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SirDan3k posted:It both works on all animals and you can lead more then one, which made separating my initial animal collection into different pens a pain. I don't think there's a limit to it. In my newest 1.0 world I led a mixed herd of cows, pigs, chickens and sheep, at least 50 of them. They don't seem to re-lock onto the wheat randomly when you un-select it though, takes a quit / restart and they seem to behave after that.
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| # ? Nov 28, 2011 00:54 |
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| # ? May 22, 2013 01:30 |
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There's a lot of janky things about Minecraft but the portals make perfect sense once you know how they work. The main thing to remember is this: When you travel to the Nether for the first time, it *doesn't* place the Nether portal exactly where it should be. It places it in the nearest clear space to that point. This is not a mistake or an error, it does this so you won't die from being surrounded by netherrack or lava when you exit the portal. If you want to return to your original overworld portal rather than let it make a new one corresponding to the new position, you have to build a second Nether portal (or destroy the one it created for you and rebuild it) in the point corresponding to the original overworld portal, which usually means digging into netherrack. To find the point, simply take the co-ordinates of the overworld portal and divide them by 8. That's the point in the Nether that you need to build the portal.
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| # ? Nov 28, 2011 01:12 |
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Bolian Blues posted:There's a lot of janky things about Minecraft but the portals make perfect sense once you know how they work. The main thing to remember is this: When you travel to the Nether for the first time, it *doesn't* place the Nether portal exactly where it should be. It places it in the nearest clear space to that point. This is not a mistake or an error, it does this so you won't die from being surrounded by netherrack or lava when you exit the portal. Wow, I remember the original description for how this whole thing would work from halloween last year. I've not dabbled much in the nether for a long time and I kind of assumed that it was already fixed. Truth be told, I was really hoping that that behavior would be fixed in the first patch out of the gate after the beta switch but I guess there are different priorities. Really, it doesn't seem to make much sense. Especially if I had been doing it more often, the fact that it can't link portals without the player having to do basic spatial geometry is a bit silly. I guess all new players are going to be as confused by the portal logic as we were originally. What I'm trying to say is we really shouldn't have to do this at all, especially at this point.
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| # ? Nov 28, 2011 01:17 |
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I don't think Notch sees it as something to be "fixed". I'm pretty sure this is exactly how they're supposed to work in the vanilla game. There used to be a mod that let you put a sign on the side of the portal and write in the co-ordinates you wanted it to link to, but that hasn't been updated since pre-beta.
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| # ? Nov 28, 2011 01:23 |
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Before nether was added to SMP officially, I used a bukkit mod to put it in, and the way the mod worked, you'd make a portal in the overworld and it would create one in the nether. And that's it. That's how it worked. When you walked back through, you came out in the right portal. If you made another portal (as long as it wasn't stupidly close) it would make a new portal in the nether, just like it should. Then when you walked out of that second one, you'd come out properly in your second corresponding portal in the overworld, just like you should. Why notch didn't make it work like this in vanilla will never make any sense to me. It's crazy that a feature being added officially was a horrible patch job compared to an extremely simple server mod.
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| # ? Nov 28, 2011 01:28 |
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Bolian Blues posted:I don't think Notch sees it as something to be "fixed". I'm pretty sure this is exactly how they're supposed to work in the vanilla game. There used to be a mod that let you put a sign on the side of the portal and write in the co-ordinates you wanted it to link to, but that hasn't been updated since pre-beta. This does make one of their original purposes, to serve as a risky fast-travel option, seem needlessly complicated though. If they're just going to be straight up portals to the Nether, then the compressed space of the nether just seems somewhat useless. Unless you want to figure with coordinates and whatnot, in which case, yeah, there really should be a gameplay based way of making that work out without having to figure out where everything is via the coordinate system.
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| # ? Nov 28, 2011 01:35 |
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Taffer posted:Before nether was added to SMP officially, I used a bukkit mod to put it in, and the way the mod worked, you'd make a portal in the overworld and it would create one in the nether. And that's it. That's how it worked. Is there an SSP version of this? That would be amazing.
