In terms of automation, I've found quite a few interesting articles concerning using Autohotkey with Minecraft.

Here's a nice forum thread for example .

Obviously this isn't enough to react to what's happening in the game, the only way to do that is via a mod (I can't find any scripting mods), but it'll still allow for longer Minecraft sessions before the RSI kicks in.

The only possibility I know of would by Scripting via the mod WorldEdit

(available both SSP and SMP via bukkit ).

It's using JavaScript for Scripts .

You can of course also figure out modding itself, using Java, which allows you to do anything .

But be aware that Notch apparently re-obfuscates the code from version to version...

There is no scripting interface for Minecraft, however Notch mentioned he plans to add support for official mods which then you can make Minecraft do whatever you want, even to the point of writing your own scripting engine.

Not really.

You could try making a mod that adds a scripting interface, but I'm pretty sure it would require enough code that it would make more sense to just do the stuff yourself.

You might want to check out the MineColony mod if you just want resources gathered.

Without an official and stable modding api, much effort for similar goals is wasted on reverse engineering and clearing up the messy architecture.

Golem was an attempt at creating such automation but it is broken because Notch changes stuff.

Things will be much better if Notch releases his modding api.

You can run a local server, install Bukkit, and code in Java against that.

Bukkit's a fairly flexible platform, but anything written against it will be a server-side plugin not client-side.

The distinction's a bit blurry when you're playing alone, so this might not give you everything you want to be able to do.

Absolutely!

Look into ComputerCraft or OpenComputers.

They are mods available for Minecraft.

Both require the Forge Modloader.

All three are free.

ComputerCraft allows you to automate almost anything imaginable using Lua-scripted robots that you make and program in-game.

OpenComputers is pretty much the same but is thought to be more balanced and uses Scala instead of Lua.

ComputerCraft offers ways to connect stationary computers, to copy files on disks that act as in-game items, even ways to create wired and wireless in-game networks.

They are absolutely great tools for teaching kids programming.

The Lua API for ComputerCraft is simple and robust.

Buckets, shears, you name it, ComputerCraft can handle it.

Enjoy!

The (somewhat unimaginatively named) " Macro / Keybind Mod " is a client side mod that makes it possible to write relatively complex scripts which you can execute on any server (eg. vanilla).

It's currently awaiting an update to Minecraft 1.7 though

(however it is normally only a few weeks behind when new versions come out).

I have used it to write tree-farming and wheat-farming scripts.

Some people have written automatic miners too.

My most complex script got bones from a skeleton drop farm, crafted them into bonemeal, used the bonemeal to make wheat, and then traded the wheat with a villager for emerald.

This is not a direct answer to your question, but it's an example of scripting in Minecraft.

If you haven't heard about the Baritone Project

I'll leave a link here: https://github.com/cabaletta/baritone

This is more or less like a program that can control your character inside the game to do various tasks.

I haven't really used it

but I've seen various videos of people using it on Youtube, for example, here I leave a link about a youtube that plays in the 2B2T server and talks about the Baritone Project as a way to use it in the server:

There are more related videos over the platform, and the first link I put has the code of the program, maybe there you could see what the people did in order to use scripts in Minecraft.

Question: Being a programmer doing tedious tasks always make me want to script it.  Is there a way to intelligently script Minecraft, reacting to the surroundings.Something like do this sequence of digging until something interesting happens?

Is it possible to script Minecraft?

You can run a local server, install Bukkit and code in Java. You could also try WorldEdit, ComputerCraft or OpenComputers which require Forge Modloader.

While there are available programmes for scripting Minecraft, there seems to be a lack of this feature from the provider of the game.

The majority of users provide available programmes for the scripting of Minecraft.

There is a temporary lack of available offered solutions for scripting Minecraft.


Using in-game server commands does work. /give

[playerId]

[itemId]:[mapId]

[amount]

E.g.

/give

player1 358:2 1

clones

map_2 for player1's use.

Spawn a map item.

Then go into the server's world folder->data, and delete the new maps' files.

(like if you want to clone map_3 as map_0, delete map_3) then, copy and paste

(or whatever map you're cloning, and rename it to the new map (example, map_3)

Notch may add a cloning feature in the future, though!

On a vanilla server, you can do /give (player) 358 1 (map-id)

If you use MCEdit , you can put the map into a chest and copy the chest.

This seems a bit easier than the renaming thing.

earlier the suggestion of placing "/give player1 358:2 1" in the cheats bar was given.

I tried it but for me it didn't work.

But I used that as the basis for another code which will work if the above doesn't: /give [player1]

358 1 1

the "358" is the ID of the map.the first "1" is how many copies you want.the second "1" is which map value.

Automatically, it's 0.

So if you had only "358 1" you'd get a copy of map_0.

But the 1 specifies which map_# you want.

Hope this helps

Question: So far I was able to create clones of map_0, just by pressing shift while taking the map from the crafting table.  But is there any (ingame) way to create a clone of, say, map_1? If not is there a cheat or a server command to clone maps other than map_0?

How can I clone maps in SMP?

Using in-game server commands does work. Try using MCEdit, putting the map in a chest and then copying the chest.

Cloning maps in SMP is a simple task of following straightforward instructions, using a Vanilla server.

Cloning maps in SMP seems to be a simple task following straightforward instructions by users.


A pig will voluntarily walk off an edge 3 blocks high , but not an edge 4 blocks high.

To investigate this, I started with @xfs's proof that a pig will not jump off blocks in a 9-patch arrangement if the drop is too high.

I then constructed the following apparatus to find the maximum distance a pig would voluntarily jump off: As you can see, a 2 block drop is fine A 3 block drop is also fine At a 4 block drop the pigs no longer jump off voluntarily Conclusion: The highest drop pigs will drop off voluntarily is 3 blocks

A quick experiment.

None of them fell off

All of them fell off at the inner corners

All of them quickly fell off at sign posts.

From what I have seen, most mobs wont wander off a two block high cliff unless they have seen you.

It's very difficult to say since if you get too close their behavior changes.

It could also be different on a mob by mob basis.

I have read that cows will ignore cliffs entirely and plummet to their doom!

There may be some "sensing" of elevation change before an animal will fall off, but I've seen many unwilling creatures simply wander to their death -

so there seems to be no height restriction.

If you are holding wheat in your hand, a mob will follow you off of any drop, and will happily drop off a cliff while circling you for the wheat.

If you are leading a pig wearing a saddle and carrying another player, this is a very easy way to get the related achievement - lead the pig to the cliff, and stand at the edge.

The pig will circle around you and drop off.

It is 3 i tested.

This was useful for me to get my pig to go 2500 blocks without commands and doable in survival all you need is a ravager and a pig

Question: I've noticed that mobs don't just walk off of cliffs on their own accord.  They stop when they sense a cliff (unless they are chasing you).  How high does a cliff have to be for them not to walk off of it?

How much of a drop will a mob voluntarily walk off of in Minecraft?

A pig will voluntarily walk off an edge 3 blocks high, but there doesn't seem to be a height restriction.

There seems to be a height restriction of approximately 3 blocks. However, by following some instructions the restriction is cancelled.

Following some instructions seems to cancel the height restriction.


As it currently stands, you must have Gold privileges - either from your account, as part of a Family Pack, or as part of a promotion - to play online.

Free (formerly known as Silver) and local accounts cannot otherwise play online.

At one point, Microsoft did offer online play to Free/Silver members for select titles , but it was for a limited time, and that no longer appears to be the case.

Final Fantasy XI is an exception, though: you can play online even with an Xbox Live Free account .

As far as I am aware, it is only possible to play multiplayer games online through Xbox Live if you have a gold account, or if you are playing on a Free Gold Weekend, which are special, and often rare, events that happen often to celebrate the release of a new title or occasionally for holidays.

You can play online with silver on certain games if you're on the same console and playing with a person who has gold.

For example, the Halo games, although various limitations apply.

There is a somewhat relevant list here.

You can play some games, as I have Crackdown 2 and I can play on multiplayer still.

I just went on cod mw3, for some reason it's letting me play on silver.

I don't have any complaints!

Question: I do not own an XBox, but a friend of mine does. I recently changed my regular on-console gamer profile to an XBox Live Silver profile so that I can use my profile on any XBox. I do want to play online occasionally, but I have heard that it is not possible to play online with a Silver profile.  I've seen several places say that its possible to play with online for select games; is this true? Where might I find such a list?  Thanks!

Is it possible to play online with an XBox Live Silver account?

You can only play plutiplayer games if you have a gold account, or if you have a silver account and are playing on the same console as someone with a gold account.

There is a short list of games available online with an XBox Live Silver account, mainly with some restrictions.

There seems to be a short list of games available online with an XBox Live Silver account.


The damage_amount part of the /give player data_value:damage_amount quantity notation only works when you install the Essentials plugin for Bukkit .

For example: /give player_name 35:1 quantity gives you orange wool /give

35:2 quantity gives you magenta wool /give

44:3 quantity gives you cobblestone slabs /give

358:1 quantity gives you map_1 Note that this syntax also works for the /i command, except it does not require the player_name variable (giving yourself).

For a vanilla server you have to use /give

[playername] [data-value]

[amount]

[damage-value]

You have to do this: /give

[name]

[blockid]

[amount]

[damagevalue] for example, for dark planks do /give

[name] 5 [amount] 1

Any OP in a vanilla server can give blocks through the syntax "/give player block_id quantity" such as "/give

chands 20 64" to give yourself 64 glass.

You can use the Bukkit server which allows plugins to be easily installed.

I believe the command I'm thinking of is in Bukkit Essentials which allows the following.

"/i dirt"

- Gives yourself 64 dirt "/i ch dirt"

- It would give the first player with that contains 'ch' a stack of 64 dirt.

EDIT: I forgot to mention the official server does not allow damage values which is how the game treats wool, wood, and birches as unique blocks.

There is also a plugin called 'World Edit'.

It's a very powerful tool.

You select two

x/y coordinates and can do many things.

Replace, remove, or set a block type.

Stack the selected blocks so you can create a repeating pattern (a wall, bridge, etc) and it'll repeat it in the selected direction x amount of times.

