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  1. #2681
    Salvage Bans
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    Gilgamesh

    Those are naturally generated NPC villages. Someone must have just built a wall around the one.

  2. #2682
    Relic Weapons
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    Quetzalcoatl

    Yeah I saw one a little closer to spawn. It was just two houses. I almost wanted to demolish it out of spite.

  3. #2683
    Relic Weapons
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    Quetzalcoatl

    Okay question, maybe for just Psion but maybe for someone else too:

    Working on my own exp farm. Found a couple cave spider spawners close enough to each other to work I think. I have it all set up so they fall 15 blocks, filter to one spot, blah blah.

    Question is, how do I get them back up? Water elevator? Not very excited about building one of those =/

  4. #2684
    Chram
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    Deejay Zombie
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    Excalibur

    Man i was looking on youtube tonight and there are some sick texture mods... i have only used misas's(x64) before, which is the one i really like.

    what I'm really looking for is a texture pack thats like x256, that supports the bump mapping mod.

    also, i've seen an amazing looking water shader mod, but i haven't been able to find it for 1.0.0 yet.. anyone know if its out yet?



    just found the thread on the official forusm for the water mod, http://www.minecraftforum.net/topic/...page__st__4660

    guy said hes having problems coming up with a stable release in 1.0, but is working on it.

  5. #2685
    Relic Weapons
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    Quetzalcoatl

    Quote Originally Posted by Derock View Post
    You could just dig an entrance down to them. Dunno about other crap
    Well, by its current design I have to keep going up and down to get them to spawn and fall and then actually be able to kill them. I'd like something that can carry them back up to the top somehow so I don't have to move.

  6. #2686
    Chram
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    Ah, for that you need a mobavator. however, the typical type wont work because i don't think they can swim, and they're only half a block high anyways. So for those guys, you funnel them to a 1 high passageway (make it 2-3 high for yourself while making it then go back and lower the ceiling after your done.) and make a spiral mobavator! to do that, there's two things you can do. For the first part, you can actually make mobs travel in a straight line without losing altitude via a special arrangement of water. You will, however need 4 block long areas that are 1 lower than the height you wanna send the spiders traveling at, so keep that in mind if your at level 6 and you run into occasional bedrock. Once you hit a water flow's length limit, or want to reset it, then dig down one and 4 long one block starting at the last block the water source can reach, place a stair at either end so that you can jump the height on both ends, place a water block at the end nearer to the end of the old water stream, so that the current flows in the same direction you want to go, then place a sign on the wall one block above the third block (so it's on the same height as the old waterway) and place another water source block on the stairway further from the old stream. This will create a continuous stream and the mobs will be carried along by it without stopping. Test it yourself to make sure it works though heh.

    side view:

    W w w w w w w w w N W w w w w w w w
    b b b b b b b S w w S b b b b b b b
    b b b b b b b b b b b b b b b b b b

    W= water source
    w = water stream
    b= some block
    N = sign on wall
    S = stair

    For the spiral mobavator, it's the same concept, but in a upward spiral. Once you reach the place you want to go up, make a 90 degree turn like so

    Top view:

    b b b
    b w w
    b w b

    so the water flows around a corner. then, place a stairway, a sign above the stairway and the block before it, and a water source block above the stairway, and repeat the water around the corner trick. Then just add another stair and so on till your at the height you want.

    side view

    a N W w
    w w S b
    b b b b

    a = air

    Top view:

    b b b b b b
    b w w S/W w
    b w b b w

    Make sure the wall is one high throughout or the spiders will climb the walls and refuse to come down. They can track you through walls after all, so long as your 16 blocks or closer.

  7. #2687
    Relic Weapons
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    Quetzalcoatl

    Shittt that all makes sense except the spiral mobivator. Any good video tutorials?

    I have them funneling to where I need them (maybe) and I have an area planned above that is within 16 blocks of both and that's all functional.

  8. #2688
    Chram
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    Sadly no, i'm not sure if i invented it or not. lol

    but you just have the water go around a bend, and put a staircase right after that bend. if you do it right, you should get pushed by the water flow up the staircase. if you do, then you put a sign on the wall one block above the staircase and one block before it, so that when you put a water source block on top of the staircase, it flows forward and not backward. if you do that right, then you can make another L bend for the new water stream to go around, and repeat with another stair and sign. if you do it right then you should automatically go up the stairs by the water flow the entire way. as you keep making L bends it eventually starts forming a spiral upward pretty much. a square spiral, but a spiral.

    Say ragns, what distance do you have the server set to? From what I've read, if you set it lower than the default 10, weird shit happens; namely, hostiles are very likely to wander into chunks that then get unloaded as you move away... but they don't despawn and get stuck in memory, hogging the hostile cap. From what I can see, that is what's occuring, as hostiles don't despawn even if I move far away, well over 128 blocks, and I've seen stuff like hostiles bursting into flame at night time and burning to death from it sometimes, which i presume is them being unloaded during the daytime, then coming back at night. Which would make sense, if it weren't for the fact that they should've despawned if someone moved that far away, not become unloaded.

    I dunno, it might be part of what's hogging memory though.

  9. #2689
    Ridill
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    Septimus Atumre
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    Bahamut

    Quote Originally Posted by Timwakefield View Post
    Shittt that all makes sense except the spiral mobivator. Any good video tutorials?

    I have them funneling to where I need them (maybe) and I have an area planned above that is within 16 blocks of both and that's all functional.
    Does no one here watch Ethos?





    I also recommend Monkeyfarm and GeneriKB. These guys have all kinds of crazy minecraft inventions.

    I have a mobavator in my place (for chickens) if you want to see what the finished product looks like.

  10. #2690
    Chram
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    I don't think that spider kill spot works in multiplayer due to the difference in hitboxes than in singleplayer.

    But it's ok since mine works fine and you dont have to move for the exp to reach you. XD

  11. #2691
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    http://www.minecraftforum.net/topic/...der-alpha-v4d/

    I know one of you was waiting for this. The 1.0.0 is ready apparently.

  12. #2692
    Sea Torques
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    Helmir Rainteau
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    Looks good.

  13. #2693
    Puppetmaster
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    do npc villages grow or did someone add a new building to the one by my railway?

  14. #2694
    Relic Weapons
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    Quetzalcoatl

  15. #2695
    Relic Weapons
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    http://mojang.com/2012/01/05/minecraft-snapshot-12w01a/

    Finally time for the next snapshot! This snapshot has the following changes:

    New language translations. We changed from using Google Docs to a new system, so these may still contain a lot of errors or missing texts. Please check the Minecraft forums (language section) for more info.
    Slightly smoothed color transitions between biomes
    Reduced brewing time to 20 seconds
    Decreased randomness of Enchantment Tables
    Changed colors of spawning eggs to more represent the mobs they spawn
    Made biomes slightly more varied (hills in forests and deserts, beaches)
    Added world type options (currently only super-flat and default)
    Removed collision box from ladders
    Updated fence gate collision box to align with fences
    Huzzah. Interested to see tests on this.

  16. #2696
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    Gilgamesh

    HELM! Do I see the start of a sizable pine tree?????????????????????

  17. #2697
    Sea Torques
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    Helmir Rainteau
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    yup

  18. #2698
    Unique and/or Creative Phrase
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    Shiva

    Changed colors of spawning eggs to more represent the mobs they spawn
    What's a spawning egg? Is he talking about mob spawners?

  19. #2699
    Black Mage
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    Chrian Kywind
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    Diabolos

    in creative you can get eggs to spawn enemies if I recall.

  20. #2700
    Yarglebargle
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    Valefor

    Kinda want to get back into this game, any rules for the server?

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