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#i love you kind skyblock players you mean the world to me
risingsunresistance · 4 months
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died to a t5 rev after i got block glitched on some stairs and some absolute saint in my lobby, instead of telling me im bad or something, showed me a spot where a t5 just wont spawn tnt if you stand there for some reason
anyways i've been doing slayers while jerry's been here (except for the mining fiesta) and im getting to that warden heart there SHOCKINGLY fast
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wjrp · 10 months
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TwoBitGameTours 1: Bitey Farm Animals, Sim Pathfinding, and God
(written 13 May 2023 at 8:14am)
Sims…Sims are weird little simulated people, and sometimes they drive you clear up the wall.
Much like children or pets…or computers. (Or other groups of beings/things, I’m certain.)
So, a few years ago, I was playing the Sims 3. My Sims at the time had a toddler. They’ve gotta be taught how to walk and talk (you’re supposed to anyway..). Right. I can do that.
So I directed this kid’s mom to teach her kid to walk, I think it was. (I’ll call her Mary because I’ve forgotten what name I gave her.) Kid’s room was off to the side, relatively near their house’s stairway. So this chick picks up her kid. Cool. We’re on our way.
So she walks over to the top of the stairs, puts her kid down… then walks down the stairs without said kid.
Then the “frustration” or “I can’t do that” bubble pops up.
Aaaugh. Why’d you leave your kid at he top and you at the bottom?
It’s funny now. I mean, it was kinda funny then, too, but mixed with “why are you like this”.
If anything, I was frustrated at EA (Electronic Arts) for this pathfinding snarl that happened.
(I really don’t know how difficult programming pathfinding is, but EA is massive. It just felt below their capabilities.)
At the time, I wasn’t thinking too hard about any of this, and figured out how to get her to teach her kid to walk or whatever it was.
Thinking about this now, I didn’t hate her. Not just because any life she had existed in my head, and I rather liked the story I told myself, but like..
She’s wasn’t stupid on purpose. (She isn’t anything on purpose, to be fair.) 
Sometimes we just do not get stuff, and I think God might be unhappy about it, but not every mistake is intentional. Sometimes we blunder about, and get it right eventually. I think God might have rather more patience than I give Him credit for.
——
A few years later, I was playing a Minecraft modpack called Agrarian Skies 2.
(Modpacks are what I like to call “custom content”. It’s stuff that the player base makes, and shares with others.)
Anyway. The story behind AS2 was that the world was wrecked all except for your little teeny floating island in a whoooole lot of nothing. 
This is a very different experience from a typical Minecraft playthrough. In single player, Minecraft can feel a little empty, but it’s got nothing on the potential loneliness of a skyblock playthrough.
There is nothing. No cows mooing, no villagers running around looking like Squidward, nothing. And it takes long enough to get the supplies to make farms, and places for different creatures to pop in to existence. Enough that when you see the first farm animal, you are really happy to see it. (Or at least I was.)
This is where I should mention that this modpack has a thing that makes the farm animals bitey/hostile.
But I realized something, in the midst of this experience of bitey farm animals. And I pondered the same thing with the Sim family in the midst of writing this.
God still loves us. Even when we’re like some bitey Minecraft cow, He’s like “Yay! My kid. I love them. I want to care for them and give them help and support. They are entirely loved just as they are.”
(I mean…I don’t think God might speak quite that informally/colloquially, but I hope you get what I mean.)
And that’s what I still wanted to do, even after watching a pen of sheep all collect on one side trying to bite me. Protect them from being eaten by a wolf (by never setting up the conditions for one to turn up, I think.). Feed them. Get the wool and make stuff.
I realized that God wanted to be kind and loving, even when we, his spirit children aren’t those things at all.
I’ve shared the Minecraft part of this in a Fast and Testimony meeting some time ago, but I felt I should share this online.
Maybe it’s because somebody needs it. Maybe that someone is you?
Maybe it’s because I have a hard time actually getting to church. (Chronic illness. It is…unfun.)
But hi Internet. Here’s a thing that I thought of, that maybe someone is asking for.
Even if it’s just me, then it was worth the effort. If it’s you, then I am happy to brighten things for you.
I think that experiences like these are totally possible, presuming the game is clean enough for the Spirit to be there. 
I think that video games and their characters matter. That’s because the people who carry their story of Bessie the cow or Mary, the mother of many, matter. Video games don’t have to be useless fluff, and in fact they can teach you a lot. Or let you make a story. 
Mary may have no life outside the one you carry in your mind. She is 1s and 0s, just numbers.
But you, my dear. You are real. Your feelings are real, even if Mary, her toddler, and her puzzling behavior are just code. A scene, empty of thought, still affects you, because you are that thought.
And those thoughts exist. And since you matter, so do they.
Books and plays and other ways of sharing stories have existed for a long time. People who have no lives outside the mind of many..or one, still can soften hearts, and strengthen feeble knees.
Video games are just as capable of that. 
<3 Windy/WJRP
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ro2m · 3 years
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Survival Island: General Mobfarm
Last week was an adventurous one. I finally went to the Nether, fought tons of baddies and acquired leather regardless of the lack of cows in order to build an enchantment table. I’m striving for upgrades in the upcoming weeks, so let’s dive straight into this week’s project: The general mobfarm.
