Talk:Java Edition 14w02a

The Doors! I mean "The Birds"!!
Hi, I know this is possibly a Temp. Page, but it's occurred to me about the Doors. Yeah, I know this is - for Bug-fixing - supposed to be a "The Birds! the Birds!!" (movie Ref.) pre-release, as opposed to one All about balancing.

But it occurs that Stacking 64 Doors vs. 16 Signs (That was an awesome Update, for their production) Stack-able is perhaps a bit over-kill? Signs only take up 1 X 1, Doors a 1 X 2-high, space, but I know this is being just a little nitpicky. Especially since most-obviously Villages NEED Wooden Doors!!! - in Buld, er Bulk.

This will definitely make the over-kill of Zombies' recent unpleasant mayhem be significantly easier, to deal with. Anyhoo, some obscure Math about the Crafting of Wooden Doors (6 Planks for 3, this pre-release, covering a 3 X 2-high, area of Blocks, so "6," total), vs. Wooden Trapdoors (6 Wooden Planks for 2, covering a 2 X 1, area of Blocks, so "2" total: that's 1 /3rd the area of coverage, but no big deal [Wooden Trapdoors, Also already Stacked to 64]; it's just that Twice the area, 2-high, is covered by a Wooden Door as Wooden Trapdoor). Yilante 50.1.134.10 07:59, 10 January 2014 (UTC)

Crafting the new “Stones” (I’ll call them)
List: Block of Quartz = 4 Nether Quartz.

2 Granite are made from Nether Quartz + (Diorite: 2 Nether Quartz + 2 Cobble) = 4 Nether Quartz (and 2 Cobble) for 2 Granite.

2 Andesite = 2 Nether Quartz + 4 Cobble (via Diorite + 2 Cobble).

2 Diorite: 2 Nether Quartz (and 2 Cobble).

For Nether Quartz to product, it’s thus 4:1, 4:2 for 2 (so 2:1 for "1" - Overall) and 3:2 (so 1.5 : 1) for actually just-1 made, (2:2 =) 1:1, and (2:2 =) 1:1.

There’s also a 2:1 for Cobble to Andesite; from Diorite.

Basically, a Block of Quartz is 2X the Nether Quartz cost of Diorite, Granite is 1.5-2X (that's 1.5 for a Single, and 2 for 2), and Andesite is 1X (same as Diorite). "1" Andesite is "2" Cobble (1 uses 3, 2 uses 4) vs. none for a Quartz Block, and Granite is "1.5" (for 1) to 2 Cobble (for 2), with Diorite "1" (for "1") to 2 Cobble (for 2).

The “holes” created by this are Cobble/(Smooth)Stone itself being “0” Nether Quartz. And of course a Block of Quartz is the “0” Cobble. Yilante 50.1.134.10 09:23, 10 January 2014 (UTC)

(Sorry, had to re-do a little Math) Yilante 50.1.134.10 19:03, 10 January 2014 (UTC)


 * Um, doesn't the recipe for Granite only produce 1 block per Diorite/Quartz pair? That would bump up the cost for 2 Granite to 4 quartz + 2 cobble, setting the net ratio to 2:1 (from 4:2). 205.134.200.53 06:01, 12 January 2014 (UTC)

er, Yeah, your Logic is good.. *does final re-Calc. * Well, no... here's my Math anyway, you can check it again (sorry).. all the: "For Nether Quartz to product," line's #'d ratios, are to make a Single, Block of product (all "Stones," again just as "I" refer to them). 2 Nether Quarts, er Quartz to make 2 Diorite as initial-product, then a Single, Nether Quartz -added, to a Single, Diorite (1 also-Single Nether Quartz), gives (1 + 1 =) 2 Nether Quartz per 1 Granite.

Like you said: but that 2:1 ratio is in-fact Also as you say a 4:2 ratio, based-on the crafting of-multiples. I'd just focused -on making a Single, Granite, so to "My" estimation of that - other - Math, it was a minimum of 2 Nether Quartz + 1 more, But which I couldn't-Divide, as it was "1.5" I would be dividing-by, as seen in the :2 / :1 endings of those ratios (Singles Math gets a lot harder when there are not-whole numbers, being dealt with in the relationships, which can then of course split-further [for more on dividing by a non-whole #, see: long division]).

You are correct in your Math, but your explanation forced me to re-Calc. what you might Mean, by that, and if you were considering, what I was. Which you might be, or might not.

and *re-Edits* Yilante 50.1.134.10 21:54, 12 January 2014 (UTC)

Ok, new approach: all in terms of "2 Blocks," which Diorite and Andesite require, unlike Granite and the Block of Quartz.

