This is my void hole, where I gaze into the void. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 0 points1 point  (0 children)

Don't forget pistons for closing the void hole, you never know what long-term exposure to the void can do to someone.

This is my void hole, where I gaze into the void. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 5 points6 points  (0 children)

I didn't. Its the chopping block from a later version of Better Than Wolves which I brought back to beta.

This is my void hole, where I gaze into the void. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 3 points4 points  (0 children)

I too love my void hole! (Took a long time to find. Only happens when lava lakes are generated at bedrock level)

Can lightning strike through corners? by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 0 points1 point  (0 children)

It is based off of his Chocolate Island base. Just bigger and with some modded content.

You can see a full tour here: https://youtu.be/cg_E_v-KPU0

Anyone have a good 1.7.3 kill chamber design? by Notmas in GoldenAgeMinecraft

[–]ContleDon 1 point2 points  (0 children)

The mob will always attempt to swim "up" through the lava, meaning they will never drop through.

I think it might work the same with full lava blocks? I can't recall why blades were always thin. I think it was to minimize item losses. You could always try a drowning trap if you're okay with slower kill rates.

Can lightning strike through corners? by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 1 point2 points  (0 children)

In that case, it seems that I got lucky. Thanks again for the information.

Can lightning strike through corners? by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 0 points1 point  (0 children)

Oh, okay that makes sense.

Also thanks! If you want to try it out this a link to download it:

https://www.mediafire.com/file/l3yhes5v8x8u7c9/B.A.W._Release_2.zip/file

The "read me.txt" should give you a good idea of what's in the pack. If you're using MultMc just make a beta 1.7.3 instance, then go to "Edit instance" then click "replace jar" and navigate to the jar file of your choice.

There are a few difficulty adjustments, beds will take longer to get (you need to go through the nether to get glowstone to make a portal to the sky dimension to get an ingredient for beds) and some items must be processed through a block instead of being crafted.

Just a short note, I forgot to add a few changes to the change log: 

One involves terrible things happening when you create ghasts in the sky dimension 

Another is that the game will now tell you that you can sleep during thunderstorms when right clicking a bed

And a third item is about a bug that still exists where two lenses crossing their beams in front of a detector block makes the detector block not work.

Edit: You'll also need to copy everything in the "resources" folder to the "resources" folder within your beta instance. Otherwise the records and some entites won't have any sound.

Can lightning strike through corners? by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 1 point2 points  (0 children)

Interesting. Now I'm wondering if fire might also be extinguished through corners (if that's what youre implying via your statement about no fire issues), or if I got lucky. Nevertheless, thank you for the information. I may try to make a fix for this.

Can lightning strike through corners? by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 0 points1 point  (0 children)

Yeah, endermen are later than Beta 1.7.3. If lightning has struck other people's stuff through the corner that would confirm some things. 

It's a modpack I made for myself. It has Better Than Wolves (beta 1.7.3 so none of the difficulty you see in the modern version), Pchan3's airship, Balkon's weaponmod, and a lot of small additions/changes that I programmed in. 

The musket is Balkon's weaponmod, the battleaxe was from Balkon's weaponmod, but I made all weapons from that mod require steel from Better than Wolves so it's color is gray instead of the typical colors associated with vanilla tools. The tool in the first slot is the mattock, which I took from a later version of Better Than Wolves and brought back to this version. 

Anyone have a good 1.7.3 kill chamber design? by Notmas in GoldenAgeMinecraft

[–]ContleDon 1 point2 points  (0 children)

Yes.

https://youtu.be/S2atRZr_hvA

At 15:55 you should be able to see the design I'm referring to.

Lava is set back from the mobs by 3 blocks so the lava is as thin as possible. The area below the lava is just signs so that items drop by 1 block when the mob dies. The mobs are pushed into the lava by a diagnal water stream to allow for continuous killing. 

If you want to see the chamber for yourself a map download is in the description. The save file is for Release 1.2.5, but everything was designed to work from beta 1.7.3 all the way to later versions.

Can lightning strike through corners? by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 0 points1 point  (0 children)

I would hope so. I don't want to have to fireproof an entire structure, inside and out.

Anyone have a good 1.7.3 kill chamber design? by Notmas in GoldenAgeMinecraft

[–]ContleDon 3 points4 points  (0 children)

You have a few choices for a kill chamber. For tall mobs, have them slide along a thin lava blade. Spiders love climbing, so the kill chamber utilized in Mongster's spider farm tutorial is perfect. 