All sorts of stuff.

Bukkit's Main page Bukkit Essentials

Besides the already mentioned Essentials plugin for bukkit , you can also use the CommandBook plugin .

Just compare which has the features you prefer - CommandBook (as well as essentials) supports item names, e.g. you can use /give chands Wood:2 .

for vanilla it is now: /give

player itemname amount dv

at least this is working for me:

/give player stained_glass 63 3 where 3 is light blue

Question: I know items such as these have data values and damage values associated with them, but I don't know how to set the damage value while  /give ing these items to players.  I have seen the  /give player data_value:damage_amount quantity  notation used before but that doesn't work on a vanilla server. What mods/plugins do I need for this to work?

How do I give items like colored wool, different woods, and maps in smp?

The damage_amount part only works when you install the Essentials plugin. You can also use the CommandBook plugin.

It is possible to give items in smp, mainly on a vanilla server.

Straightforward instructions are provided, mainly for a vanilla server.


1 Gold Coin is simply 100 Silver Coins.

They're automatically created when you pick up 100 Silver Coins, but they can also be manually crafted.

If you're looking for good ways to farm coins, have a look at this question .

One of the quickest ways to rake in the coins is farming meteor heads .

You'll need to break a single shadow orb to spawn the meteor .

Shadow orb harvesting is hard but you can do it much earlier with clever tunneling and a couple sticks of dynamite.

For continued quick coins an artificial meteorite biome can be used instead.

I find that blood moons are excellent opportunities for making some money.

Build upwards into a hill and simply stay there and let the zombies climb up to you whereby you can hit them back down until they're (un)dead.

It should be upwards because too many zombies on a flat surface during blood moons can overpower you despite swinging your sword non-stop.

Similarly, goblin armies are useful for making money (albeit perhaps a bit later in the game).

However you can also follow the safer routes mentioned in the wiki.

I would strongly advise you to invest in a piggy bank where you should store your coins so that you don't lose half during a battle.

It costs 1 gold coin though.

You can sell precious stones (amethysts, rubies, etc).

They sell for a good amount of money and don't currently have a lot of uses.

If you want to make a phase blade or jungle armor later in the game, make sure to set aside what you need for those first.

Note that you also risk missing out on any other uses for them that could be added in future updates.

An easy way after you've gone into the Dungeon and got the Mechanic (or otherwise have a friend capable of wiring) is to do the following: Put a Goldfish statue (or several) at the bottom of a 2 x n pit Add a hostile mob statue about 10 blocks above it off to the side, in its own 3x2 hole -- I prefer crab statues but any will work Wire them up to a 1-second timer and stand underneath the fish spawner Optional: Add in a Dart Trap or two to take care of Blood Moons.

You can effectively stand underneath the spawner and farm Goldfish as long as you want.

If you throw in a Heart statue where you're standing, you'll probably never die if you're above ground.

Just return every hour or so, sell off your piles of goldfish, and rake in a ton of gold per trip.

Blood Moons become even more profitable because the fish will immediately turn into Corrupt Goldfish, which drop plenty of money, no sales trip needed.

(You will have to add the dart trap, though.

Otherwise, well...) ...

This isn't the most effective method (by far), but it's something you can pretty much set-and-forget for an hour at a time, no further interaction necessary.

If you're needing a mining helmet then this probably isn't going to be applicable for you, but the dungeon is a great way to make cash.

So many things spawn there that you keep raking in cash drops as you kill.

By the point you get there though, you probably aren't worried about just 8 gold.

I figured I would toss this answer in since people may want gold for other things than a mining helmet.

I believe I made my early money just mining a bunch and selling off gems.

I never bothered with the mining helmet personally, I just used torches until I found an orb of light.

I've found the best early(ish) way to make money is to farm the Eater of Worlds, he drops over 99 Demonite per encounter, which sells for rougly 8 gold a stack.

If you use a Vilethorn he's extremely easy to kill repeatedly.

The only part about this is getting enough vile powder to repeatedly summon him, but such powder can be bought from the dryad during a blood moon at the price of 1 silver per powder.

IE: 30 silver per summon, with each summoning gaining you almost 8 gold.

So it easily pays for itself if you drop 3-5 gold into vile powder.

Between that and a mediocre Vile Mushroom farm you should be fine.

The EoW drops enough rotten meat himself to supply that half of the crafting reqs for the Worm Food to summon him.

Question: I want to buy the Mining Helmet from the Merchant, but it costs 8 Gold Coins, and I do not have any. How do I get Gold Coins?

How do I earn gold?

They are automatically created when you pick up 100 silver coins. You can also farm meteor head or sell precious stones.

For gaining gold, these ways may be of use: exchanging silver coins or selling precious stones and or even crafting it manually.

Gold is able to be earned through a variety of options.


All signs point to the actual lyrics being a mixture of gibberish and bad Italian/Latin.

In reponse to a question about the Turret Song on Reddit , Ellen McLain answered as follows:

The composer, Mike Morasky was the driving force behind the Turret Opera.

He wrote all the music.

He requested that I use my legit voice (operatic sound) on some of the takes.

He chose the takes to use.

He asked me to make up some words.

So I did so in my bad Italian.

This most likely carried over to the PotatOS Lament song, as further strengthened by a thread on the Steam forums , pointing to an appearance of Ellen McLain at Anime Midwest 2011 of which a Youtube video is included in the post.

During the panel the PotatOS Lament song is specifically mentioned, however Ellen names it

"GLaDOS Lament", of which the following is said: She then goes on to say she made up words to it using her "bad High School Latin" (lol) which means the song is both Latin AND gibberish.

So there we have it!

Bad Latin/Italian and gibberish.

Potato Lacrimosa (Weeping Potato) Potato Po Uota (Power Potato Vows) Diva Me

A Atra Anima Evicta

(My soul won over by the black goddess) Diu E Me

A Atra A

Mei A Adiu (Me from my long blackout, from any aid)

Tristi Anima Evicta (Sadness won over my soul)

Tristi Demu Notu (Sadness at last known)

Do

Mo Nata Anima Evicta (I give only the soul born the right to win) Dega

Mi

Atra Ala Te

Teme Cha

(You yourself live because of the black wing of my charity)

I don't think it has anything to do with the ending turret song '

Cara Mia'.

I think it sounds like she's singing lyrics to Vitrification Order on the Second Volume.

I'll let you determine if that's the song she's singing.

You can hear it near the end of the song for sure, but you need to really listen for it.

As for the lyrics, she's probably singing in Italian...

Still trying to get the lyrics myself if it is indeed in Italian.

But yeah, definitely listen to Vitrification Order and tell me that it doesn't sound like PotatOS Lament.

But, this might also help.

I can hear 'lacrimosa' at the beginning of the Lament. '

Potato Lacrimosa' to be exact.

Translate it, you get 'Crying or Tearful Potato".

I can make out other words too.

Sounds a lot like Mozart's piece Lacrimosa - Requiem.

Here's the Lyrics .

Lacrimosa dies illaQua resurget ex favillaJudicandus homo reus.

Huic ergo parce, Deus:

Pie Jesu Domine,Dona eis requiem.

Amen.

English translationTearful will be that dayon which from the ashes will risethe guilty man for judgment.

So have mercy, O Lord, on this man.

Compassionate Lord Jesus,grant them rest.

Amen.

Sounds like it might be a remix of this song , though the words have been garbled to be less intelligible.

I'm guessing it's Latin, judging by the occasional "Dominus" (meaning God)

I can understand.

Question: What are the lyrics to the song "PotatOS Lament" on Volume 2 of the Portal 2 soundtrack? It doesn't sound like English (though some parts do sound like the word "potatoes").   Is it another language? Or just gibberish?

What are the lyrics to the song PotatOS Lament on Volume 2 of the Portal 2 Soundtrack?

It sounds like a mixture of bad Latin, Italian and gibberish.

The lyrics are a mixture of Latin/Italian and Gibberish.

The lyrics are provided by a user. They are a mixture of Latin/Italian and Gibberish.


My best advice is to predict where the enemy is going to go .

For example, if an enemy was going down the vents in Turbine , you may want wait behind a bend and initiate your taunt kill, so that it will hit the enemy when he turns the corner.

One particular taunt kill I got

, I saw a Soldier coming up the path.

I retreated and waited behind where he was going to pop out of, and taunted.

If your goal is specifically to get a taunt kill, you may want to favor certain classes.

Heavy has the fastest taunt kill, with Pyro's Hadouken slightly slower than the Heavy's.

If you like to use the scout, and you have the sandman and the bonk energy drink, you can always drink your bonk and then taunt with your sandman to be sure you won't get killed.

Pick your target well.

The worst classes to target are Scouts, Pyros and Medics .

These are classes that are constantly moving around and trying to be unpredictable.

You are not likely to get a taunt kill on any of them unless you are really lucky.

The Spy is also not a good target.

You won't often know where he is anyway, and if you botch, he can destroy you with a single backstab very quickly.

Soldiers and Demomen move more slowly on the ground, so you can try to catch them unaware, but do NOT try to taunt kill them if they are rocket jumping, sticky jumping, or demoknighting.

That leaves you with Heavies, Engineers and Snipers , your best taunt kill targets.

Heavies move very slowly, and are easily distracted by their own machine gun.

Unless you have perfect timing it is NOT recommended to ambush them around a corner, as they will likely tear you apart with their machine gun before you can get your taunt off.

Flank them from behind when the rest of his team is distracted, then strike.

Engineers tend to feel pretty safe around their nests, which means they stay in one place a lot and go back and forth between specific points on the map repeatedly.

Be careful though of their sentry.

Snipers.

Snipers are the absolute easiest class to taunt kill.

They will focus down their scope for days, completely oblivious to the world around them, feeling perfectly safe wearing their razorbacks.

Even huntsmen snipers tend to focus just before a shot.

So there you have it.

Heavies, Snipers, and unaware engineers are your best targets.

Soldiers and Demomen can sometimes work too, but you'll have a very hard time getting Scouts, Medics or Pyros taunt-killed, and Spies can be too dangerous.

There are two relatively easy ways to do this, that works with most taunt kills.

