Props to HALOCRAFT1337 on the forums for the glass pane fix to allow the dispenser to shoot the item in a perfect manner!
Using the acceleration an item obtains from 'popping out' of a block, extremely fast item conveyors can be created; much faster than the usual ice conveyor.
With stairs, this action continually occurs, and using water to push the block will give the desired effect. Due to this, it may be considered a bug and therefore may be removed, due to the overpowered usage of it.
I myself am unsure if there is a cap to this acceleration, but it does go faster than flying in creative mode.
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Props to HALOCRAFT1337 on the forums for the glass pane fix to allow the dispenser to shoot the item in a perfect manner!
Using the acceleration an item obtains from 'popping out' of a block, extremely fast item conveyors can be created; much faster than the usual ice conveyor.
With stairs, this action continually occurs, and using water to push the block will give the desired effect. Due to this, it may be considered a bug and therefore may be removed, due to the overpowered usage of it.
I myself am unsure if there is a cap to this acceleration, but it does go faster than flying in creative mode.
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The "/worldborder get" command will return the width of the border in blocks to the initiator. This doesn't do anything further without the aid of CommandStats. Setting the "QueryResult" stat will take that output and set a players' score. Using that, we can set the score of a fake player to the size of the worldborder, and then test for that size.@TheBeast0911 - Detecting Item DistributionSkylinerw2014-07-19 | Commands: http://pastebin.com/dyrid4uH
EXPLANATION:
The "AffectedItems" CommandStat is applied to all players. When they are affected DIRECTLY by an item-affecting command (such as /give, /clear, /replaceitem), the specified target and objective score will be set to the number of items affected. /execute must be used in order to have the player directly affect their inventory. The /clear command removes 0 of regular stone, but their CommandStat sets their own "ITEM" score to the number of total MATCHING items. In this way, their inventory will not be cleared, but will still have the proper score.
While you can use that score itself on a per-player basis, if you want to combine inventories of players, you would have to have their totals combined. All players are executed a /scoreboard command that will add their "ITEMS" score to the fake player "#TOTAL"'s score. That fake player will be what you test in order to detect a minimum or maximum number of items distributed among players.
You can set the /clear command to essentially anything, allowing you to detect when the player has very specific items, such as an item with a custom name:
This video displays a collection of new NBT tags and the like introduced in 14w06a. Currently I cannot test the two team-based objective-types, and the /trigger command does not appear to function.14w04a - /particle DemonstrationsSkylinerw2014-01-23 | Get 14w04a here: mojang.com/2014/01/minecraft-snapshot-14w04a
This video merely demonstrates each particle the new /particle command has access to. One thing to note is the restricted entities that particles can be spawned at. Currently, it seems that projectiles such as arrows cannot have particles spawned at their location, which unfortunately means you cannot have a particle-based flaming arrow. Hopefully this is changed.Minecraft 1.7.4+ - Perma-Loaded Chunks UpdatedSkylinerw2014-01-16 | 1.7 has changed the way in which the perma-loaded spawn chunks work, including the respawning area. This video simply goes into depth of the new standards for the perma-loaded chunks, while displaying evidence for such.
Chris71797 has asked for a method to replace all regularly-spawned creepers with powered creepers in his hardcore survival world. The above mechanism will do so, though at a slightly slow pace. Check the link above for further explanations and commands.14w02c - Testing For Entity NBT DataSkylinerw2014-01-11 | Command syntax:
/testfor @e[type=EntityName] {dataTags}
Unfortunately, dataTags of this sort are not checked as a parameter within the selector, meaning that you can only CHECK for dataTags using the /testfor command. This means you cannot teleport a mob based on their NBT tags, only activate further mechanisms which will affect all mobs.
This video displays the different types of tags you can detect on entities. This can be extremely useful for keeping track of specific mobs. For example, setting their UUID instead of a name can allow you to create nameless mobs, to avoid any aesthetic issues. Boss fights can become easier to manage, though currently the mobs themselves cannot be modified directly.
For example, you could have a boss room that will have explosions occur when the boss is hit, or when it reaches a certain health. You can track when a specific mob dies, or is healed to full. Essentially a whole new range of detection, which will hopefully soon be paired with the ability to modify entity data directly.