2 Cobble from 2 Cobble (1:1 ratio)

2 Diorite from 2 Cobble + 2 Nether Quartz (for separately-Both requiring, Cobble and Nether Quartz, 2:2 = 1:1 ratio[s])

2 Andesite from (2 Diorite via 2 Cobble + 2 Nether Quartz) + 2 Cobble = 4 Cobble + 2 Nether Quartz (2:4 = 1:2 of Andesite to Cobble, 2:2 = 1:1 of Andesite to Nether Quartz)

1 Granite from ([2 Diorite via 2 Cobble + 2 Nether Quartz] /[divided by 2]) + 1 Nether Quartz (1:1 of Granite to Cobble, 1:2 of Granite to Nether Quartz)

OR: 2 Granite from ([2 Diorite via 2 Cobble + 2 Nether Quartz]) + [2] Nether Quartz (so 2:2 = 1:1 of Granite to Cobble, 2:4 = 1:2 of Granite to Nether Quartz)

1 Block of Quartz from 4 Nether Quartz (OR: X 2 = 2 Blocks of Quartz from 8 Nether Quartz) (1:4 = OR: 2:8 of Block of Quartz to Nether Quartz)

There, it helped to focus on the Logic of the Math /changing-of the Equation(s), rather than the Algebra-ic, ratioS Yilante 50.1.134.10 20:41, 23 January 2014 (UTC)

New Jockeys
I was playing around with spawn eggs and i found that other mobs besides zombies can ride chickens. Could someone please add this because i think this is a new feature.


 * Which mobs in particular are you referring to? If you are referring to Zombie Pigmen, that has been known since Chicken Jockeys were introduced. 205.134.200.53 05:53, 12 January 2014 (UTC)

Only the "fledgling," Baby-type Zombie(s: different Overworld Zombies, and then mainly-Nether's Zombie Pigmen) can ride (non-Baby, Chicks, but adult) Chickens. I know, BTW: doesn't "Zombie Baby PigMen" sound a bit-contradictory? Might as well be "MenZombiePig," a la "ManBearPig" (SP).

The writer specifies Chickens, though, so not a Spider Jockey. Yilante 50.1.134.10 19:45, 23 January 2014 (UTC)

Why isn't this on the Development versions page?
This should be with the other development versions. It just doesn't make sense. frogjg2003 (talk) 03:45, 15 January 2014 (UTC)


 * Talk:1.8. This replaces that page. –Matt ᐸ Talk Contribs ⎜ 09:46, 15 January 2014 (UTC)

Chat?
Chat Communication Messages are now either chat, system or action bar messages Action bar messages are always shown, chat and system messages are only shown if chat settings are configured that way So... what does this mean? How can I see the difference? What to configure and how? --Robotkoer 22:05, 11 February 2014 (UTC)

Adventure block interactions
Disabling interactions by default is a terrible idea.

Aside from it being an extremely totalitarian approach to programming (Mojang deciding what users want rather than giving them options), it breaks the hell out of what I've been calling "Roguelike mode": a regular Survival game, played on Hardcore difficulty in Adventure mode (achievable by starting a Hardcore Survival game, opening to LAN, setting /gamemode 2, saving and quitting, and re-entering).

I'd ideally like to see some explicit support for this play style in a future release, but assuming that's not going to happen, where the hell do I go to protest them taking away the possibility entirely? 87.210.143.188 22:10, 14 February 2014 (UTC)

Yeah, I gotta say, with some knowledge (if not exactly experience as-such) of "Rogue-like" games, which BTW range from Hardcore-style "one 'death' total," to Save -(ab)use (many copies of Saves), to NO saving - that is, a High amount of variability of de facto Difficulty - Adventure mode is incredibly Difficult, and probably Impossible, as-such, for non-seasoned at least Hard mode, Players.

Which I am, as opposed to Hardcore (I get Lag in SSP! lol1!1), for the most part. So with MineCraft, what I'd assumed, was that the slightly-beyond Rogue-like Adventure mode, would be Mod-ified.

Yes, Mod-ded. Using, I would Assume, the Command Block, most-likely, as a less Game-Crashing method, than direct-modding of the Game programming.

At which point it's kind of debatable like the Vague general "Rogue-like" game type, in GamePlay at large, if it's Mod-ding, or else just "Normal" -type Play, albeit with the fancy, New-'ish Blocks, items, or whatever-else is programmed-up, for Users. So maybe try.. setting-up a world, someWhat, in Creative mode, even if "just" setting up (a) Command Block(s)?? all I can say is that Hardcore can still be plenty-beyond Hard, at (Laggy) Times? Of course, I suppose if you want a more "regular" kind of "legitimacy" (what you're really going for is repeatability, I know), you could try the various (and the most-detailed of such) "SuperFlat" settings, to Attempt, to "semi"-Create, the Kind of world, you'd like to in-habit(at)??? Yilante 216.7.78.195 01:21, 23 February 2014 (UTC)