Ill show some examples of taunt kills I've gotten myself, years ago Corner Camp Stand on a corner and get lucky !

(relatively lucky, there is some technique to it).

Busy corners, and long animations help the most here.

Example:

Sneaky!

Sneak up behind them, preferably a sniper as they tend not to move too much, and give em a good whack.

Example:

Playing as the Heavy with the Holiday Punch gloves equipped, you can hit enemies from behind to make the enemy laugh.

While they're laughing you can easily taunt-kill them

Another idea might be to do this.

If you're being chased, and you think you can time it right, round a corner, wait if necessary, then perform the taunt.

I've seen this done many times before, but that doesn't mean you'll get it.

Remember, practice makes perfect!

Question: I want to know if TF2 taunt kills can be done during the heat of battle.  I have looked it up TF2 wiki but I cannot find anything satisfactory. The closest thing is a YT demo of a Scout stunning a Sniper, pointing to the sky and then kill him with a bat.  Any videos of live game taunt kills would be nice.Thanks.

How do I execute well-timed taunt kills?

Pick your target well and predict where your enemy is going to go. Drink your bonk energy drink before and taunt the sandman to be sure you won't get killed. Snipers and Heavies are the best targets. Soldiers and Demomen can also work too. While they're laughing you can easily taunt-kill.

There are a number of ways to succeed taunt kills that is connected to choosing the right targets, distraction and prediction of their moves. Snipers seem to be the easiest target.

The success of taunt kills lies in a combination of instructions.


Preedit: One very solid approach to this is to buy land near the centers of interesting cities very early in the game, before they have time to grow much.

If it's too late for that: Answer:

There are three things you must do to do this:

Make sure you have a money-maker line somewhere else already!

This will be expensive.

Plant trees.

How many?

All of them.

Create bus stops and a multitude of busses ferrying passengers throughout the city,

building rep. Profit!!

Once this is in place, bulldoze a few buildings at a time, buying up land or building tracks as you go.

As an alternative, however; I would suggest the following: Build a drive-through bus station in the center of town.

Build a few drive-through bus stations and freight depots throughout town, ctrl-clicking when placing them to link them into one station. Build the rail station next to the city, ctrl-clicking to link it to the other stations in town.

Profit!!

Edit:

Some visuals for you: Here the bus station is under the station marker, and the rail station has been placed using ctrl-click, several in-game years ago, only requiring the demolishing of two or three houses.

Reedit:

Note that there are various game settings that must support this setup, such as: Stations >

Allow joining stations not directly adjacent (Must be On)

Stations

Max Station Spread (Must be suitably high; I run with 48) Stations >

Allow drive-through road stops on town owned roads (Must be On) Construction >

Allow removal of more town-owned roads, bridges and tunnels (Should be On)

You'll find all of this under "Advanced Settings" in the startup menu, and in-game under the settings menu.

Re-reedit:

As a third, even more expensive but far less destructive alternative; especially to start; you can build a recessed station: Blow up a couple of city blocks, enough for your stations, some basic signals, and, if necessary, track switching.

Buy up the land and dig a hole.

Dig matching holes outside of town where you want to join to your network, and build tunnels.

As your standing in town recovers, gradually bring the tunneled lines to the surface, demolishing as you go.

This is a blatant exploit

but:

Every time the city stops you taking an action, bulldoze every tree in the vicinity, and replant them all.

There is a limit to how unhappy the city can become with you from the bulldozing, and filling the city with trees from a state of having none is often enough to get you permission to bulldoze stuff.

Other than that: Build bus lines within the city.

You may need to use the above to get permissions for the stations, but bus stations are easier to place than buildings are to demolish.

Then service these.

If their ratings are sufficiently high, the city's happiness with you will go up rapidly.

Make sure you buy up the land on the planned route of your track that isn't already occupied bu houses as these bus routes will cause the city to grow, possibly creating more buildngs you need to demolish.

If you don't mind cheating you can enable the "magic bulldozer" feature ( spoiler ).

I usually enable this option just so that I can design my cities exactly as I want them.

You can then destroy houses, roads factories and anything else that you don't approve.

Note that you still will lose standing and might piss the local authority off so much that they won't let you build any new stations.

Then you have to bribe them or make sure that you already have a station so that you can rebuild your reputation.

I usually build a single-track station first (demolishing the minimum).

With an attached bus depot.

I then create a few more depots around the city with plenty of buses.

This allows you to build rep, demolishing a few buildings at a time (being sure to quickly build track before they get re-built).

I actually think this is not possible.

To build a station in a city, you need to demolish a whole lot of things.

Alternatively, you could build something like a circle line around the city with some four or so stations and use busses to carry people from the center to your stations.

Also, apart from bribing, planting a whole boatload of trees in the city's area of influence will bring your rating up somewhat.

But I'm really talking a boatload here.

If you are in singleplayer,and you have AI companies other than your own,use the cheats to change companies,and use the AI company to demolish the buildings without damaging your company's reputation.

I use this method often,and it's a good one.

Question: How do I keep local authorities off my back long enough to destroy and terraform part of their beautiful city so my megaconglomeration can inject its horrible, pollution-causing railway station right into its heart?  Seriously, though... how best do I add a rail station to a meaningful portion of an established city (read: not the outskirts) without appalling the local authorities?

OpenTTD: "Invading" a city to get a rail line through it

Plant trees and create bus stops first. Then bulldoze a few building at a time and build tracks as you go. Everytime the city stops you, bulldoze all the trees and replant them.

The favoured way is the creation of bus lines and the planting of trees to gain the sympathy of the city.

The creation of bus stops and the planting of trees seems to work.


Update:

With the introduction of the ocean biome in beta 1.8, it is possible to play in a "water world" without needing to raise the sea level, by finding a seed which starts you in the middle of such a biome.

Seeds can be found wherever Minecraftians congregate, including the official forums and Reddit .

Even with a world editor, you cannot flood "the whole world", because the world is procedurally generated as you explore it.

The best you could get would be to flood the areas of the world you've already seen.

Instead, you should look for mods which affect world generation.

A quick search of the mod forum turns up the Phoenix Terrain Mod , which has a waterLevel setting (default 64) as well as many others which may help you achieve the effect you're looking for.

Try out the Bukkit plugin called Terrain Control .

It features the ability to change the water height by modifying the config.

However, you will have to run a Bukkit server on your local network to use it.

As of snapshot 14w17a , it is now possible to customize the water level ingame.

When creating a new world, this can be achieved by clicking More World Options... , changing the World Type to Customized , and then selecting the Customize button.

Here, you can change the sea level by moving the slider that says Sea Level , as well as many more options.

The only possible way i can think of that might work for this is if you use the WorldEdit Mod, The only issue being though that this won't raise the properties for the actual world as i'm sure you've guessed.

It'd be a very quick and easy way to modify the water levels in the immediate and surrounding areas though.

I hope you've got a few days spare

, It's a hell of a mod to learn!

You can create a water world by going into the superflat customization screen ( Create World > More world option...

World type:

Superflat > Customize ) and then choosing the "Water World" preset.

Note that this will generate villages, so you might be able to get some wood and stuff by doing some diving.

Have fun!

There is a naturally generated survival island world that I play on occasionally.

The seed is "Sprite".

the S is capitalized.

Just create a customized world, and on the FIRST PAGE, and the FIRST SETTING, there will be a slider bar that lets you change the sea level.

I seem to be the only one that can figure this out.

I believe in a snapshot before 1.8 there was a cusomize world option where you could just make a world to your specifications

Question: I would like to play in a water world with deep oceans and islands everywhere, not just occasional ocean biomes. I have looked for a good seed, but nothing really shows up. I am wondering if there is a way I can hack to flood an entire world. Is there an effective way of raising the water level across the entire world?

What is an effective way to raise the water level on an entire world?

There is a Bukkit plugin called Terrain Control whic has the ability to change water height. Create a customized world and there will be a sider bar that lets you change the sea level.

Changing the water level is possible through Terrain Mods or costumization of the world.

Available features in Mods enable  changing the water level.


Don't be afraid to evict tenants who don't offer enough skills, or delete an unprofitable floor to replace it with something better.

Both of these actions will take time, but not cost money.

I've also found that getting two or three workers on each floor gives me money faster than having more floors, so make sure you build plenty of apartments.

When you talk about money, do you mean Coins or Tower Bux?

There are different things involved for getting each.

Coins - The fastest way to build up coins, really, is exchanging Tower Bux for coins.

Save up 50 Tower Bux and exchange them for 100,000 coins.

The lower tiers give fewer coins per buck, so save up for the top tier if you plan to do this exchange.

The other way is to make sure that your shops are well-stocked in higher-priced items.

This can be done by either stocking all three items in as many stores as possible or you can stock only the two coin and three coin items.

Not stocking in one coin items will give you a higher coin/minute turnaround, but you will be sacrificing "fully stocked store" bonuses (which can be either coins or Tower Bux), so that's something to weigh against it.

Keeping only the two items stocked also can create issues if you aren't able to keep tabs on their stock frequently enough, as if one goes out of stock you'll only have the other item to fall back on.

Tower Bux

- Early on, the best way to get Tower Bux is by doing "find this person" missions.

These will appear randomly and give you a guaranteed buck.

This requires giving your tower some attention so you can catch these missions, though.

"Fully stocking" a store will occasionally give you Tower Bux instead of coins.

The easiest way to trigger this is with a store that has a very low stocking quantity on its one coin item, such as a Pub or Mexican Restaurant.

This allows you to trigger the full-stock condition more frequently.

Make sure not to upgrade these stores if you go this route, as the increase in stock will decrease your opportunities.

As you tower gets taller, the best way to get Tower Bux is by doing "employee cycling".

Each time you get an employee whose Dream Job is in one of your stores, you put them in that store, and if they were worse than any of you existing employees you evict them immediately.

You'll still get the two Tower Bux for putting them in their Dream Job, no matter how long they stick around.

Once you get to around 70

+ floors (having 48+ stores out of the total possible 95), it is actually statistically profitable to pay Tower Bux to bring in new residents simply to put them in Dream Jobs and toss them out.