There is a bug with a large number of them (but not all) that requires you to label the NBT tag-types. You can find a full list of tags and tag-types here:
For players, you can just use regular player selectors:
/testfor @p {dataTags}
Unfortunately, dataTags of this sort are not checked as a parameter within the selector, meaning that you can only CHECK for dataTags using the /testfor command. This means you cannot teleport a mob based on their NBT tags, only activate further mechanisms which will affect all mobs.
This video displays the different types of tags you can detect. There is a bug with a large number of them (but not all) that requires you to label the NBT tag-types. You can find a full list of tags and tag-types here:
This is in reply to "theTrixFixz" on the Minecraft Forums. In place of arrows, other projectiles can be used. What makes these better is the fact they they are removed once they land, bypassing the "/kill" bug with Arrow entities (and would be simpler in the long-run to use anyway).
This video demonstrates the potential with the new @e selector. Currently there are several bugs preventing this from working as well as one would like, but it is certainly available.14w02a - New/Updated Commands & @e SelectorSkylinerw2014-01-09 | Commands & info: http://pastebin.com/vA2BJpek
This video demonstrates the new /blockdata command, the new "@e" selector that selects entities (including the player), and changes to the /clear and /kill commands.14w02a/b - /blockdata ExamplesSkylinerw2014-01-09 | List of commands can be found here: http://pastebin.com/y1X22car
This video demonstrates the basic usage of the new /blockdata command and how it can affect the tile entity blocks within the game.@Zombiebrine Custom Out of Combat Detection for PVP serversSkylinerw2013-12-31 | THIS WILL NOT WORK IN SINGLEPLAYER. A bug currently exists preventing the "stat.leaveGame" objective from detecting when a player exits their world in singleplayer. Until this bug is fixed, the mechanism in the video only works in MULTIPLAYER.
This mechanism was created at the request of user Zombiebrine on the Minecraft Forums. The mechanism will detect when a player logs out after a specified duration of being hit, and assign them a score for later use.
This video was made to demonstrate a suggestion made by user ModangerBoy on the Minecraft Forums, which is to include a "Weapon Fatigue" effect to accompany the "Mining Fatigue" effect.
This is not meant to serve as a replacement to a such "Weapon Fatigue" effect, just a demonstration that it is already possible in some sense in case he would like to use it.13w49a - Chicken JockeysSkylinerw2013-12-05 | The 13w49a snapshot has provided some extra AI to chickens. If a zombie is riding them, the chicken will aggressively follow the player. The chicken does not attack, but the zombie does. If the zombie is killed, the chicken stops following.
There are no new NBT tags concerning this; all of the AI is hard-coded, meaning you cannot force other mobs to behave in this way. Only chickens will follow the player in this manner if a zombie, baby or not, is riding it.
In survival, chicken jockeys will have a small chance to spawn on their own, but only with a baby zombie as the rider.
Commands shown in the video: http://pastebin.com/4kp9k4vtRE: Multi-Summon - Full Beacon Pyramid in ONE CommandSkylinerw2013-12-03 | Utilizing the previous videos' concept, I've produced a full-scale example. A single command that can create an entire beacon pyramid, complete with beacon. The command is 16,347 (14,051 when using FallingSand) characters long, and the maximum length for command blocks is 16,369. I am unable to add any further goodies to this command without an external editor, which boosts the length to 32,767.
Multi-Summon w/ Entities: youtube.com/watch?v=5AAdhDEgGyU1.7 Multi-Summon - Summon Structures w/ One Command BlockSkylinerw2013-12-03 | Using the same method as the last video, you can also use FallingSand entities with Motion tags. It's a fair pain in the rear to get the timing correct, but it certainly do-able.
