobs at the player hoping to overwhelm them. Mobs like Pillagers should have been left to people making mods or put into a mod, not something that should have been forced into vanilla that everyone has to deal with because shoving Pillagers into vanilla just makes the game feel more like you're constantly having to defend yourself and less able to do anything else because you have to constantly deal with them at any time of day or night.

    Posted in: Recent Updates and Snapshots
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    posted a message on Advice for entirely stopping illagers/pillagers from spawning within my village? latest snapshot
    Quote from Master_Bw3»

    pillagers dont usually just spawn inside of villages unless you start a raid. just put u a wall and that is all you need.


    Pillagers will spawn inside a village without a raid being started. Unless those hostile mobs armed with crossbows that just spawned 20 blocks away from me next to the house inside of the walled village were something other than pillagers.

    Posted in: Recent Updates and Snapshots
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    posted a message on Villager house spawning bug 19w07a
    Quote from susieyurei»

    Like the title says. I found this bug. It bugs me.


    It's because the house was generated over the water, and didn't know what to do with the uneven terrain and airspaces above the water. I'd just fill the water hole in, shove the villager out and rebuild the bottom of the house.

    Posted in: Recent Updates and Snapshots
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    posted a message on Advice for entirely stopping illagers/pillagers from spawning within my village? latest snapshot

    Have your tried ringing the walls with magma blocks? They should kill any hostile mobs that try to get into the village, and won't trigger a raid if the pillager with the banner dies. Also, pillagers should be able to spawn in almost any light level.


    Are the pillagers spawning inside the walls from the raid itself?


    Edit: Ignore this since the hostile mob AI was improved such that they avoid anything that can hurt them.

    Posted in: Recent Updates and Snapshots
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    posted a message on So what do you guys think about the new 1.14 textures?
    Quote from needsmoardesu»

    They look like a GPU fire, they are ugly, plain and simple. It's like they picked a texture artist and style at random just for the sake of change. And they are the definition of an insult to the established artstyle, to Minecraft itself, a rebranding of the worst kind and an utter failure because the textures fail to even be distinct in their little creativity devoid vacuum. I'd like to see how popular those textures could be if they were released as a standalone pack - I'm going to go with not very, there are beautiful textures by skilled texture artists and these textures are the polar opposite. I will be overwriting them in my core files and using texture packs to erase them from my corner of reality.



    You should be able to use the original textures by going into Settings >> Resource Packs >> and putting "Programmer Art" at the top of the list. The villagers looks stupid with the green hair, but the block textures are the ones from 13.2


    To be honest, most of the original textures were actually fine, and only a few could have used any changes like.... all of the glass textures. I do agree that a majority of the texture changes were simply changes to make changes and were completely unnecessary and some went from decent/good to bad.


    "If it ain't broke, don't fix it" was a motto of the maintenance tech world I worked in.

    Posted in: Recent Updates and Snapshots
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    posted a message on Stop a raid attack manually

    If there are still pillagers, or even if not, you can switch to peaceful mode to remove the pillagers or see if the raid ends.

    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft 1.14 Update Opinion Thread

    A couple of issues.


    The first being that when the "Programmer Art" texture pack says it's "the classic look of Minecraft" it should have the classic look of the villagers, not the abomination they put in there.


    The second one is the basic take two of the same item type to repair them should be left in the basic crafting ability. Secondary crafting tables should offer more/enhanced crafting ability that wasn't available before, but the basics that have always been available in the 2x2 and 3x3 crafting boxes should remain there. In this way you don't need additional crafting boxes just to simply do what you did before. When you start removing the basic crafting table's ability to craft items they were always able to craft just to add them to a new crafting table you add clutter and start over-complicating the process. For example, in 13.2 and before if I wanted to make 4 pick-axes and run into my mine and wear them down to just under half and then use the 2x2 crafting box to repair them and end up with 2 full durability pick-axes I could. With the change I now am required to make a grindstone and carry it with me at all times to have the same capability, or make one and set it up in a specific place and constantly run back to it just to do the same thing I could do before without the extra steps. Only if you want the enhanced ability to strip the enchantments off for XP should you actually need to use a grindstone.


    I do a lot of fishing, and get a lot of bows and fishing poles. Out of those I glean ones I need to make additional enchanted bows and fishing poles. currently, in 13.2, I use the 2x2 crafting box to combine the rest into unenchanted fully repaired versions to fix the infinity bows I use via the anvil. With the change I either have to build a grindstone just to do that at the fishing spot, or carry them back to the main base and use a grindstone set up there just for the basic ability available prior to version 14 snapshots. Again, if you want the enhanced ability to gain XP back from the process, the grindstone, but if all you are interested in is the more repaired version, a grindstone should not be required as the ability for that should be left in the basic 2x2 and 3x3 crafting tables.

    Posted in: Recent Updates and Snapshots
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    posted a message on Trident loyalty bug (19w002a snapshot)
    Quote from DuhDerp»

    I assume you are aware that there are a few situations that would cause a loyalty trident to never return? If it lands in lava, it doesn't return. If it falls into the void, it doesn't return. Not that you could really even accomplish this, but if it enters a lazy chunk it doesn't return (probably just stops in midair, too, since entities are not processed at all in lazy chunks).



    None of what you posting about has anything to do with what I posted, and ignores the fact I stated I'd checked this in previous snapshots meaning the issue with the Trident only happened in that snapshot under normal usage scenarios, not throwing it away into the void which is a very unusual scenario.



    On that note, it's been fixed in the latest snapshot.

    Posted in: Recent Updates and Snapshots
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    posted a message on So what do you guys think about the new 1.14 textures?

    Overall, the new textures look bland and flat. Like really just flat. Nether rack looks flat, cobblestone looks flat, sandstone looks flat. Sand and gravel have no texture, andesite looks like a modified smooth stone. If you look at a large expanse of netherrack it's like someone put a flat textured wall paper on the floor. It's like they took the new cobblestone, changed the color saturation and said "amazing!" I don't even know why it looks like cobblestone.



    Well, since there is no way of getting the latest and greatest textures into 1.12.2, then…I don't really think anything. :-D

    I just laugh how everyone is against it. Like…they change it, and you guys are grabbing your pitchforks. :-D Change, that's what you don't like. You got used to something and you don't want the change. It has nothing to do with the texture pack itself.


    If you'd read the thread you'd notice it has everything to do with the texture pack itself.
    Posted in: Recent Updates and Snapshots
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