This game I found to be interesting.

Making people happy is easy - give them their dream jobs.

This only helps to give you a few extra TowerBux.

To make money and more floors, simply build a residential floor, and look at the people in there once you add them in.

Lets say 3 have creative personalities or higher levels in creativity.

Make a creative floor next.

Keep checking the app every 15 minutes or so and keep restocking every store.

Having fully restocked floors will give you extra cash and TowerBux.

It takes AGES, let me tell you.

I have 107 floors and it took months.

Just be VERY patient and continue stocking as much as you can.

If you're impatient and feeling unscrupulous you can start a floor build or restocking and then set the calendar on your device forward a day or two.

Popping back into the game will yield a completed project in a fraction of the time.

I found that early on in the game, the strategy of saving 50 tower bux for 100000 gold pieces was a fairly efficient way of making a lot of money quickly.

Obviously, as the game progresses, elevator speed seems to become more important - so a trade-off has to be made at some point.

On mine I tend to save up to say 50000 coins

and then when I buy say a floor that is something like 26000 coins I will still have money over left which makes it look like I still have a lot of money.

Another option is no matter how long the 3rd stocking takes on each business floor you should always stock them as you will get a lot of money from them and then after they have finished buy the 2nd stocking

and then the 1st

so you're fully stocked!

The best/easiest way to earn money is to buy a new floor, hit "specific floor", go to "food" on the top, find "sushi room" or whatever it's called, hire two bitizens, and where it says "hire" on the third consecutive block, tap it twice as fast as you can.

Keep trying until the option to hire "(null)" appears.

Hire him.

The "Sushi bar" is his dream job, so you'll receive 2 towerbux.

Despite all of the details, this is a VERY fast way to earn towerbux.

Once you get 50 bux, go to the bank in "menu" and trade bux for money.

It's super easy!

I love it

you can also get the casino and a big spender sell all your poker chips

but this only works if you only have poker chips

but you get like 3000 coins!!!

Question: Do you guys know the best way to get money and make everyone happy in Tiny Tower? It's very addicting and i need some help to get money fast and build more floors.

What's the best way to make money in Tiny Tower?

You can try getting two or three workers on each floor or exchanging Tower Bux for coins.

Exchanging Tower Bux for Coins and creating a great number of apartments are the best solutions.

Exchanging Tower Bux for Coins and creating a great number of apartments seem to be the best solutions.


Aside from using server commands, there are only four ways to get gunpowder: Creepers Ghasts Dungeon Chests Witches Of those four, creepers would be the easiest way to reliably (and safely) get gunpowder.

Your best bet would be to make a mob farm (also called mob traps or mob spawners).

The general idea is to set up a dark room for mobs to spawn in, and have them funneled into an area where they are either easy to kill or die due to the environment or traps.

This question covers how to make mob traps, which I also linked above.

The easiest way is to build a mob spawner and just afk overnight.

Otherwise yes, I wish you happy creeper hunting.

Assuming you don't want to build a mob farm (which is some type of a large area filled with dark bits where all monsters--including creepers--will naturally spawn and then be funneled to a central area and killed automatically)

you need to find a way to hunt creepers easily.

My method: Dig a 4x4 pit that is 2 deep.

Wait until night.

Lure creepers until they fall into the hole.

Carefully kill them with a sword from the edge of the hole.

This is dangerous, naturally, but I generally don't wear armor and don't go gunpowder-hunting with anything in my pockets that I can't afford to lose.

Mobs are a bit smarter now, and sometimes don't like to wander off of cliffs.

To encourage them to fall, you can place signs with their backs against the dirt blocks on the inside edge of the pit.

Creatures mistake the tops of signs for something they can walk on and fall when they attempt.

Many others go out hunting at night with torches, food, dogs, and the best weapons and armor they can get.

Many people I respect swear by using TNT to mine quickly.

In my experience it's more fun, but not any faster or more efficient (especially after factoring in the time and materials spent in the hunt) unless you've got a mob farm and thus a nigh infinite supply of TNT.

I use TNT only when I gather it incidentally, and then primarily for making large pits or flattening things.

I think the easiest way is to kill time until a creeper spawns during nighttime, lure it far away from your build if you have one, and kill it as quickly as possible.

This is the most efficient, but also most risky way to do it.

Another way is to build a high darkroom, a low floor, and a tunnel between them.

That way, if any mob spawns, they have a chance of falling through the tunnel, dying, and giving you their drops.

Plus, you get other mobs' drops as a bonus.

I would advise putting up three rows of dirt blocks in front of a dark cave.

You can then dig the middle dirt out so when the mobs spawn there you can kill them with a bow or a sword.

The quickest way to get gunpowder is to make a mob farm by making a really dark place with water going down a hole with a massive drop into lava with water underneath where you can collect the drops from the bottom.

What I saw from a video is that the best way to get string/arrows/bones/gunpowder is to make a mob trap.

To make a mob trap you need to have a sealed, very dark and very high up room with no torches and no doors and you also have to have water flowing into a hole in the middle, the hole has to be deep,

at the bottom you have to have a bit built out that's got lava and signs to hold the lava, once you've done that then you build a bit out and put water down so that when a mob/mobs spawn they fall down the hole and the water pushes the mob/mobs towards the lava so the mob/mobs die and the item(s)

get pushed towards a point ready for you to pick them up.

Mob farms are the best.

You have to make sure that no light can get into it.

If you want it quickly, cheat and use commands.

I've found a quite easy, and reliable method to hunt creepers.

This method will on the other hand, require a bit of luck.

The way I did it was to go to the nether, and mine quartz till I reached level 30 (It goes insanely fast).

After that I enchanted my diamond sword, and got Fortune III on it.

When killing creepers with this sword, you will obtain approximately 1-4 gunpowder from each creeper.

It is not a dangerous job to melee them with a diamond sword, because they only need 2 hits from it.

(Perhaps only just even 1, with sharpness).

Just make sure to take 'em out one at a time.

If you're brave enough to go creeper hunting you will want to follow these instructions: Obtain a well built, well lit, and high up shelter.

The best way to get one of these shelters is to build inside a cliff about 36 blocks high.

It will most likely have coal and iron,two resources you will need for this to work.

Obtain the following: Stone swords About 15 pieces of food About 5 full stacks of dirt/cobblestone

And if you pick cobblestone, a iron pickaxe or 2 stone pickaxes.

Place in a chest and put a sign over it that says "Creeper Hunting".

I forgot.

You must have a biome with lots of water!

Wait in your shelter until night.

If your shelter is well lit as it's supposed to be, there should be NO MOBS except sheep, cows, chickens, and pigs.

If there ARE any.

Go outside and go underwater.

Your house SHOULD be near the edge of the water.

Pop up.

You should see at least 1 creeper.

Now the fun part.

Go under the creeper and hit it with your sword.

You now have gunpowder!

Turn it to peaceful mode and make some TNT.

Question: I've logged a few hours into Minecraft and so far I've managed to dig a rather wide hole straight to bedrock.  I know that in the game, you can mine much faster than a pickaxe if you have TNT, which requires a fair amount of gunpowder and sand.  Sand is easy to obtain, but what about the gunpowder?  Do I have to run around killing mob after mob at night or is there a quicker way to get it?

What is the quickest/easiest way to obtain gunpowder?

There are several ways to get gunpowder. The easiest way is to kill time until a creeper spawns. You can also make a mob farm or hunt creepers.

There is a number of ways that seem to be successful, with more prominent the creation of mob farms and the hunting of creepers.


Charisma increases your speech and barter score, and if your charisma is too low some interactions will not be available , regardless of your speech or barter skills.

According to the wiki though, these interactions ultimately do not have any significant effect on game play, nor do they provide any special bonuses.

High charisma is also required to obtain the Ferocious Loyalty and Animal Friend perks.

Ferocious Loyalty grants your companions a boost to damage resistance when you drop below 50% health, and Animal Friend will prevent animals from attacking you unless you attack them first.

Something to note about Animal Friend however is this: Deathclaws are not classified as animals for the purposes of this perk.

Neither are any variety of arthropods such as radscorpions.

One final thing to mention is that it also increases companion nerve.

Description

according to the fallout wiki: Companion Nerve gives each companion in the party +5% to their damage and armor, up to a maximum of +50% at 10 Charisma.

Charisma is only useful for 1 purpose in Fallout NV.

Companions.

Like fallout 3, charisma really doesn't affect anything since most checks are based on your barter or speach skill level, not your charisma.

1 charisma and 100 speech is the exact same as 10 charisma and 100 speech.

Its better to max intelligence for more skill points to get your skills up to high levels.

Now, again the one thing that charisma does affect in NV that it didn't in fallout 3 is your companions armor/attack bonus, which is up to 50% at 10 charisma.

This is a huge amount, making tough companions even tougher.

This is usually only good if your making a non-combat character and are using your companions as the main meat in fighting.

A 50% boosted companion can kick major butt even in very hard mode.

So, 1 charisma is good for most games, but if your playing a non-combat character for roleplaying, etc max your charisma and intelligence for easier play.

Charisma i've found is actually very useful in Fallout New Vegas

I highlight that because charisma is more useful (more specifically Speech) in New Vegas than in its predecessor Fallout 3.

The greatest advantage of a high charisma is the high speech skill that comes with it which can give your character more options/choices in-game e.g. convince someone to give you a better reward for killing someone etc.

The other great advantage is that the high barter skill is great for selling items to vendors because it actually increases the amount vendors pay for your items and reduces the amount you pay for vendors items.

Overall when I finished New Vegas I actually regretted not investing more into my Charisma (Speech) because I lost out on lots of opportunities in the game making Charisma very useful and a major priority if you're playing the game again with a different character.

As Wipqozn says, Charisma doesn't change the gameplay much, except to allow a couple of perks and to make your companions more powerful.

(You can have two companions at a time: one human companion and one non-human companion (i.e. a dog or robot).)

If you want to play the diplomat, you want the Speech skill, not the Charisma stat.

Charisma gives you a (small) boost to your initial Speech skill, but otherwise is not nearly as useful as Speech.