A list of commands used between this video and the last video can be seen here:
Overall improvements have been added, which include the ability to kill the snow golem at any point along its path. Setting the game to peaceful will essentially reset the area, apart from the villager. The path itself has had some zombie swarm summons using the multi-summon method, seen here: youtube.com/watch?v=5AAdhDEgGyU
Download V2 of the Leash AI world: http://www.mediafire.com/download/oc1hg48hhuc4d5s/Leash%20AI%20V2%20-%20Skylinerw.zip1.7 Commands - Leash AI Testing (@Dandagames)Skylinerw2013-11-20 | This video displays some tests I've done concerning leashes. Currently, in order to use leashes in the /summon command for 1.7, you will have to define the UUIDLeast and UUIDMost tag-types. The tag-type is: l (lowercase L). UUIDLeast must be defined BEFORE UUIDMost. The UUIDs can be any number you want, essentially, but try not to have more than one entity with the same ID at a time.
Normally the /summon command would only be able to summon a single entity. If you use the Riding tag you can summon more than one, but they are restricted to riding one another. To separate them, you would have to kill the one in the stack, but any riding the next in line would remain riding.
Instead, summoning an Item entity set to despawn instantly will break up the stack without the need to kill any mobs. The item also has the Count tag missing, which prevents the player from accidentally picking up an item.
/summon PigZombie ~ ~1 ~ {Riding:{id:Item,Age:5820,Item:{id:1},Riding:{id:Creeper,Riding:{id:Item,Age:5900,Item:{id:1},Riding:{id:Pig,Saddle:1}}}}}1.7 /testforblock ExamplesSkylinerw2013-09-23 | This command is only present in the 1.7 snapshots. There is currently a bug preventing some blocks from being detected correctly. You can upvote the bug on the bug tracker here: mojang.atlassian.net/browse/MC-30976
This video displays the usage of the /testforblock command with different types of blocks that you can set potential traps for in custom maps.13w37b - Redstone Counter via Summon, Testforblock, and Setblock commandsSkylinerw2013-09-15 | Just having a bit of fun with the new commands. A list of commands used and other info can be found here: http://www.minecraftforum.net/topic/1978395-13w37b-counter-via-new-commands1.5 Snapshot - Weighted Pressure PlatesSkylinerw2013-01-04 | In this video we look at new types of pressure plates: weighted.
These pressure plates give off a signal depending on both the type of pressure plate (light vs heavy) and the number of items on the plate. The signal strength starts at 1 and increases when there are more items on the plate.
The light plate takes approximately 1 stack of items before it gives off it's maximum signal strength. The heavy plate takes about 10 stacks of items.
The plates are not affected by players or mobs.
The recipe is either two gold ingots or two iron ingots placed horizontally.
Music: "AhDah" by Kevin MacLeod: http://www.incompetech.com1.5 Snapshot - Daylight SensorSkylinerw2013-01-03 | This video samples the new Daylight Sensor added for 1.5.
The sensor outputs signal strength dependent on the time of day. At sunrise, the signal strength is approximately half of its maximum strength, and at noon, the signal strength is at max.
A repeater can be used to completely ignore this aspect and turn it into a flat day/night sensor.
The sensor adapts to any sudden changes in time, via command or sleeping.
The recipe involves 3 glass, 3 Nether Quartz, and 3 of any WOODEN half slabs.
Music: "AhDah" and "Bass Vibes" by Kevin MacLeod: http://www.incompetech.com1.5 Snapshot - Trapped ChestSkylinerw2013-01-03 | In this video we look at trapped chests, which give off a redstone signal if opened.
The signal strength starts out at 1 when one player opens the chest. If a second player opens the chest at the same time, the signal strength increases to 2. A repeater can be used to output a maximum signal strength instead.
The chest does not power the block below it, thus hiding the fact that it's a trapped chest becomes difficult. Regular chests can be placed directly next to these, which can be useful for more compact storage space.
The recipe includes a regular chest and a single tripwire.
Music: "AhDah" by Kevin MacLeod: http://www.incompetech.comTutorial: Map Components - Capture PointsSkylinerw2012-12-17 | In this tutorial I go over a method to create "capture points" for custom maps.
The method in question is having a player stand on a pressure plate for a specified amount of time, before anything happens. Should the player step off the pressure plate, the time it takes is reset; this way, the player must be on the plate for the intended length of time.