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| # ? Nov 28, 2011 01:36 |
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I'm assuming we're hosed but I just wanted to check. I bought my little nephew the game last year for Christmas. Well I guess he changed his password to something horrible like 123456 and got hacked. Now we can't access his account and everytime we try to reset the password it won't work because we don't know what email we used to buy the game. I tried using the support form but it didn't offer any help. Anything I can try before I rebuy him the game?
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| # ? Nov 28, 2011 02:11 |
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You can breed animals?
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| # ? Nov 28, 2011 02:17 |
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Tollymain posted:You can breed animals? Yeah, but it's a lot easier to get two animals and breed them together.
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| # ? Nov 28, 2011 02:20 |
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Bolian Blues posted:I don't think Notch sees it as something to be "fixed". I'm pretty sure this is exactly how they're supposed to work in the vanilla game Pretty much, Notch just viewed it as "Go into the Nether, go a distance build a portal, and bam you're in a distant land with easy access back to your base." The problem is, some players want to be able to link portals to places that already exist. And you can do this, you just have to look at the coordinates and such. So it really isn't broken, it just doesn't work how some people want it to. However, the Nether seems to be Jens baby these days, so maybe you could tweet him to make a portal link to the closest portal in the other world.
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| # ? Nov 28, 2011 05:01 |
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So whats the best way to reliably get a farm with sheep in one spot, cows in another, etc. Find a herd and build a fence around them seems very inefficient.
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| # ? Nov 28, 2011 05:22 |
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I'll admit, building a new portal at the correct location sounded a lot more annoying than it actually ended up being.
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| # ? Nov 28, 2011 05:32 |
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PalmTreeFun posted:Is there an SSP version of this? That would be amazing. I doubt it, seeing as it was a bukkit mod. I sure would love one though, it was great. You could actually set up good fast transit systems without wanting to break your forehead on your keyboard. It was super easy, you just made a portal at each of the places you wanted to connect, and tada! That's all you had to do.
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| # ? Nov 28, 2011 06:13 |
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Sweet that hay thing really works. It's perfect.
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| # ? Nov 28, 2011 06:26 |
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Disappointing Pie posted:I'm assuming we're hosed but I just wanted to check. I bought my little nephew the game last year for Christmas. Well I guess he changed his password to something horrible like 123456 and got hacked. Now we can't access his account and everytime we try to reset the password it won't work because we don't know what email we used to buy the game. I tried using the support form but it didn't offer any help. Try contacting Mojang Support or whatever their support is. You can probably show proof of Paypal/Credit card transaction or something and they'd fix it for you, no?
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| # ? Nov 28, 2011 06:33 |
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gently caress gently caress gently caress gently caress gently caress. I just went downstairs after a night's sleep to see an enderman just chilling in my living room. It never occured to me that they can do that. Of course it's logical when you think about it what with their teleporting, but for some reason it never occured to me that one could just whimsically teleport inside my loving house whilst i'm sleeping in my loving bed Does this bother anyone else? I mean, one of the things I used to love about minecraft is that no matter what eldritch horrors are lurking outside and making noises like gargling a bucket of pig's spleens; as long as I have a fully sealed building and a closed front door, I'm all safe and cosy right? What the gently caress made
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| # ? Nov 28, 2011 09:20 |
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Unless this is a really recent change Endermen shouldn't just teleport without provocation. Did you look at one before going to sleep? Or maybe there's an unlit pool of water nearby and one stumbled into it, then teleported out to escape?
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| # ? Nov 28, 2011 09:22 |
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Tuxedo Catfish posted:Unless this is a really recent change Endermen shouldn't just teleport without provocation. Did you look at one before going to sleep? Or maybe there's an unlit pool of water nearby and one stumbled into it, then teleported out to escape? I didn't look at one, no. I'm sure I see them teleporting around everywhere outside during the morning, i don't think water's involved, but it might be. Still doesn't change how annoying it is though. Using version 1.0. Really, this design oversight surprises me and annoys me. It breaks such a fundamental edict of the game in such a lazy lovely way. Is it so difficult to write a rule that says "Endermen can only teleport into unlit places unless they are personally agro'd at the player, in which case they can teleport into lit places as well"?