Being the person that made those wiki edits to add the bonus companion damage I can tell you that 50% companion damage on a companion like Cass (with her quest damage perk also) is huge.

Give her a strong gun, a unique even, and she puts Boone's famous kill stealing reputation to shame.

Light machine guns are a good choice for her.

Her quest perk gives her another 50% damage boost.

Question: I'm beginning playing this game and I'd like to know if Charisma is worth putting a few points into.  I always play RPGs as a diplomatic character, and I want to do the same here. However, it seems that in F:NV only the Speech skill is really useful when it comes to finding a diplomatic way to solve quests.  Is Charisma worthless, even for a diplomatic character? Are there many quests where a Charisma check is made instead of a Speech check for example?

Is Charisma a useful stat in Fallout: New Vegas?

Charisma increases your speech and barter score. It is very useful in Fallout New Vegas but it doesn't change gameplay much.

The usefulness of Charisma lies in the empowerment of companions and the enhancement of some skills.

The main utilities of Charisma seem to be for the empowerment of companions and the enhancement of some skills.


There used to be a bug that resulted in doors being incorrectly destroyed, and leaving half a door remaining.

I believe this has been fixed, as per Tom Wijsman's answer .

However, if you would like to make half-doors, gates etc., consider the Multi-use Doors Mod , which adds this functionality to the game, as well as other door-related happiness and excitement:

After update 1.7_01, doors would make purple particle effects when hit with any tool, hand, item, or block.

This was fixed in 1.7.3. — Minecraft Wiki - Doors

I believe as part of the door duplication and door bug problems, the lower half bug has been fixed... 1.7.3:

Corrected a block duplication bug when using pistons.

1.7.3: Doors no longer create purple particles.

1.7.1: The door duplication bug is back again, this time happening when a piston pushes on the lower half of a door.

If it is a normal piston that does it, then the piston can be destroyed and the bottom half of the door works like a normal door. — Minecraft Wiki - Version history

In 1.7.3, the door duplication bug with Pistons is most likely to have been fixed.

Thus, the ability for the lower half door to be able to exist alone in the world could be gone...

What you're looking for is basically a fence gate.

Craft one with two planks vertically stacked and two sticks on each side.

YES YOU CAN!

Place your door in minecraft

then save and exit the game.

Go into MC Edit and replace the top half of the door with air, Save and exit.

Reload your world and there you go.

a working half door.

Just be sure not to place anything where the top half of the door should be, as the door will simply pop off the wall.

You can type /give

[username] 64:1

There exists (or at least existed until 1.12) a bug involving Dragon Eggs which allowed them to break any block in certain circumstances.

This includes the top half of a door.

What you have to do is to make a Dragon Egg fall in a so-called "lazy chunk".

These lazy chunks are non-entity processing chunks, which can be easily made using a remote chunk loader, that can be created with a long Redstone wire (12+ chunks long, meaning that you also need Repeaters).

Here's how to do it:

Place a Sticky Piston at least 4 blocks up in the air, at the end of the long Redstone wire.

Link it to the Redstone wire.

Extend it by powering the wire.

Place a Dragon Egg above the Piston's head.

Place a Door on the ground below the Piston's head.

Go to the beginning of the Redstone wire, and unpower it.

Go back to the door and you can see its top half removed.

Unfortunately, any block update will also break the lower half.

Please note that this method also worked for removing Bedrock, End Portal Frames and such.

Question: How can we have the half wooden door in Minecraft? I've tried with the data value ID and nothing's working? Could Notch have removed it from the game?

How is a half door made in Minecraft?

Place your door then save and exit the game. Then you go into MCEdit and replace the top half of the door with air, Save and Exit.

Creating half doors is applicable through simple commands or by using a specific Mod.


Free accounts can't get hat drops.

As I recall, you upgraded to a Premium account (and gave @badp

the Professor Speks... jealous ), though.

There are 3 drop timers: Items.

Standard is 6-8 a week, assuming you play at least 6 hours a week.

Note:

To my knowledge, paints and tags are part of this timer, but they have a lower chance of dropping.

Immediately following an update, Valve tends to raise the drop rate for those items.

Right now, you're guaranteed to get 1 Uber-update weapon a week minimum.

Crates.

Standard is around one a week (sometimes two), assuming you play at least 6 hours a week.

Hats/Misc.

Standard is one every 1-6 months, assuming you play at least 6 hours a week.

The length of time that counts towards your next drop is limited to (iirc) 6 hours per week, but if you don't play for a week, the next week will be limited to 12 hours.

Hat drop rates vary wildly.

I've had an 8 month stretch with no hat

drops before, but more recently, I've been getting a hat every 1-2 months.

Side Note: The hat drop rate is bugged during the rare Double Drop rate week.

While the first hat drops at the normal rate, the second uses a much, much shorter timer (the crate timer?).

So, it's not unusual to get two hat drops during a double drop rate week.

It's totally random, but very, very rare (for many people).

I get one hat in every couple of months.

(I did receive an Ol' Geezer the other day, but the last time I got a random hat drop was five months ago...)

Yes, hats are dropped similarly to weapons.

However, little is known about the drop rate for hats.

For weapons, there is a rate of roughly 8-10 items per week, if you play an average amount of time.

However, hats (and paint, tags etc) are on a completely different kind of timer, where once you find one it can take months before you find a new one.

In my years of owning the game (so suffice since drops were implemented), I've only found two items on the hat-timer.

These posts seem out of date after a whole year, I have been playing TF2 for well over 600hrs and have had 1 hat drop for me, at least that's what I thought

but it ended up being a achievement reward.

So, no, I haven't found anything in drops except weapons and crates, no hats nor any unusual items.

I've been premium for less than a week, and I've gotten 2 hat drops.

The chances are really low, but it's like the drop system; I didn't play for months, and after I started again, on my first drop I got a Brown Bomber.

Question: I think I read somewhere that with a premium account you could get hats in drops as well as weapons. I have now 50 hours of premium gameplay, and I never received one.  Was I mistaken? Or are the odds really low?

Can I get hats in random drops?

It's not unusual to get two hat drops in a double drop rate week. Hats are dropped similarly to weapons. Little is known about the drop rate.

Hats can be obtained in drops. However, this is rather rare and random.

The length of time that counts towards your next drop is limited to (iirc) 6 hours per week, but if you don't play for a week, the next week will be limited to 12 hours.


Minecraft is written in Java, so it should "adapt" itself to both 32-bit and 64-bit systems (depending if you have a 32-bit or 64-bit Java runtime).

While Minecraft itself is not optimized for 64-bit, it will take advantage of JVM optimizations for 64-bit processors .

Basically, this means more general-purpose registers available ( 16 in 64-bit against 8 in 32-bit , which means better machine code and less RAM access, improving performance) and larger addressable memory.

On the other hand, since now pointers take up twice as much space, there is a little extra overhead for using 64-bit.

But you should also think about the operating system, as it will also take advantage of 64-bit improvements.

If you have more than 2GB or 3GB of RAM, your operating system should be 64-bit, else it won't access all RAM (or will have a considerable overhead doing so).

And if you have a 64-bit operating system, you should also go with a 64-bit Java Runtime for better performance (as other users already commented).

By the way, in my opinion, you should always go to 64-bit unless you have a very good reason to avoid it, like compatibility reasons (which is not this case).

Related question on StackOverflow: Does Java 64bit perform better than the 32bit version?

Wait a minute!

I talked code written in Java, but how about native libraries?

Like OpenGL support and OpenAL?

They are available on both 32-bit and 64-bit versions, and the correct version will be loaded.

And I can confirm that on my Linux 64-bit system, it loads the 64-bit version of those native Java libraries.

(as an experiment, I've deleted the 32-bit versions and Minecraft still runs fine)

Minecraft is not designed as a 64-bit application, and thus, while usable on a 64-bit OS, won't see any sorts of improvements from a technical standpoint.

However, if you also install the 64-bit java runtime environment, you may notice some slight performance optimization, but a 64-bit OS on its own will not have much of an effect.

I'm running my server on a 64 CentOs server and it doesn't seem to have improved anything.

Minecraft only records the movements X,Y,Z of the players with items and block placed in the world.

So running it on a 32 or 64 bit OS won't change anything.

For better performance of the game you need lots of RAM and fast HDD maybe a 10k RPM or 15 RPM on the server.

That way you ensure faster loading and higher efficiency.

I have 8GB RAM on a Quad core system with 2 HDD 10k RPM, and I haven't noticed any lag with 20

+ players online.

CPU-bound Java apps will almost always run slower on 64-bit JVM, and Minecraft is no exception.

To quote Oracle , the benefits of being able to address larger amounts of memory come with a small performance loss in 64-bit VMs versus running the same application on a 32-bit VM.

This is due to the fact that every native pointer in the system takes up 8 bytes instead of 4.

The fact that 64-bit JVM features more registers alleviates that performance loss, but does not out-weight it.

According to Oracle, Java applications on x86 lose 0 to 15% of their original performance when migrated to 64 bit.

Another point to consider is that 64 bit JVM is more memory-hungry: because of those 64-bit pointers, so you'll have to give it 30% more RAM just to match the storage space you had on 32 bits.

Another quote from Oracle FAQ:

We have adjusted the defaults for 64-bit implementations to be 30% larger in order to make up for the increased size of Java objects due to larger native pointers.

Remember that Java objects contain class and lock pointers so even if you create Java objects which contain only integers, each object takes up additional memory.

Of course, things turn over when you're giving Minecraft lots of RAM, since it will be able to run GC less frequently and keep more chunks in the memory.

To sum up , upgrading is only worth it when you're planning to give it 4 GB or more.

Using a 32-bit Java Runtime Environment, you may run into errors giving it 2 GB of memory or more: "%programfiles(x86)%\Java\jre1.8.0_201\bin\java.exe" -Xms2

G -Xmx2

G -jar

server.jar Error occurred during initialization of VM Could not reserve enough space for 2097152KB object heap And for 4 GB and up: java -d32 -Xms4

G

G -jar

server.jar Invalid initial heap size:

The specified size exceeds the maximum representable size.

Error: Could not create the Java Virtual Machine.