To further the reliability, XP levels can be used to finalize the capture: teleport a player with a specific amount of XP onto a pressure plate to lock the capture point. Precision can be made by adding more parameters to the @ selector, such as exact location and radius to ensure you teleport only the player standing on the pressure plate.
The design is expandable, but can provide unreliability once the line of dust extends over 15 blocks. The power from the far end can be extended with a repeater, but should a tiny enough signal break through, there is a chance for the point to be captured.
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Whenever you place down a tripwire hook, a check is made 40 blocks in the direction the hook is facing. The first hook it comes across receives a block update, as shown in Seiterarch's video, and can pass through all obstacles so long as there isn't another tripwire hook in the way. This is the wireless part, though it has a max range of 40 blocks (which is reasonably good, and doesn't require any particles to be on!).
However, if you were to place a single piece of string in front one of the two (already-placed) hooks, another, (and quite interesting) block update is sent forth.
In the tutorial, a TBUD is used, meaning it will switch its state for every update, rather than auto-resetting like the typical BUD. When placing a hook, the TBUD changes its state once. When placing the string after that, the TBUD actually changes twice in rapid succession.
The machine takes advantage of this and captures the timing needed to detect when a player steps on (or places) string in front of a tripwire hook, sending out a short pulse. Therein, this turns the piece of string into a wireless pressure plate of sorts (or button to be more accurate).
A major issue is the hook attached to the TBUD will randomly receive a block update, which will also change the state of the TBUD once. This messes up the function of the string "pressure plate", so a small reset was added to the side to retract the TBUD.
Another major issue that couldn't be combated is a directional glitch. If the tripwire with the string is facing the F:0 or F:1 directions, it will not activate the machine, or any BUD whatsoever.
This can make for highly secretive entrances using a hook and a string, or for other wireless redstone purposes. The machine itself seems stable enough, though the directional issue may be off-putting.
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Music: "AhDah" and "Itty Bitty 8 Bit" by Kevin MacLeod: http://www.incompetech.com1.4 Snapshot - Locking RepeatersSkylinerw2012-10-17 | 1.4 brings us with a new tweak to redstone mechanics. Powered repeaters, when facing the side of another repeater, will "lock" that repeater.
Should power be going through the locked repeater already, no change is made. However, if the power is turned off and back on, power will not go through because the repeater has been locked. Unlocking the repeater in this condition will allow the power to flow, and it will flow without any other needed updates.
This also works if you take power away from a powered and locked repeater: the repeater won't be getting any power, but because it was locked when it was getting power, it will retain it and continue sending out a signal.
With this, we can make tiny D flip flops, T flip flops, pulse limiters, etc.
Regular dust facing the side of a repeater will have no effect.
Music: "AhDah" and "Plain Loafer" by Kevin MacLeod: http://www.incompetech.com1.4 Snapshot - AnvilSkylinerw2012-10-11 | In 1.4, the new Anvil block will provide multiple uses.
First is the ability to rename specific items, in mutliples of 6. Renamed items do not rename every item of the same value, rather just the single items or blocks you choose to rename. These renamed blocks will stack with any other block of the same value and the same name. Renaming blocks will cost a certain amount of XP levels.
Second is the ability to combine/repair enchanted tools, at the cost of a lot of levels. With this, you can combine a simple Silk Touch 1 pick with an Efficiency 4, Unbreaking 3 pick to get a near-perfect Silk Touch pick. Combining items that have Efficiency 4 on both tools will provide Efficiency 5 (thus the ability to get Efficiency 5 on diamond picks legit once again).
Third is to use them as cannonballs to replace sand/gravel in gravity cannons. Anvils are the fourth gravity block, and will deal significant damage if it happens to fall onto a mob or player.
For each item/block renamed or repaired/combined, there is a chance that the Anvil will become a Slightly Damaged anvil. After that, a Very Damaged Anvil, eventually breaking altogether.
Music: "AhDah" and "Chipper Doodle" by Kevin MacLeod: http://www.incompetech.com1.4 Snapshot - NEW Sound SamplingSkylinerw2012-09-20 | MORE INFO AT BOTTOM OF DESCRIPTION (under Resources)
In 1.4, it Minecraft will have a large variety of new sounds to replace the old ones.