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| # ? Nov 28, 2011 09:27 |
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Tuxedo Catfish posted:Unless this is a really recent change Endermen shouldn't just teleport without provocation. Did you look at one before going to sleep? Or maybe there's an unlit pool of water nearby and one stumbled into it, then teleported out to escape? As of 1.0.0 they will also teleport out of the rain and out of lava. I've found them in my house before. V.V.V As of 1.9pre4 sunlight doesn't damage Endermen. SIr_Lienad fucked around with this message at Nov 28, 2011 around 09:37 |
| # ? Nov 28, 2011 09:29 |
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Mr. Gibbycrumbles posted:I didn't look at one, no. I'm sure I see them teleporting around everywhere outside during the morning, i don't think water's involved, but it might be. Still doesn't change how annoying it is though. Using version 1.0. Oh, okay, I think I figured it out. I knew that 1.0 added them teleporting in response to damage, but I forgot about sunlight as a damage source.
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| # ? Nov 28, 2011 09:30 |
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i like tacos posted:Sweet that hay thing really works. It's perfect.
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| # ? Nov 28, 2011 10:43 |
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Mr. Gibbycrumbles posted:Does this bother anyone else? Nope! Well doesn't bother me anyway, I have an art gallery on the main floor of my house, I've found a few of them wandering around and appreciating the paintings
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| # ? Nov 28, 2011 11:39 |
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Mr. Gibbycrumbles posted:What the gently caress made Yeah, this is one of the frustrating things with Endermen. I love the concept of them moving poo poo around and being weird, but it really works against what the player's supposed to do. Okan170 posted:What I'm trying to say is we really shouldn't have to do this at all, especially at this point. Minecraft in a nutshell.
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| # ? Nov 28, 2011 11:52 |
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The Triumphant posted:Yeah, this is one of the frustrating things with Endermen. I love the concept of them moving poo poo around and being weird, but it really works against what the player's supposed to do. I loooove the endermen. One was around my house a couple minecraft-days ago moving blocks, and I had to fight him before he moved one of the blocks from my structure. Of course, every two or three times I hit him, he'd vanish. I'd go back inside, and a couple minutes later I could hear him doing his bullshit again. Also, it would make sense that nothing could ever, EVER enter your home if you locked your doors, but that feature has been left out of this game as far as I know... at least, I don't know how to lock a door. If you have an unlocked door, it only makes sense that something with hands can go inside.
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| # ? Nov 28, 2011 14:03 |
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It'd be nice if there was some way to set up a "safe zone" which monsters can't spawn in (or enter), without having to slap down so many torches and make the place look ugly.
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| # ? Nov 28, 2011 14:22 |
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Test Pilot Monkey posted:It'd be nice if there was some way to set up a "safe zone" which monsters can't spawn in (or enter), without having to slap down so many torches and make the place look ugly. Endermen still teleport inside it.
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| # ? Nov 28, 2011 15:32 |
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Mobs won't spawn on stairs or halfblocks so you can make large places they wont spawn by using those and glowstone makes good recessed lighting or lamp posts. Can be pretty time consuming to do that in survival though.
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| # ? Nov 28, 2011 15:38 |
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Whatever happened to the Adventure Update making combat more interesting? Aside from adding weird jump-crits and blocking (which is pretty useless), I don't see any difference. I think the issue with pre-1.8 combat wasn't that we didn't have enough control over our characters, but that enemies like zombies simply walk toward you and have no attack animation. It's really tough to get close enough to a zombie to hit it yourself without taking damage, since it doesn't have to actually do anything to hit you. The 1.8 update didn't change this at all. Sure, you can run at an enemy to knock it away now, but do this to a zombie and you'll take damage as well. Hopefully the AI enhancements that they've hinted at will help with mob behaviour, because as things are it's pretty unimpressive.
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| # ? Nov 28, 2011 16:54 |
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Oggumogoggum posted:Hopefully the AI enhancements that they've hinted at will help with mob behaviour, because as things are it's pretty unimpressive. Hell, as a temporary fix they could just add in a few more things that mobs should walk toward/away from. Like lava, for instance. Not walking into lava would be a useful thing. Or if you want to get complicated, maybe they could throw in some conditionals. Like make it so skeletons will walk toward you if they see you, but will walk away if you're too close - within 5 spaces, say. That might make fighting them more difficult than it currently is. Of course this isn't much of a replacement for actual AI with pathfinding and etc., but it could be a good patch in the interim.