Error: A fatal exception has occurred.

Program will exit.

It works with a 64-bit Java: %programfiles%\Java\jre1.8.0_201\bin\java.exe -Xms4

G

G -jar

server.jar [main/INFO]:

Loaded 0 recipes [main/INFO]:

Loaded 0 advancements [Server thread/INFO]:

Starting minecraft server version 1.13.2 ...

Minecraft also seems to come with its own 64-bit JRE which you may use: "%programfiles(x86)%\Minecraft\runtime\jre-x64\bin\java.exe" -Xms4

G

G -jar

server.jar Note that the flags -d32 and -d64 don't let you choose an installed 32- or 64-bit JRE (at least on Windows), but rather define the bitness you require.

If java is a 64-bit Java, then -d32 will make it fail because the 64-bit executable does not support 32-bit.

For me, I have got a weird solutions I have a 64-bit Processor and OS, but the game was unplayable, I then decided to try out the x86 version (32-bit).

I know this normally doesn't improve anything, but when I did I have a decent framerate of 60fps WHEN RECORDING!

The performance dramatically improved with 32-bit for me.

However, if your machine is 64-bit, I would recommend using the 64-bit version first, then use the 32-bit.

After that you can decide which to use.

My system infoATI Radeon X1200 GraphicsAMD Turion

64X2Dolby Sound RoomAtheros WirelessWindows 7 Professional x64

Ubuntu 13.10 x64

Question: I'm wondering if I was to run minecraft in a 32bit or 64bit ubuntu server; would there be a benefit (speed improvements) or something else, or just the same?  Downsides?

Any benefits to running minecraft in a 64bit environment?

Minecraft is not designed for 64-bit so you won't see any improvements from a technical standpoint.

There are benefits in running Minecraft in 64bit  OS. However it is argued that there will be no difference

Minecraft can take advantage of JVM optimizations resulting to performance improvement

Runinng Minecraft on a 32 or 64 bit OS will not have any effect


As the medic, your primary objective is to stay alive.

If your ally is running somewhere stupid, don't follow him.

Don't latch on to a single teammate and just keep him alive; keep everyone around you overhealed all the time.

If you are a good medic, your allies will protect you.

If an enemy is coming straight for you, run towards an ally who can take him.

Generally, as a medic, you should not be engaging in combat unless it is your last option.

If you keep your team healthy, they will have no problem keeping you alive too.

Just stay out of the way.

I'm going to restate this point because it's extremely important: do not follow your teammates into certain death .

Medic can be a frustrating role because they can't do anything without competent teammates, but every team needs one.

Don't just stay behind your allies - stay as far behind them as you can while still healing them.

If you are with a large group, you don't need to be up at the front line.

Stay back a bit and they can fall back to you if they become low on health.

If possible, hang behind corners while doing this.

If the other team can't see you, they can't shoot you.

Staying alive as medic is extremely important - if someone you are healing is going into a dangerous situation that you don't think you can live through abandon them .

The best medics value their lives above their teammates' lives.

The best teammates value their medics' lives over their own.

If a teammate complains about you "leaving them to die," calmly explain to them that, while they can respawn quickly, your ubercharge meter does not.

Medigun choice is very situational.

As a very general rule of thumb, I find it useful to go with the regular medigun on offense and the kritzkrieg on defense.

This is not a solid rule, though.

If you are on offense and the defensive team is not building high level sentries, you may find that the faster charging kritzkrieg is more appropriate.

Similarly, if you are on defense and need to destroy a sentry nest, running with the medigun is probably a better idea.

Experiment with different guns

and you'll get a better sense of what is right in every situation.

All good answers, I'll just add a few tips of my own.

If there is a very good player, it can sometimes help to be his dedicated medic.

Of course, you should heal others, as well as people on fire.

The "best player" should usually be with one of the following classes as they have most benefit from overheal and can do good damage: Heavy, Soldier, Demoman, Pyro.

So if you find this good player, latch on to him and see how it goes; it can sometimes pay to follow him into what normally would be a dangerous situation.

Keep an eye on your back...

spies love to backstab a medic and then heavy combo.

So watch out for people coming up to you from behind.

Melee them a couple of times if possible.

If you are using voice, call out there's a suspicious guy behind you.

Spotting spies is a skill that takes time to learn.

You can generally check if someone is a spy by following these concepts:

Your allies are not shooting (this de-cloaks a spy)

They tend to "lurk" around behind you People on your team coming towards you, are also a bit suspect.

Especially if there are no enemies firing towards them.

Be aware when going past "nooks and crannies", these are great places to stay cloaked and come out behind people Players on your team that you can't clip through are spies (if you "bump" into a player on your team and you can't pass through) Other than

that use the map to your advantage.

Stand behind corners while healing people you can see besides you.

I will follow up these two particularly well-crafted answers with this...be able to defend yourself .

You will often get into a situation where the offensive class you're healing dies, or somebody comes up from you from behind.

In this case, you need to be able to save your own arse (if you can).

Once that happens, I highly recommend switching to either your saw or dart gun of choice.

I prefer the Blutsauger (darts that heal you each time you hit the enemy), or the Ubersaw

(that builds up your uber by 25% for each hit) Make sure that you strafe successfully enough that your enemy has difficulty hitting you, and you should at least be able to survive.

(Of course, if you're being doused in pyro fire all bets are off...)

Move.

All the time keep moving, even if you're only healing one person and no one else appears to be around, weave and bob and jump up and down like a madman behind your team (though only jump a little bit), and swivel your mouse around a bit too.

A moving target is very hard to hit - especially for a spy trying to sneak up to your back and stab it, and especially for a sniper trying to predict your movement and get a clean headshot, which are your two greatest threats at the back of the line.

Swiveling the mouse around also serves a second purpose - keeping you alert to things behind you.

Not just spies and a few sneaky scouts/pyros that get behind your lines, but teammates who might be hurting badly and on the retreat, or a tell-tale sniper dot that tells you that you should be hiding behind a corner and not standing out in the open (and also, quit jumping around who told you to do that?)

Movement will keep you safe, not just as a medic, but as any class, an erratically moving target is harder to hit.

Question: I keep dying as a medic. I don't run directly into the battle, I just stay behind my allies, but I'll still die before I can deploy an Übercharge.  Do you have any tips for me? How should I defend myself? What medigun should I use?

How do I play successfully as a medic?

Your primary objective is to stay alive. Keep everyone around you overhealed all the time. If you are a good medic, your allies will protect you. You should not be engaging in combat and watch out for people coming up behind you.

Some in-game skills are required such as constant movement and choosing a strategy

Staying alive and protecting your most valuable teammates is a valid strategy

Constant movement makes it harder for enemies to kill you


With Steam's Big Picture mode you can now choose on which monitor games should be running from the settings menu in BP.

Also very handy if you're playing in stereo 3D, since that also only works if the display used is the primary one.

I've written TvGameLauncher , a small program that lets you run any game (including Steam) on your secondary monitor.

Here's what it can do: Toggle primary monitor (so that the game runs on your other monitor fullscreen)

Set HDMI audio playback

(so that audio comes out of your TV) Prevent computer sleep (so that you can play with a gamepad whose input doesn't stop sleep) Darken non-game displays (so that the immersion atmosphere is maximized)

Launch any game executable (including Steam)

Revert all changes once the game exits

Looks like there's a piece of software called Gamers Window Relocator that allows you to effectively do a -noborder (to do "fake fullscreen") on any game.

There is also How to force Maximized Fullscreen mode in any game? .

With the game technically in windowed mode, you should be able to alter what monitor it is displaying on fairly easily (and possibly even use multiple monitor keyboard shortcuts and the like).

When the game is first starting, press shift+WinKey and then an arrow key left or right.

It'll move the window to the adjacent monitor.

You have to do it every time the game starts, but it works perfectly for me.

I know this is a little late, but if anyone else pops in here is my two pence worth.

All i do is switch my second monitor to the main display before starting the game then switch it back after I have finished.

That way the game opens on my TV which is the usual second monitor.

I haven't used it personally but from others

I've talked to

I believe you can use UltraMon .

(There are other programs like this for example MultiMon or DualMonitor tools )

When I had an nVidia card there was a way to make it always run in the second window through the control software's options (Can't remember off the top of my head precisely.)

Other than that I'd suggest looking at each game in particular as some will have options you can set in game.

If the game will run in windowed mode (borderless or not), you can use ShiftWindow to manipulate the window.

You can resize it to fill any of your screens, many of your screens and fit it so the borders aren't visible even if they're really there.

You can also save and load presets, if you wish to use different window sizes or monitors for different games.

Another advantage is that this program will work with any window, it doesn't have to be a game.

I mainly use it to get my League of Legends window back to my desktop after it has run off to oblivion.

I recently learned of an apparently recently added launch option: -sdl_displayindex <int> .

In my case, adding -sdl_displayindex 1 to my Dota launch options has changed which monitor the game launch on to my secondary monitor.

(Presumably my primary monitor is 0 .)

Ultramon is excellent for this.

You can edit the properties of the shortcut where you can select which monitor the game/app will play on.

Also you can have other monitors turn off for you and then back on once the game/app exits.

It is worth the money to buy it.

Additional: Does not work with steam.

However, with Ultrmon, you can create shortcuts to turn off other monitors.

So I have a shortcut to go to GamingMode.

The game has no choice other than to open on the one remaining monitor.

After playing I execute the DefaultView shortcut and my other monitors turn back on.

Question: I have two monitors and Windows 7. Is it possible to tell Steam to open a game on my second monitor instead of the main monitor?  If that's not possible through Steam itself, is there some other way for me to control what monitor a particular game starts on? Switching to windowed mode and dragging the game over isn't always an option and I'm looking for a more robust solution.

Can I tell Steam which monitor to open a game on?

The Steam's Big Picture mode, you can choose the monitor you use from the settings menu. Ultramon is also good for this. When the game is first starting, try pressing shift+Winkey and then an arrow left or right.

Monitor customisation can be achieved through Windows options or by using external software

Monitor customisation can be achieved through a variety of mods or extra software

Windows provide options for monitor customisation


The difficulty should be quite the same but that also depends on the boss fight.