Within this video, we check the different sounds for placing blocks and walking on those blocks. All the blocks are paired up based on their sound. The sound of breaking blocks has not been changed yet, nor has the sound of cacti or wool (unless it is not meant to be changed).
Some mob sounds have been changed. Skeletons have a new damaged, walking, and death sound. Spiders now have a walking sound. Large and medium-sized slimes match the sound of magma cubes, while tiny slimes still carry the old sound. Pigs, sheep, cows, and chickens now have their own walking sounds, and cows have a new idle and damaged sound.
Fall damage sound has been changed to something less leg-snapping.
Water and lava have new sounds as well.
Leveling up has a new sound, though currently is the wrong sound file.
Level-up/Cow cut-off issue: twitter.com/C418/status/2488390504909619201.4 Snapshot - Wither BossSkylinerw2012-08-24 | This weeks snapshots has had a second version released, which has tweaked the Wither boss a bit.
Here is a list of characteristics of the Wither:
1. The boss can fly faster than a player while sprinting (both while idle and aggro). 2. While the boss is idle, it will fall slowly to the ground, and fly when aggro; similar to the blaze. 3. The projectiles can be fired from each of the three heads at the same time. They can have separate targets. 4. The targets can be the player or any passive mob :(. 5. The projectiles will give an effect on the player depending on the difficulty. On easy, no effect. On normal, 20 seconds. On hard, 1 minute. 6. The effect is called "wither". The effect is like poison: dealing damage over time. However, unlike poison the effect CAN kill you. The effect is also weakened using armor. 7. The projectiles also cause an explosion, no stronger than a ghast ball. 8. The boss has the ability to "eat"/break blocks. 9. It can be harmed with a healing potion and healed with a harming potion (thus are also effected by the Smite enchant). 10. At half health, it gains a buff that reflects arrows. Therefore, half the battle must be done in melee range.
And a list of some simple environmental-related characteristics:
1. It cannot be harmed by fire or lava. 2. It does not take damage in the rain. 3. It can be pushed by water and will not taken damage from it.
The boss is supposed to drop a "wither skull", but that is currently bugged and will crash any game upon spawn attempt.
Rumors are that this boss will likely be a nether boss, to which I agree based on the characteristics. Though remember: anything's possible :).
Music: "AhDah" and "Interloper" by Kevin MacLeod: http://www.incompetech.com@wm94zxy - Pigs & Slimes (Invisibility Potions)Skylinerw2012-08-24 | wm94zxy asks "Saddle show up on a pig? Also, what happens when you separate an invisible slime?".1.4 Snapshot - NEW Decorative BlocksSkylinerw2012-08-24 | New blocks and edits to old ones have been introduced.
First are "Cobblestone Walls", along with a mossy variant. Their bounding box is that of fences, so players and mobs are unable to hop over them. The mossy walls can hook up to regular cobble walls. The change in orientation does not cause a detectable block update.
All the stairs in the game now support "corner stairs". The corners are not craftable blocks; rather, they appear when stairs are placed in a certain configuration. The change in orientation does not cause a detectable block update.
"Item Frames" were added, allowing the player to store one item into a frame for display, and rotate it by right-clicking. The frame is an entity, like a painting, and sadly does not cause block updates.
"Pots" were added, allowing the player to put any flower, mushroom, or cacti into a pot for display. This does cause a block update.
Music: "AhDah" and "Bass Vibes" by Kevin MacLeod: http://www.incompetech.com1.4 Snapshot - Invisibility PotionSkylinerw2012-08-24 | A potion called the Invisibility Potion has been implemented. When drunken or thrown, it turns mobs invisible.
There are a few exceptions, however. Spiders' eyes (both large and cave) will still appear, as well as the Enderman's eyes. Any weapons or armor being held by a mob, such as a zombie, skeleton, and zombie pigman, will not disappear. Slimes and magma cubes will still have particles where they jump. Blaze's smoke is still visible.
Sheep's wool will still appear, along with mooshroom's mushrooms. Ocelot's sprint particles will also appear.