In order to use the enchantment setup, and possibly mending in the future, I need experience. A lot of experience. One of the fastest and easiest ways to get that, is by killing mobs. The nice thing about mobs, is that they come with itemdrops aswell. Once this farm is built, I’ll be rolling in the bones, gunpowder, string and more! General mobfarms do require quite a bit of space though.
So why is my mobfarm placed in the ocean as oppose to on one of the islands? Wouldn’t the islands be easier accesible? It’s got a couple of reasons:
- Saving precious space on the islands
- Less hostile mobs spawn in the water
- It leaves more options for decoration in the future
- I can afk 3 geodes at the same time
This is the mobfarm fully built in survival:
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It looks janky and isn’t the prettiest thing I’ve built in my life. I’d been meaning to build this farm sooner, but it takes a LOT of resources. I’ve easily spent 27+ stacks of cobble and another 10+ stacks of netherrack on it. The blocks here were easiest accesible and are bound to get replaced in the future when I get to decorating it. In the spirit of 1.17, I’ve used tinted glass for the dropping chamber (and also because I’ve been gathering an absurd amount of amethyst shards).
The farm isn’t a specific design of someone. I know the basic mobspawnmechanics and some basic redstone facts and I simply smashed those together. The only thing in here that has been designed by someone else is the dropper-hopper timer next to the sand, which I’ll get to later in the post.
Alright, time to run some numbers:
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In the picture above you can see the dimensions of a base layer. Mobs spawn on two sides with trapdoors (blue area) that open and close with the dropper-hopperclock on the right that flush them into the middle two waterstreams. The waterstreams are placed 2 blocks lower than the lowest spawning platform, so that mobs (except for spiders) don’t go back up onto platforms. They then fall down the dropshaft which is 23 blocks high, leaving all of them (except for spiders) at half a heart. This makes them easy to kill. The platforms are built 2 blocks above each other so that endermen don’t spawn and thus leaving more space in the mobcap for zombies, skeletons, creepers, spiders and the occasional witch. The sand on the right is placed on top of a regular piston, which is hooked up to an on/off switch at the wooden platform. When the piston is turned on, the sand will be pushed up and thus transmit signals from the dropper-hopperclock to the rest of the farms. Without the sand, the farm basically turns off.
Now you’ll notice the open space marked with a red circle. I had to take one water source out, due to the repeater on the block behind it not activating it. I tried many things, but couldn’t find a way to work around it without completely changing up the whole dimensions. The farm ran well enough to convince me to just leave it.
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The wooden platform where we’ll be killing and afking is placed 100 blocks above sea level (so at y=163). The mobfarm itself is placed 24 blocks above it (but the mobs will still fall 23 blocks because the hoppers are placed at y=164).
The design as is, isn’t the most efficient of it’s kind though. The game goes from the bottom of the world up to buildheight to calculate where mobs will spawn. This means that if given enough space, most mobs would spawn closer to the bottom of the world. If I had chosen to afk above the farm instead of below, I could’ve placed the mobfarm 100 blocks lower and thus increased the droprates of the mobfarm. I would’ve also had to make some adjustments to the way of killing, but that wouldn’t have been much of an issue.
It’s also important to know that hostile mobs start spawning 24 blocks away in a spherical radius from the player, and they will instantly despawn once they are outside of a 128 block spherical radius of the player.
This knowledge about distance for hostile mobs and the way that the game decides where to spawn is mainly why you see skyblock players build their mobfarms as close to y=0 as they can.
Oh, and before I forget. My trip to the Nether last week also gave me acces to soulsand, which allowed me to make a very fast water elevator. And to get back down I just have to do a leap of faith.
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The afk platform looks quite simple. I have storage for the drops, a grindstone to de-enchant mobloot, a safe time-out corner aka the afk-spot, an on/off switch and an autosmelter to smelt armor and tools. I can also swap the campfires out for slabs, so that I can alternate between automation and manual killing.
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Now onto the dropper-hopperclock:
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Like I mentioned earlier, it isn’t my design. It’s made by a youtuber called ‘’Kysen’’. He made a very clean video explaining the mechanics of this clock and how to build it. Most compact redstone clocks use slimeballs for sticky pistons, but since I currently dont’t have acces to those I had to try something else. I timed my clock at 40 items which equals to 16 seconds (1 item=0,4 seconds). As always, a link to the video will be down below in this post.
To finish it off for this week, I’d like to share the yield of 1 hour of afking after cleaning out the chests and geodes:
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I’m quite happy with these results. The mobfarm like I said could’ve been more efficient if I didn’t want to put an exp option into it, but these drops are plenty for what we’ll need in this world. The lack of sheep problem has also been pretty much solved with the amount of string this farm yields. The amethyst shards are slightly dissapointing, but remember that not all budding amethysts are exposed yet. I’m certain I’ll be rolling in the amethyst shards as this blogpost series progresses!
That’s all for this week. It was very fun to do a more technical post like this. As I’ll be building more farms, more posts like these will be made! Next week’s plan is the transformation of the Nether portal island, I’ve got a design in mind that I think you all will love.
Dropper-hopperclock: https://www.youtube.com/watch?v=l08o0_sWdeE
-RO2_
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pigeonblood7 · 2 years
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The Untapped Gold Mine Of Best Minecraft Mods That Virtually Nobody Is aware of About
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