The main advantage of playing as stealth character is that you may have much more ammunition for the boss fight left than a combat oriented player.

Combat based augmentations are an advantage in boss fights but they are not overpowered, so for example the Typhoon Explosive System won't kill bosses.

And also stealth based augmentations can be very useful for boss fights like the vision augmentation to see/track cloaked enemies (if the boss uses cloaking).

I consider the Dermal Armor augmentation as the most useful combat based augmentation for boss fights reducing the damage you receive and with the EMP Shielding upgrade preventing energy losses by EMP and electricity.

This upgrade may be also an option for stealth characters.

I'm doing a stealth/pacifist run, and I don't feel that I've been overly disadvantaged by my augmentation choices.

In fact, some of the stealth augmentations are quite useful during boss fights.

Cloaking, in particular, is great: it's a lifesaver when the boss has you cornered and there's not adequate cover to sneak past him or her.

The biggest disadvantage I've noticed so far is that by not having any strength augmentations, I can't carry around a big cache of powerful weapons and the ammunition they require.

There's extra ammo available once you engage the boss, but it does make things tricky as you'll have to scramble for a new gun when you run out.

Once you realize that you can use Stun Gun on—basically—all the bosses, no.

It actually seems to be easier that way.

But invest in a damage-dealer for bosses.

Preferably a Revolver with the exploding ammo upgrade (which can be bought at the Detroit arms dealer).

Having Cloak is also incredibly helpful.

I've only had one boss battle so far, but I did feel disadvantaged by my stealth-hacker build.

The problem wasn't so much the skills I'd chosen, though dermal armor and a typhoon would probably have made life easier (and longer).

The problem was my inventory: I'd filled it with a ninja's playground of delicate tools for artful, stealthy take-downs.

In the end I compromised my ninja code, dropping some subtle weapons and picking up a big old boomstick.

The first boss can easily be beaten with one EMP grenade followed by running around the room and throwing all the explosive barrels at him.

The whole time he still thought I was in the spot that I threw the EMP grenade from.

I took no damage and used no ammo besides the 1 EMP grenade.

For me the first boss went down pretty easy.

I had to adjust my play style, but I already had a few EMP grenades in the inventory...

so I went with EMP, then unload combat rifle clip into upper torso, run/hide.

Wash, rinse, repeat.

Also I tossed out a few frags since I knew I could use them on the fight.

The second boss fight was more confusing for me, I ran a lot, and died from tossing EMP grenades.

Then I figured we'd just play hide n seek, and the boss would have to find me by coming through my frag mine field.

That worked really well.

Thats as far as I've gotten.

I feel like the hacker build has gotten me a lot more EXP and Credits than my room mate who's taken a non-hacker, stealth based approach.

Before the return to China segment I actually had 15 unspent praxis points I had bought/earned by hacking everything in the game that I could.

At wich point I wound up buying dermal shielding, flash suppressant, lung rebreather, and anything I thought would help me out in the "Black Hawk Down" moment.

I think the only augmentations directly applicable to a boss fight are your dermal (armor) and Typhoon (your body is the weapon).

In my opinion what matters really is the same for all situations in life: What tools did you bring to the job?

For the first couple of bosses I recommend the Revolver with the explosive mod.

It can make fast work of them.

Later in the game, choose either the laser or plasma rifles as your anti-boss measure.

And if you pre-ordered and got the Explosive Mission Pack, you are in luck!

The grenade Launcher is so overpowered.

I took down Jaron Namir in 4 hits, and the final fight was really easy too.

The only downside to this weapon is that there are about 20 total rounds in the game for it.

Unlike the rest of the game, the bosses must be killed.

HOWEVER:

there's a stockpiles of weapons and ammo before each boss More importantly: for each boss there's a way to hack and activate turrets that will kill the boss for you.

Question: I recently read a review of Deus Ex that said you could play a stealth character throughout most of the game, avoiding combat. However, they also said the boss battles were all strict run-and-gun fights.  I would like to play a stealthy character, but I'm wondering if the difficulty of the boss fights is going to be significantly higher if I don't have any combat-oriented augmentations.   Will I be gimped in these fights?   Do I need to throw a few fighting augs in with my stealth?

Are bosses harder as a stealth-based character?

Advantages include having more ammunition left over to fight the bosses. However, having no strength augmentations means you can't carry around a cache of weapons and ammunition. You can also use a stun gun on the bosses, making stealth mode less useful.

It is an arguable point but specific strategies or workarounds can serve as a solution

There are advantages and disadvantages for a stealth character engaging bosses

Specific strategies are being described that a stealth character can use

There is a way to hack the boss fight despite the player being a stealth character


I managed to do it by sympathizing/selecting empathy with him three times.

Logic seems to piss him off, and humble doesn't do much.

However, after selecting empathy, he seemed to hesitate, agreed with what I said, and backed off a little bit.

So after seeing that reaction, I just stuck with it for the other 2 choices, and it worked.

After having done the "persuasion" minigame a few times by trial and error, you can see that there are multiple ways to get finished: the conversational tree weaves around the central

"you win" thread.

You can tell that you've "hit" the person you're talking to...

They visibly react.

And if they back off, or get calmer, you're on the right track.

On the other hand, they also visibly react in a negative way, and you need to watch for that too, because your screw ups (and your successes) will color the whole conversation.

I had a lot more trouble with the later boss conversation (protip: Don't go in defensive.

If you get in his face early, he will chew you up and spit you out), and I ended up running through it three times, and some of the "telling" shots showed up in winning and losing runs.

I think it must run on a "point" system, where you get points for choosing the right way, and lose points for choosing the wrong way, and if your point total is high enough, you win.

I can't remember the exact sequence I used to free Josie.

I mucked around in the bottom 2 (not aggressive or humble, but logic and the other one) until he started trying to leave with her, and then I hit him with humble, and he let her go.

I honestly thought several times I was screwing it up, but it worked out, and I got "silver tongue" credit for it.

I definitely think you need to not be too hard, or too soft on him early.

I think that either one of those will drive him the wrong way.

Sarif was similar.

If you call him out early, he slaps you down, but if you never call him out, he doesn't give you anything...

You've got to be cool and rational, and then WHAM!

Nail him below the belt when the shot opens up.

I did it by doing each of the three options Rational, Empathize and Humble in that order

(I think those were the names).

gaming.stackexchange.com/users/10265/Richard Marskell - Drackir

I got through with Try to free Josie Reason Reason Humble

So apparently there are several ways through.

Which is to be expected: the DX3 developers have kept the DX1 ethos that there's never just one way to accomplish something.

One more answer: You can fight Zeke, and if you take him down fast enough Josie lives.

In fact, if you take him down with the stun-gun (and also saved the earlier hostages) then the SWAT team really likes you.

Just an additive note to the other answers-

the social battles are semi-randomized.

Specifically, I both succeeded and failed to convince Haas to let me into the Morgue with the two same attempts.

I believe that some are guaranteed to succeed, some might, and some will definitely fail.

At first I tried doing the Empathize x3 but all that did was get her shot by the cops, so I went back and did empathize, reason, empathize and that worked for me.

I did Humble

> Empathize > Reason (or Empathize > Humble > Reason, can't remember the exact order of the first two).

It was "You said you're a vet" and then "coward hiding behind a skirt" and then "that's how well he knows you."

Saved them both, got silver tongue achievement, etc.

What i did in the situation was: Try and let Josie go. Reason. Reason. Reason.

And it worked and you get a acheivment for Silver Tounge

This might come in handy... https://deusex.fandom.com/wiki/Ezekiel_Sanders_Dialogue_Challenge

The short, easily-memorised version: Always go with Empathize for the first two choices/"rounds", then watch what Sanders says after your second answer.

If he starts saying "You know what", make your third choice Reason.

In all other cases, stick with Empathize.

Question: At the end of the first mission, you have to negotiate with the terrorist leader and try to convince him to let Josie Thorpe go. Unfortunately, I didn't say the right thing, and she didn't make it out alive.  How do I convince the terrorist to let her go?

How do I rescue Josie Thorpe?

Try sympathizing, using empathy, and then being Rational and Humble. You can also try fighting and if you can take him down fast enough then Josie lives.

The task is achieved by following a series of commands focusing on empathy and reason

Which is to be expected: the DX3 developers have kept the DX1 ethos that there's never just one way to accomplish something.

A series of commands focusing on empathize and reason


The September 15th, 2011 update adds the ability to skip through the opening logos using the space bar ( source ): • Intro logos can now be skipped on all but the first run of the game.

There is currently no known command-line argument or .ini

setting to disable the intro movies.

To make it even worse, the intro files are stored together in "bigfiles" ( confirmed by a forum administrator ).

So you can't replace them with zero-length movies as if the movies were individual files.

Alternatively, you can replace your patch0.000 with this one to skip the intro with ENTER.

I've followed the logic through with Ollydbg and it seems that originally they used to have a menu option for toggling intro movies on/off in the Options menu but they took it out.

Instead they are hardcoding the instruction to toggle it on by default.

And, I believe the reason there is no INI file/command-line/dev console option for toggling it is that they didn't provide one.

The "UI/Disable Intro" string is just the title of the option for display in the Options menu and the longer string is the description.

You'll notice that it is the only command in the entire strings table that lacks a command associated with it.

They might add this in a future update if enough customers are angry about it, however.

Perhaps we should petition them to do this.

On an unrelated note, someone out there might find these useful.

I found them while looking for a way to solve the intro problem.

introdynamic_adsg_unlockedDLCPacksinfinite_ammoimmortalaccesscodenohuduberobject_infog_aimAssist

There is a way to disable this intro.

A parameter or command line disables it:

Assembly proof (check the highlighted part).

We just don't know the command yet, and because I got no skill at assembly, I can't trace the command.

Alternatively, I heard about this mod today that unlocks debug mode with an option to skip the menus...

so that's something... http://forums.eidosgames.com/showthread.php?t=121245

Question: I'm really enjoying the newest Deus Ex, but I'm not enjoying sitting through the logos of the assorted developers and publishers each time the game loads. I remember modifying a file (maybe a .ini) in Borderlands to skip its opening logos so it wasn't so tedious, but I can't remember how this was done, or if the same thing is possible in DE:HR.  Anyone know how to do this? Thanks!