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| # ? Nov 28, 2011 17:03 |
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Oggumogoggum posted:Whatever happened to the Adventure Update making combat more interesting? Aside from adding weird jump-crits and blocking (which is pretty useless), I don't see any difference. I dunno, I think combat's not great, but it's definitely more enjoyable than it was before.
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| # ? Nov 28, 2011 17:28 |
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Speaking of knockback, it seems like the knockback enchantments are complete downgrades to a sword. It makes fighting blazes and endermen way harder than they need to be especially. Worst part is it seems to be the most common enchantment. Where on a pickaxe efficiency sucks compared to fortune, at least it doesn't suck compared to default.
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| # ? Nov 28, 2011 17:39 |
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PalmTreeFun posted:Speaking of knockback, it seems like the knockback enchantments are complete downgrades to a sword. It makes fighting blazes and endermen way harder than they need to be especially. Worst part is it seems to be the most common enchantment. Where on a pickaxe efficiency sucks compared to fortune, at least it doesn't suck compared to default. It may suck for a lot of things, but knockback owns for killing creepers, and who cares about anything else.
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| # ? Nov 28, 2011 17:41 |
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Oggumogoggum posted:Whatever happened to the Adventure Update making combat more interesting? Aside from adding weird jump-crits and blocking (which is pretty useless), I don't see any difference. This has been brought up over and over all the time but what do you want? People already complain that Minecraft has ADD so adding Demon's Souls style combat would further that. I think the problems of combat being boring is because of the way combat works in Minecraft, without overhauling pretty much everything about it, I think combat is about as fleshed out as it can be. People wanted mobs that "can come after you and like break your structures and totally aren't zombies", and "monsters that actually pose a threat" because combat was "just so boring". Monsters can either come up and bump into you, come up and explode, or can shoot arrows at you. If you added magic, it would be the same as arrows, you already have monsters that chase after you and can climb walls to get to you, and monsters that can destroy your buildings to get to you (which were toned down because it turned out they were annoying), monster health was bumped up in an attempt to make combat more "exciting" - I guess you want fighting game style combo moves where you press forward-backward-quarter-spin-the-mouse-clockwise and you backflip and do a QTE and skewer the monster on whatever you have equipped. With enchantments you at least can add some depth to combat but people thought it was too weird; even if you improve the AI of the monsters so they can side dodge or move around obstacles, combat in video games is literally just button mashing or clicking so I don't understand where people are going when they say they have ideas to make it more exciting. Someone mentioned improving AI to have a list of obstacles they would avoid, but I don't see how this wouldn't really make combat any better. With their solution you could build a trench of lava around you and monsters would stay at bay and you could just leisurely pick them off with a bow, just like now you can build a lava trench and mobs will all aggro at you and just fall in. I'm not trying to whiteknight Notch so hard, but I don't understand what you all are wanting other than "improved AI" which would probably practically translate in the same way "harder monsters" translated into enemies with more health.
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| # ? Nov 28, 2011 17:48 |
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wylker posted:It may suck for a lot of things, but knockback owns for killing creepers, and who cares about anything else. Knockback is: Endermen: bad Zombies: means you need to constantly chase them down or wait for them to walk back Spiders: see zombies Skeletons: actively bad as it moves them out of melee range Creepers: good in theory, but creepers have crippling retardation
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| # ? Nov 28, 2011 17:51 |
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Devoyniche posted:This has been brought up over and over all the time but what do you want? People already complain that Minecraft has ADD so adding Demon's Souls style combat would further that. I think the problems of combat being boring is because of the way combat works in Minecraft, without overhauling pretty much everything about it, I think combat is about as fleshed out as it can be. People wanted mobs that "can come after you and like break your structures and totally aren't zombies", and "monsters that actually pose a threat" because combat was "just so boring". Monsters can either come up and bump into you, come up and explode, or can shoot arrows at you. If you added magic, it would be the same as arrows, you already have monsters that chase after you and can climb walls to get to you, and monsters that can destroy your buildings to get to you (which were toned down because it turned out they were annoying), monster health was bumped up in an attempt to make combat more "exciting" - I guess you want fighting game style combo moves where you press forward-backward-quarter-spin-the-mouse-clockwise and you backflip and do a QTE and skewer the monster on whatever you have equipped. With enchantments you at least can add some depth to combat but people thought it was too weird; even if you improve the AI of the monsters so they can side dodge or move around obstacles, combat in video games is literally just button mashing or clicking so I don't understand where people are going when they say they have ideas to make it more exciting. More health isn't "exciting." You take terrible combat and make it last twice as long and you just have twice as much terrible combat. You can have strategy in combat without having combos. It's weird that you referenced Demon's Souls, which (honestly I'm just basing this on Dark Souls; I don't own a PS3) doesn't have a combo system, it just requires tactics, positioning, and timing. Enchantments don't add depth to combat. The enchantments with the exception of Knockback are "hits a little bit harder." There's a difference between hitting multiple buttons to execute attacks, dodges, and positioning, and just clicking a bunch while standing still. If you don't see how making enemies smart enough to not walk into lava wouldn't make combat easier I really don't know what to tell you. edit: Meant to put this in my other post.
