Minecraft - Canyon Time! |
- Canyon Time!
- A flaming wasteland I have been working on for a while
- My farm on my completely converted Mushroom Island :)
- The Guttenburg Printing Press and Print Shop
- The Old Watchtower...
- r/Minecraft in a nutshell
- Today marks one whole year since Mojang has posted on their website...
- Minecraft Snapshot 17w49a
- I heard that farms are popular right now, so I raise you my 24 chunk 5 layer farm built in survival.
- Underground wheat farm.
- Dinnerbone: There will be a snapshot in about an hour or so. Nothing super special, mostly bug fixes and a new data thing.
- Dear Mojang, please make sticky pistons able to leave blocks behind again
- [17w49a] Sticky pistons no longer leave blocks behind, but we were warned over a year ago!
- Look what I came across when building
- Wheat farm with a Windmill i built a while ago
- The palace I built for our servers 5 year anniversary
- Fireplace.
- Looks like Minecraft figured out my opinion on the store in Bedrock Edition
- By using boats to do trigonometry, we can easily achieve dynamic 3D ray casting in 1.13
- My wheat farm. A more efficient design, for a more industrialized age. 100% vanilla and survival.
- Do you decorate your Nether portals? I like to make modern quartz structures around them
- Pokémon Kanto Region 1:1 - Update:Saffron City and Route 5 (Album in Comments)
- My Charcoal generator
- Wheat farms are cool and all...
Posted: 06 Dec 2017 06:13 AM PST
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A flaming wasteland I have been working on for a while Posted: 06 Dec 2017 02:55 PM PST
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My farm on my completely converted Mushroom Island :) Posted: 06 Dec 2017 12:39 PM PST
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The Guttenburg Printing Press and Print Shop Posted: 06 Dec 2017 06:51 AM PST
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Posted: 06 Dec 2017 02:54 PM PST
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Posted: 06 Dec 2017 06:03 PM PST
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Today marks one whole year since Mojang has posted on their website... Posted: 06 Dec 2017 05:26 PM PST
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Posted: 06 Dec 2017 07:33 AM PST
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I heard that farms are popular right now, so I raise you my 24 chunk 5 layer farm built in survival. Posted: 06 Dec 2017 12:38 PM PST
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Posted: 06 Dec 2017 12:40 PM PST
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Posted: 06 Dec 2017 06:45 AM PST
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Dear Mojang, please make sticky pistons able to leave blocks behind again Posted: 06 Dec 2017 09:53 AM PST I can't think of a single medium to large build where I haven't used this behaviour. The feature:
I realize that the "old" behaviour had initially been unintended and it may have been accidentally "fixed". I therefore believe there is hope for the absence of this to be declared a bug. TL;DR: Please restore the old behaviour. UPDATE: Grum has commented on MC-122911:
[link] [comments] | ||
[17w49a] Sticky pistons no longer leave blocks behind, but we were warned over a year ago! Posted: 06 Dec 2017 08:45 AM PST Remember this post? https://www.reddit.com/r/Minecraft/comments/5c752g/help_us_decide_should_observers_update_at_1_or_2/ In particular, this quote:
Well, in 17w49a, the bug has now been fixed! Sticky pistons should now never leave blocks behind when retracting. Before you start complaining that this breaks your builds, though, you should consider that you were given over a year to change your builds to not rely on this bug, so it's not like this is a surprise or anything. The bug never made sense logically, either. Some people would compare it to yanking a tablecloth from a table without pulling the dishes on top of the tablecloth. This is a cleaver analogy, but it falls flat when you realize that this would only make sense if sticky pistons could retract faster than normal. Due to another bug ("0-ticking", I believe), sticky pistons could retract faster than normal. But that's the problem. Due to another BUG they could do this. I haven't checked if that particular bug has also been fixed in 17w49a, but whatever the case, it means that the leaving-blocks-behind behavior doesn't make sense no matter how you slice it. Sticky pistons should always extend and retract at the same speed, so their behavior should always be the same regarding how their pull/push blocks. Additionally, the biggest use-case of the leave-blocks-behind bug is a common t-flip-flop design, but there are other ways to make a t-flip-flop. Other use-cases I've seen tend to also rely on other edge-case behavior and bugs anyway, so it's kind of expected that those contraptions would break. Anyway, that's my thoughts on this recent fix. I hope it doesn't get reverted. But what about you folks? What do you think? [link] [comments] | ||
Look what I came across when building Posted: 06 Dec 2017 12:22 PM PST
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Wheat farm with a Windmill i built a while ago Posted: 06 Dec 2017 07:12 AM PST
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The palace I built for our servers 5 year anniversary Posted: 06 Dec 2017 05:49 PM PST
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Posted: 06 Dec 2017 04:46 PM PST
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Looks like Minecraft figured out my opinion on the store in Bedrock Edition Posted: 06 Dec 2017 07:42 PM PST
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By using boats to do trigonometry, we can easily achieve dynamic 3D ray casting in 1.13 Posted: 06 Dec 2017 10:37 AM PST I have just done a proof of concept in my test world. Unfortunately due to this issue the point you're using will lag about a tick behind where you would want, but that isn't a huge issue. How it works: Previously we had to teleport boats forwards and backwards to do ray casting. Now, with 1.13, we can get the coordinates of the armorstands into the scoreboard and use the difference between their positions to compute a vector in the direction the player is looking. Just like before, this only works horizontally. However, we can use a simple trick to achieve it vertically too: Just set a second boat's yaw value to the player's pitch. Then it rotates according to how far up or down the player is looking, and we can get an xz vector from it that represents the player's pitch. Then we just combine the horizontal xz vector and the vertical xy vector by using the y from the xy vector, and multiplying the x and z of the xz vector with the x of the xy vector. Bingo, 3D raycasting using vectors stored in the scoreboard, obtained from boats. If you want to use it the demo, run the exp:summon_ray_boat and exp:summon_vray_boat functions, then set the gameLoopFunction to exp:ray_cast [link] [comments] | ||
My wheat farm. A more efficient design, for a more industrialized age. 100% vanilla and survival. Posted: 06 Dec 2017 10:58 AM PST
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Do you decorate your Nether portals? I like to make modern quartz structures around them Posted: 06 Dec 2017 03:40 AM PST
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Pokémon Kanto Region 1:1 - Update:Saffron City and Route 5 (Album in Comments) Posted: 06 Dec 2017 08:46 AM PST
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Posted: 06 Dec 2017 02:51 PM PST
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Wheat farms are cool and all... Posted: 06 Dec 2017 02:52 PM PST BUT I would really like to see how everybody has their sheep farm with all colors of sheep set up... I'm stuck and needing inspiration :,) [link] [comments] |
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