Is there a way to skip the opening logos in Deus Ex: Human Revolution?

The newest update adds the ability to skip through the opening logos.

The 09/15/2011 update provides the ability to skip the opening sequence

The 09/15/2011 update provides the ability to skip intros


Minecraft puts the data in %AppData% , so you can just make batch files which set %AppData% to some other location before running the game.

This is a trivial but flexible working example:

@echo offset LAUNCHER=

c:\games\minecraft\minecraft.exeset SUPPLEMENT=.minecraft-supplementalset APPDATA=%APPDATA%\%SUPPLEMENT%%LAUNCHER%

This will make that launch of Minecraft keep and look for its data (including your saves and even mods) in %AppData%\.minecraft-supplemental\.minecraft\ .

(The extra level of folder structure is unnecessary but harmless, and it would be hard to eliminate it without breaking the sorts of things that the %AppData% convention was designed to avoid breaking.)

Note that this will keep everything separate -- remembered login, achievements, saves, Minecraft version, mods -- everything.

As a bonus, this not only means that you can keep different versions of Minecraft installed, you can segregate different login names into their own installs with their own saves, useful for sharing a computer with other Minecraft players.

You can make multiple versions of that batch file and change the %SUPPLEMENT% variable to keep the copies' data separate.

(Yes, it's currently set to a dumb name.

Customize it to taste.

I suggest .minecraft-[username] .)

You can even use different Minecraft launchers by changing the %LAUNCHER% variable, allowing different versions (or users) to use different launchers.

Might I suggest Sandboxie ?

Its original intentions were more along the lines of security, however, it should serve the purpose you are looking for.

Any program run in sandboxie is forced to keep it's files separate of everything else in your system.

As long as you run one version or another within Sandboxie always, you should be fine.

I found this:

The Minecraft Version Changer Tool .

It includes a jar downloader that can download about 20 versions from early Alpha to Release 1.1 (including many snapshots).

I expect 1.2 to be added soon, as they seem to do a very good job keeping it updated.

I have tested it, and it works well for me.

It completely isolates the different jars

so I am able to keep one .jar for modding without it affecting my other one at all.

The Magic Launcher lets you do this.

You could use the Technic Launcher .

It's Open Source, so you can modify the source code to use the versions you desire.

You could install each one on different Windows users, since the AppData folder is in the user directory, and not the program files directory.

Ever since 1.6.1 (July 2013), the Minecraft Launcher has supported multiple Minecraft versions installed concurrently through the use of profiles.

To create a separate version, begin by pressing the New Profile button in the launcher: Next, change the version number from 'Use latest version' to the version you want: If you want to use a snapshot version or an old Alpha/

Beta build, you will need to click the checkbox to enable them.

Optional step: if you want to keep the installation separate from your main Minecraft installation (e.g. you are playing a snapshot which could corrupt your worlds if you play them accidentally in the wrong version), tick the 'Game directory' box and choose the folder of your choice: Finally, click save profile, switch to it in the dropdown menu, and click Play to download the specified version and play it!

In Windows 7 you can make two different Minecraft folders wherever you want, then put a directory symbolic link (that points to one of those folders) named .minecraft to %APPDATA% MKLINK /D

%APPDATA%\.minecraft path\to\your\directory

To change the version, remove the link and make a link to the other folder.

Linux, KDE:

In Dolphin file manager drag one of your folders to your home folder, select "Make a link" and rename it to .minecraft (note that it will be hidden, so you have to press Alt

+ . to show it and remove.

Quite a few people use a launcher called MultiMC .

This allows you to set up multiple installations of Minecraft and swap between them.

This isn't a perfect solution, but you could always install linux to a flash drive (I'd suggest an 8 GB or larger card, and installing Ubuntu) and boot/run a second copy of minecraft from it.

As a bonus, you would now have a portable copy of minecraft.

You could go into the "bin" folder of ".minecraft" and then copy and paste your minecraft.jar file in another folder, keeping it there until it's needed.

You can locate your bin folder by pressing your start menu, type in "%

appdata%"

-> "Roaming" ->

".minecraft

" -> "bin", click on "bin" and back-up your "minecraft.jar" file at the bottom.

When you want to play a previous version of Minecraft, just simply delete the "minecraft.jar" that's already in your "bin" folder, then copy and paste the back-up "minecraft.jar" into the "bin" folder and you're set.

Question: When a major version of Minecraft is released, it takes a while before mods are updated to work with it. It can happen that you want to install the new version, but keep a copy of the old version with mods installed.  Windows version keeps data in  %appdata%/.minecraft  regardless of the executable's version. Is it possible to keep two versions of Minecraft installed at the same time, without conflicts?

How do I keep two different versions of Minecraft installed?

There are various tools that let you do this: Minecraft Version Changer Tool, Magic Launcher, and Minecraft Launcher. You can also install each one on different Windows users or go into the bin folder of minecraft and copy and paste the minecraft.jar file into another folder.

The most prominent solution is using Minecraft Launchers, although creating different executive and save files works as a legitimate option. Running the game on a different OS is also advisable.

Creating alternative save and executive files could solve the problem.

Two version can be installed at the same time using specific Minecraft launchers.

Installing a game on a flash drive could be a solution.


Leveling up is currently used for 2 things: Score, and enchanting.

Score

1 orb

== 1 point .

This score is displayed upon death (and possibly game completion.

I haven't gotten that far :P).

Enchanting

As you collect orbs, your experience bar fills.

Everytime it gets completely full, it empties and you level up.

In this screenshot, the player is level 1.

Once you have an enchantment table , you can spend your experience on enchantments .

These give one of your tools a special ability, such as a chance to not take any wear each time you use it, and additional harvesting speed.

Enchantments cost 1 to 3 levels depending on the type of enchantment, but you must be a certain level to access each one.

The highest tier appears to require you to be at or above level 30 to use, while still only costing 3 levels per enchantment.

One thing to note is that as of Release 1.8 enchantments also cost 1-3 pieces of Lapis Lazuli depending on the enchantment.

BEFORE RELEASE VERSION 1.8

Every enchantment has a cost paid in levels.

I.e. Level 2 enchantments cost 2 levels of experience.

In my screenshot above, the player can only buy level 1 enchantments, because he's only level 1.

By default, you can get up to level 5 enchantments with an enchantment table.

Placing bookshelves around your table will unlock higher level enchantments.

Your experience is reset when you die, although you do drop some experience orbs, which can be recovered like anything else you drop, assuming you find your death spot.

The amount dropped is 7 times your level, up to 100, or enough to reach level 5 .

As of 1.9-pre4, leveling up provides skill levels that you can spend on enchantments for your items.

And as of 1.9-pre2, your total experience acts as a way to keep score: one experience orb equals once point .

Combined with hardcore mode (which forces a player to delete their world upon death), it introduces elements to bring Minecraft more in line with the Roguelike genre of games—including Nethack, Angband, and Dungeons of Dredmor—that generally report your score upon game completion (read: death).

In the future, Mojang has talking about how leveling up will eventually provide a way to increase skills.

What that means and how it's accomplished is entirely speculatory at this point: the only thing known for sure is that gaining enough experience orbs to "level up" would award skill points that could be spent on "powering up abilities".

In terms of what powering up abilities means, Notch said : You could upgrade run speed, or like, maximum health, or uh, [inaudible].

Stuff like that.

It's unclear if this was an idea that's been replaced with enchanting or an alternative to enchanting that has yet to be implemented.

According to the behind the scenes video for the trailer (starting around 1:35)

there is currently no use of experience.

However, a future release will use experience (for some currently unknown purpose).

It wasn't obvious whether this would carryover, so I'd say it's 50-50.

As of Sep 10 '11, it has no use at all .

That's because Beta 1.8 is Adventure Update Part I.

It will have a use in Beta 1.9, Adventure Update Part II, along with NPCs and more!

As of Minecraft release version 1.4.2, aka the "Pretty Scary Update", Anvils were introduced, serving all sorts of different functions.

In accordance to your question, they serve two functions related to experience: 1:

Repairing and Renaming Items Unlike crafting to repair items, Anvils can use materials to repair or combine two items.

Anvils can both retain enchantments and expand on them.

The player can also rename any item - not just tools or armor - using this method.

This costs levels proportional to what is given.

Simply renaming an item will cost 5 levels for a non-tool/armor item, whereas renaming and repairing an enchanted tool/armor is substantially more.

On each use, anvils have a 12% chance to be damaged.

On its last use, the GUI will close and the anvil will disappear, dropping the item on the ground.

Combining Enchantments Due to the lack of a level cap in creative mode, it is now possible to combine any two (or more) enchantments on two items.

Owing to the anvils ability to add two enchantments together to make a better version (like two sharpness 2 swords can be combined to a sharpness 3 sword), and the lack of a enchantment number cap (a knockback and looting sword can be combined with a fire and sharpness sword to make a knockback, looting, fire, and sharpness sword).

Alone, each of these attributes is useful, but when combined together, it is possible (in creative) to make a Sharpness V, Fire Aspect II, Knockback II, Looting III Diamond Sword from a whole pile of lower enchantment tier diamond swords.

(Ex: 16 Sharpness I swords, 4 Fire Aspect

I swords, 4 Knockback

I swords, and 8 Looting

I

swords can be combined into a sword with the enchantments listed above.

You need XP for enchanting or repairing tools on an enchantment table or an anvil.

gaming.stackexchange.com/users/86862/Arthur Motta Duarte Sá

Question: Starting with beta 1.8  prerelease ,  Minecraft  players earn XP when they kill mobs!  What are the benefits of leveling up? More health? More damage? Larger inventory?

What's the point of leveling up in Minecraft?

Leveling up is used for score and enchanting. You can also use it for repairing and renaming items.

Leveling up is mainly useful for score and for enhancement purposes, although in older versions XP has no effect.

Leveling up increases the score and gives the ability to enhance or to combine enhanced items.

It is suggested that in older versions there is no effect.