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| # ? Nov 28, 2011 17:57 |
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Ender dragon can go eat a dick. Teleport into the end, 20 levels on me, full diamond gear, ender dragon flies over within seconds, knocks me off, lost everything. < >
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| # ? Nov 28, 2011 18:04 |
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I like the knock back enchantment. I usually have two swords in my hotbar, one for damage, and one with knock back. I spend a lot of time in chasms, and my buildings are usually very tall, or floating. It's a lot faster to kill a mob by punting it off a cliff or into lava than it is to play rock'em sock'em robots with it.
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| # ? Nov 28, 2011 18:12 |
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Elysiume posted:I've had creepers explode straight up after getting knocked back a huge distance with Knockback II. They're loving stupid as all hell. Creeper AI would be a million times better if they only exploded if you were within 4 blocks or something. They just make giant stupid holes all over the landscape. Blazes: Bad. Peeking around corners and nailing them is the easiest way to kill them. Having knockback means they end up over a lava pit instead of two feet back. They try and stay far away from you too, which is twice as bad. Pigmen: Good. Not that you'd want to attack them much, but it holds off the swarm for longer. Ghast: Bad. If you're that close you're just ruining a perfect opportunity to kill them quickly. It's also generally bad for monster hunting to grind experience because it makes it take longer anyway, and night has a time limit of course. Leadthumb posted:I like the knock back enchantment. I usually have two swords in my hotbar, one for damage, and one with knock back. I spend a lot of time in chasms, and my buildings are usually very tall, or floating. It's a lot faster to kill a mob by punting it off a cliff or into lava than it is to play rock'em sock'em robots with it. I like this idea, but what if you roll knockback on a diamond sword and you don't have enough diamonds for another? Considering that enchantment tables take diamond to make and that diamonds are way more rare now, I'm not sure how you do it.
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| # ? Nov 28, 2011 18:46 |
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| # ? May 22, 2013 01:30 |
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Oggumogoggum posted:Whatever happened to the Adventure Update making combat more interesting? Aside from adding weird jump-crits and blocking (which is pretty useless), I don't see any difference. Blocking is actually surprisingly useful. Ranged attackers like skeletons and ghasts usually have just enough delay between when they fire and when they hit you, and that's usually just enough time to block. Blocking also reduces fall damage significantly; you can survive a 30 block fall if you're blocking when you land. That said, jump criticals are lame. In other news, potions of fire resistance can last for eight minutes, and let you swim in lava as if it were water--except you don't drown. This lets you build underlava structures easily. The safest place to hide your loot is in the nether under 12 lava source bricks. Even if someone else knows it's there, they still won't find it because lava limits your movement speed and obscures your vision. If you don't know exactly where it is, you won't find it. PalmTreeFun posted:I like this idea, but what if you roll knockback on a diamond sword and you don't have enough diamonds for another? Considering that enchantment tables take diamond to make and that diamonds are way more rare now, I'm not sure how you do it. When you die, your items lose their enchantments. If you want to clean an enchanted sword, just jump from a ledge near your spawn point, and collect the vanilla sword from your corpse or death chest. Schwarzwald fucked around with this message at Nov 28, 2011 around 18:55 |
| # ? Nov 28, 2011 18:51 |






