The players name is invisible, but any held items/worn items are not. This does include armor and weapons. The amount of particles given off by the potion effect is low (even on max particles setting), to enchance invisibility.
While invisible, mobs will not target you. Bumping into a mob while invisible will force the mob to become aggro.
Does not work on entities such as paintings or minecarts.
Music: "AhDah" and "Disco Con Tutti" by Kevin MacLeod: http://www.incompetech.com1.4 Snapshot - Adventure Mode Control BlockSkylinerw2012-08-10 | The "Adventure Control Block" is a block inaccessible in vanilla survival. Its' goal is to allow map makers to have a large amount of control over the game' aspects, such as rewarding the player with xp, or teleporting the player to a different location.
Commands seen in video: /tp /difficulty /gamerule /spawnpoint /time /say /weather
To view the full list in-game, typing the / key followed by pressing tab will provide a list of all commands. Typing in a command further, pressing space and then tab, will allow you to see options within that particular command, as well as cycle through them.
Music: "AhDah" and "Radio Martini" by Kevin MacLeod: http://www.incompetech.com1.4 Snapshot - BeaconsSkylinerw2012-08-09 | For 1.4's first snapshot, "Work in Progress", dubbed "Beacons" was introduced to the game.
The Beacon block, when placed on a 3x3 square of emerald, gold, iron, or diamond blocks (you can mix and match these blocks) allows you to select the first tier of effects. Sacrificing an emerald, gold or iron ingot, or a diamond will put your selected effect into place. Being within a certain number of blocks of the Beacon will provide you with the effect forever.
The increase the number of accessible effects, you must build more layers, extending out a block each side (like a pyramid), but cannot be hollow. This will both increase the available effects and increase the range of the selected effect.
In the first tier, the effect lasts up to 16 blocks, and increases by 8 blocks per layer added (up to 4 layers, adding more makes no difference). So with two layers, 24 blocks in each direction, and with 4 layers, 40 blocks in each direction.
Each time you want to change the effect, you have to sacrifice another item. So far, it appears that the length of time the effect lasts is unlimited. To obtain maximum tiers and distance, 164 blocks of emerald, gold, iron, or diamond will be needed.
There are two sets of effects: primary and secondary. You can only select one effect from each set. Secondary requires four full layers.
The structure cannot be built upside-down.
The Beacon block itself gives off a light level of 15. There is currently no crafting recipe.
Music: "AhDah" and "Killing Time" by Kevin MacLeod: http://www.incompetech.com1.3 Snapshot - Rotated LogsSkylinerw2012-07-25 | In the 12w30d (updated to 12w30e) snapshot, "rotated logs" were added into the game.
The logs are not new blocks. Instead, they are made when placed while facing a certain direction, much like a piston. A tweet from @Dinnerbone shows a demonstration with a tree fallen over, which could hint at fallen trees generating.
Music: "AhDah" and "Killing Time" by Kevin MacLeod: http://www.incompetech.comMinecraft Tutorial: 1.3 Compact, Variable Enchanting RoomSkylinerw2012-07-13 | In this tutorial, we go through the steps to create a small, variable enchanting room that is aimed at the new 1.3 enchanting update.
The number of bookshelves needed to reach the new maximum enchanting level of 30 is 15. Therefore, we can cut off the entire top half of the enchanting room and focus solely on the bottom.
With one section up, up to 10-15 levels can be chosen from. With two sections, up to 20-23 levels, and with all sections, 30 levels. (Note that these numbers may change slightly when 1.3 is officially released)
World Download (1.3 Enchanting Room) (Requires the latest snapshot!): http://db.tt/VrVcBQJP
Music: "AhDah" and "Electrodoodle" by Kevin MacLeod: http://www.incompetech.com1.3 Notice - Cheaper Vertical WiringSkylinerw2012-07-02 | In this quick video, we take a quick look into a cheaper way for small vertical wiring. Glowstone allowed for the simplest vertical wiring, but the costs of glowstone can deter one from using it in their survival redstone builds.
With the change made to top-slabs (upside-down half-slabs), redstone can be placed on top of them. Since the top-slabs are transparent blocks like glowstone, it has the same properties as well as being far cheaper than glowstone.