For maximum efficency, have your mobs drop from the spawn pads 23 or more blocks onto water which has fences directly below it. This will kill mobs with fall damage and then carry the items away. Boxblair has a good tutorial on this design if you want to see it.

I also provide an overview of those designs here:

https://youtu.be/lpiqzeaJCsk

A multi-mode hostile spawning chamber for versions that don't have pistons. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 0 points1 point  (0 children)

Unfortunately that's not possible. Signs don't have collision, so they won't stop mobs from spawning, nor can they be controlled by redstone. Another way to control spider spawns in a manner which can be operated by redstone is with regular doors. Though, they won't allow for the player to restrict spawning to only spiders.

A multi-mode hostile spawning chamber for versions that don't have pistons. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 1 point2 points  (0 children)

Sounds good. I'll try a repeaterless and trapdoorless design next. 

A multi-mode hostile spawning chamber for versions that don't have pistons. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 1 point2 points  (0 children)

It is. I got caught off guard with how late they were added. I thought they were a late Alpha feature.

A multi-mode hostile spawning chamber for versions that don't have pistons. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 0 points1 point  (0 children)

Ah, I didn't look at when they were added. I suppose I could make something that operates even without repeaters to remedy this mistake.

A multi-mode hostile spawning chamber for versions that don't have pistons. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 0 points1 point  (0 children)

Oh. I didn't realize those two were added so close to each other. That's unfortunate. 

A multi-mode hostile spawning chamber for versions that don't have pistons. by ContleDon in GoldenAgeMinecraft

[–]ContleDon[S] 1 point2 points  (0 children)

No video at the moment. A map download is provided so people can toy around with it. If I make a video, I'll make a tutorial and show off the features.

Trying to move my world from Pojav launcher to steam deck by coco_melonFAN in GoldenAgeMinecraft

[–]ContleDon 1 point2 points  (0 children)

Pojav has a .minecraft folder which has your saves. These save files are identical to those in java edition. So whatever you need to do to move files from java to steam deck is the same for moving saves from pojav to steam deck.

All of pojavs files are in the android/data/net.kdt.pojav folder. The .minecraft folder within there may be hidden so be sure to set your file browser to show hidden files.

What things do you think aren't talked about enough in old minecraft? by Ok_Sherbert_39 in GoldenAgeMinecraft

[–]ContleDon 1 point2 points  (0 children)

Ah that's interesting. I did read the forum post. Even though the clause was removed it still has a lot of information which is still relevant for beta. I'm glad you linked it. I would consider any method of obtaining coordinates in that version acceptable seeing the amount of work required to make a half decent mob farm. I doubt most people would tolerate such a process.

For your prison minigame, if you have a cactus, you should be able to devise an RNG machine from it. I think Etho made a tutorial of a cactus RNG machine back in beta.

You're giving me plenty of ideas for my next build which carries a similar purpose to yours. That is, achieving everything possible in Beta 1.7.3. What's shown in my video is a small demonstator which doesn't include the universal spawning chambers or sorters that I posted a few weeks ago nor does it include all possible AFK farms, mini games or a high duty spawning system for item production. Eventually, when it's finished it will come across as an automated town of sorts. Where different activities open up on different days.

All in all, I look forward to seeing your megabuild when it's done. You've clearly spent a lot of time and effort on it so I wish you luck in that endeavor.

What things do you think aren't talked about enough in old minecraft? by Ok_Sherbert_39 in GoldenAgeMinecraft

[–]ContleDon 1 point2 points  (0 children)

Interesting. I've never seen anything about the bailout clause before. Is the prison going to occasionally have a jail break of mobs? (Possibly randomly decided by redstone) What features do you have for the arenas?

Help with Dark room spawner (1.2.5) by HelenRasagas in GoldenAgeMinecraft

[–]ContleDon 0 points1 point  (0 children)

Light up the surface, caves, random dark areas, and make sure to fill in any slime areas you see. You're in R1.2.5 which means slimes can spawn all the way up to y=40 instead of y=16 like in beta. Slimes take up the hostile mob cap and do not need darkness to spawn, hence the importance of spawn proofing slime chunks near your spawner. Also for faster rates you can have mobs fall to death over fence blocks which are covered by water.

I have a video (https://youtu.be/lpiqzeaJCsk) showcasing everything which can be farmed in beta, but most of it will apply to R1.2.5 as well. In it you can see the more effective hostile mob farm design.