NutjobBob

Last active 4 years ago

  1. 7 years ago
    Wed Jun 14 17:45:59 2017
    NutjobBob posted in Broken Parkour.

    @BaronBattleBread It didnt mess up vine placement, but vine permability on particular surfaces. 1.12 includes "MC-117960 – Strange vines behaviour"

    MC-117960 – Strange vines behaviour is to do with vines growing on top of other vines I shouldn't think it would cause this.
    You sure someone didn't just break them accidentally or its not something to do with how you stop them from growing (I am a bit curious how you've done that too)?

    Only other thing remotely related I could find was MC-118221 - Vines cannot be placed below non-solid blocks .

    Not sure if this helps, thought I'd try anyway.

  2. Thu Jun 8 23:40:56 2017

    @TheForgotten20 are there patch notes? the utube videos are so boring an not detailed, e.g. crafting recipes

    The wiki page is pretty detailed, try that.

  3. Thu Jun 8 23:33:00 2017
    NutjobBob posted in How to embed videos on forums?.

    @AttackTeam I feel like an idiot asking this question

    You especially will once you know the answer, for youtube videos just put the link/url in the post. Thats' all there is to it!

  4. Wed May 31 15:50:49 2017
    NutjobBob posted in XP Trading.

    @1Lysander Don't take this the wrong way, but your posts are rather confusing and it took me a while to understand what you're trying to say. I don't think Crafty and Ven have quite understood you either so I'm going to attempt to explain what you're suggesting a bit clearer.

    In a nutshell, make the xp bank work the same way as the players level bar.
    When a player wants to store xp calculate the approx. number of experience points they have and add it to the number in the bank.
    E.g. Player has 7 levels, 7 levels = 91 xp
    Bank has 10 levels, 10 levels = 160 xp
    New balance = 91+160 = 251 = 13 levels (round down)

    When a player wants to take xp out do it as levels.
    E.g. Player has 0 levels, bank has 13 levels
    Player takes out 7 levels
    Player then has 7 levels, bank has 13-7 = 6 levels

    This avoids the two apparent problems with just using exp or levels that other people have pointed out above. Namely:
    If only using levels; Players can repeatedly bank low numbers of levels, which require very little xp. Letting them accumulate very high numbers of levels much faster, and by collecting much less xp, than would normally be possible.
    If only using xp; Players can bank very large amounts of xp and use that to repeatedly gain low levels (i.e. go from level 27-30). Although this is less problematic in my opinion because it's no different to using an xp farm until you hit level 30, enchanting, and then repeating.

    Unfortunately the method @1Lysander suggested still has issues. With a bank like that you could essentially farm xp from it by storing small amounts of xp and taking it out out again while you are at a much higher level.
    E.g. You bank 27 xp = 3 levels
    Level up to 27, you can then use the 3 levels to go from 27-30. That would normally cost 310 xp, but you just did it for 27!
    Rinse and repeat

    Obviously you could work around this either by forcing players to bank all their xp before taking any levels out, or by preventing people from taking out levels if they have more levels than are in the bank but by this point no-one is actually reading this god-awful absurdly long post anyway it's probably more trouble than it's worth to implement.

    K, bye

  5. Tue May 30 08:53:42 2017
    NutjobBob posted in Nether Portal mechanics.

    Portals look for a 1x4 area of blocks with air 4 blocks above it. Anything that disrupts this should stop a portal spawning. Probably the easiest way to disrupt it is to place something in diagonal lines across the floor. Perhaps something like torches, string, buttons, grass/flowers etc. which are fairly unobtrusive and shouldn't ruin the appearance of your bubble too much.

    An alternative is to build a decoy portal nearby, the game will us an existing portal if it can before generating one. When they look for a destination portal they search 128 blocks away horizontally, and the full height of the map. You could stick a portal up near the roof above your bubble and anyone using a portal that could generate one in your bubble will end up there instead.

  6. Mon May 29 08:56:42 2017
    NutjobBob posted in New Vote Page!!.

    You might be aware of this but browser don't like you using the security certificate from the forums.
    -image-
    They also block the part of the page that shows the voting pages by default
    e.g. chrome gives this message
    -image-

  7. Sun May 28 20:29:32 2017

    @CraftyMyner it's the same thing with the invisible glitch

    @CraftyMyner
    Apparently that's fixed in 1.12! Keep your fingers crossed that it's gone for good :)

  8. Sun May 28 14:25:32 2017

    @JustJams I would like to point out there is no bug reporting section and this seemed like the smartest section to post it in.

    If you want to report bugs with the game try the Minecraft Bug Tracker!

    Also a helpful place to check if someone else has found the same bug and reported it. In this case it looks like someone beat you to the punch by about 3 years :P
    https://bugs.mojang.com/browse/MC-63020

  9. Sun Apr 9 06:56:13 2017
    NutjobBob posted in The Weird Bow.

    You can get these from skeleton trap guys fairly rarely :)

  10. Fri Apr 7 19:47:12 2017
    NutjobBob posted in End portal traps or issues.

    @R4iscool1 He means the end gateway portals found around the end island that take you farther out in the end if you throw an ender pearl into them. I'm honestly surprised that trapping the other side of these portals hasn't been an issue sooner.

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