On another note, this video is highly experimental with a simple intro and background music to make up for the lack of speech. I have practically no skills in video editing, by the way, so it's not likely to have turned out too well.
Music: "AhDah" and "Plain Loafer" by Kevin MacLeod: http://www.incompetech.com1.3 Snapshot - Improved EnchantingSkylinerw2012-05-31 | In this video we take a quick look at the various (and highly important) changes to the enchanting system.
The max level that can be applied to items is now 30, but all high-level enchants seen at level 50 are still available. Think of it as the enchanting levels simply being smushed down a bit.
Mining blocks that give you items (coal, diamonds, redstone, lapis) instead of the block itself (iron, gold) will also award experience. Smelting the blocks such as iron and gold will also provide a small amount of experience.
Looting on a sword has no effect on experience gain.
The total number of bookshelves needed is now 15. Adding more bookshelves makes no changes, however the particles will still apply (possible bug).
Thanks for viewing! Don't forget to leave a like and subscribe for more!1.3 Snapshot - Melting PortalsSkylinerw2012-05-25 | Using the new water/lava dispensers, we can turn off nether portals by placing a single dispenser behind the portal with a water or lava bucket inside.
In this video, dispensers are placed behind each portal block to give a little "melting" effect. Unfortunately, the wall of dispensers cannot be hidden away.
Thanks for viewing! Don't forget to leave a like and subscribe for more!1.3 Snapshot - Dispensable LiquidsSkylinerw2012-05-24 | In this video we take a quick peek at a new dispenser feature: dispensing water and lava source blocks from water and lava buckets!
Thanks for viewing! Don't forget to leave a like and subscribe for more!1.3 Snapshot - Ender ChestSkylinerw2012-05-24 | In this video we take a look at the latest snapshot (12w21a), which introduces "Ender Chests". These chests have a special property where anything stored inside them can be accessed anywhere you place another Ender Chest. This essentially makes a portable second inventory. However, you cannot create double-chests with these.
Thanks for viewing! Don't forget to leave a like and subscribe for more!Tutorial - Simple Piston Elevator (1.2.5)Skylinerw2012-05-23 | In this video, we take a look at shrinking a popular piston elevator design.
Standing in the center of the elevator is needed to actually rise. Moving while in the elevator will cause you to spill out.
This elevator is unfortunately hindered by a north/south glitch in which the redstone torches will power one another much faster than usual. This increased speed is too fast for the player and the player will get stuck.
A simple fix would be to rotate the line of torches, using the same amount of resources. However, if this fix for the glitch is used when it doesn't need to be, the elevator will then experience the glitch.
This tutorial is not meant to display anything new; rather a method to make the elevator itself use less resources and space.
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Thanks for viewing! Don't forget to leave a like and subscribe for more!1.3 Snapshot - NEW Cocoa Bean PlantsSkylinerw2012-05-10 | In this video we take a look at the 12w19a snapshot, which introduces cocoa plants. Cocoa plants allows us to create farms for cocoa beans, a primary ingredient in crafting cookies (also used for brown wool).
Thanks for viewing! Don't forget to leave a like and subscribe for more!Tutorial - Semi-Auto Wheat FarmSkylinerw2012-05-08 | In this tutorial we build a larger contraption for a semi-auto wheat farm.
The machine detects each stage of growth, starting with the player physically planting the wheat, and ending (thus resetting) by removing the fully grown wheat.
When the wheat grows, a single pulse is sent through every time, allowing for a gradual noteblock song to play. Once the wheat is fully grown, the entire noteblock song is played.
Along with that, each stage of growth has its' own output that can be taken, allowing for displays, countdowns, or other contraptions. This particular output does not pulse, only stays on or off.
The 'master' wheat is put under poor conditions of growth compared to the rest of the wheat, allowing for the farm itself to grow completely before being collected.
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Thanks for viewing! Don't forget to leave a like and subscribe for more!1.3 Snapshot - NEW Writing Books & Book RecipeSkylinerw2012-04-26 | In this video we take a peek at the new books for 1.3. The recipe for books has changed, and a new item called "Book & Quill" has been added, allowing the player to write in books.