It is a good buy versus anyone who has ultimates or abilities that rely on health regeneration.

The active makes this item extremely effective against champions with healing abilities, as well as the use of health potions.

It is also effective against champions and item builds that rely on spell vamp and/or life steal.

Examples of champions/abilities/items that it counters include: Health Potion

Dr. Mundo's Sadism Fiddlesticks's Drain Soraka's Astral Blessing and Wish Swain's Ravenous Flock Warwick's Hungering Strike and Infinite Duress Sion during Cannibalism Tryndamere's Bloodlust Renekton's Cull

the Meek Volibear's Chosen of the Storm Vladimir's Transfusion

The Bloodthirster / Sanguine Blade Summoner Heal Source

So, if there is particularly abusive Swain, Warwick, or Sion then it can help stop them.

Executioner's Calling is indeed an interesting item.

I personally find it to be underused, but there are only a few characters that I feel can make use of it.

Gangplank is a good champion to use this on/against.

Being able to cast this on Gangplank as you pressure him will prevent his heal from being as effective.

Also it is generally useful against any champ that relies on sustain in lane.

Sadly I think it needs a buff, as there are very few characters that can really benefit from grabbing this.

As you've noted, also a good mundo counter if your team does not have ignite

/Trist/

Fizz/any other heal debuff

This is one of my favourite items in the games.

It is similar to Wriggle's Lantern, in that it helps you out in-lane but is probably not something you will be keeping in late-game.

The stats on it are pretty good for the cost, I get this item on Gangplank if the opponent has any form of healing including pots.

He loves the crits and extra sustain, and the passive 4dmg a second on top of his grog soaked blade makes his Parrley harass even more powerful.

This item is super cheap, and is a real bargain on any champion that benefits from crits & lifesteal but also needs some way to shut down an opponent's sustain.

I should note that the damage over time will have you prioritised by towers, so you must be careful of this if you plan on diving.

It also helps stop people getting into stealth, porting back home, and it can keep Malphite's passive down perpetually.

When your team has 1 or no ignites with them and they ahve a tryn/sion/mundo/yi on the other team.

Or pretty much any champion who has high lifesteal and is able to take a ton of damage and just heal up easily.

Its purpose is straight down to stop the healing affects and give your team the advantage to burst down the other enemy champion like fiddlesticks who heals so much from his w

Lifesteal and spellvamp champs, against healers (heal spell, sona, janna ult to lesser degree, trydamere, nidalee), people using bloodthirster, warmogs, ect.

It is, in my opinion, not the best choice

but it could be useful against those.

Ezreal, graves, any ad carry with lifesteal for example can outheal in some 1v1 situations.

This would cripple them fairly effectively but the item is indeed very situational.

It's basically ignite: the item.

Great against heal/regen-heavy champs.

Try it in an on-hit build! :D

You could use it in case their carry is stacking lifesteal and that's somehow giving him too much survivability, you could use it against Mundo, Warwick, Sion, Fiddle, just about anyone with a heal, and it's very cost effective.

Question: I know  Executioner's Calling  reduces HP regeneration and healing, but who would this actually counter except for Dr. Mundo? I've seen this item built once even when I play Dr. Mundo pretty often.  Can someone shed some light on this item?

What could Executioner's Calling be used for?

This item is super cheap. The active makes this item extremely effective against champions with healing abilities. It is a good buy against anyone who has ultimates.

The executioner's calling is an items that can be used against champions with high sustain by life stealing.

The community explains what executioner's calling does.


http://www.minecraftwiki.net/wiki/Chest#Bugs See the list of items here where you can still open the chest.

Liquids: Water and Lava.

Plants: Leaves, Cactus

(With a water source block on top), and Farmland.

Translucent Blocks: Glass, Slabs, Stairs, Monster Spawner, Snow, Ice, Fence, Cake, Beds, Glowstone, and Chests.

Non-Blocks: Torch, Redstone Torch, Redstone Wire, Redstone Repeater, Pressure Plates, Lever, Ladders, Rails, and Sign.

I personally like Fences because you can make a nice checkerboard pattern of chests and fences

The other solution is to place your chests in the ceiling with another block empty above them; nothing can get on top to sit on them.

You can place transparent blocks such as slabs, steps, or glass one block above the chest.

In fact, even chests stacked on chests will work.

These will allow you to use your chests still, but cats will not be able to sit on top of them.

Stack your chests on top of your chests.

This will prevent anything from climbing on top of them, and you can still open all of them.

Either that, or don't let your cats in your stash room :)

Well, you can place a transparent block such as glass or glowstone above your chests or you can use a slab.

If that doesn't look good, just place another chest on top of the first chest, that way, you have extra storage and, your cat can't get on top of either one, unless, there is a block next to the chests and the cat

climbs up that block.

another way would be to distract the cats by putting another chest somewhere nearby.however, the cats will not change chests so put these decoys down before they mess up your chest opening abilitiesif all else fails, a sword is the answer

Question: Cats will now sit on chests, beds, and furnaces until you give them a fish.  While a cat is sitting on a chest, the chest cannot be opened.  Is there any way I can prevent a cat from sitting on a chest while still being able to open the chest?

How can I prevent my chest from being sat on?

For liquids there is water and lava, for plants there are leaves and cactus. For blocks there is glass, slabs, stairs, monster spawner, snow and ice. You can also stack chests on top of chests for more storage.

The problem can be solved easily by using in game mechanics.

The community suggests to use certain type of blocks or get rid of any animals within the chests range.


Yorick actually has very little means of escaping, so if he is ganked from early on he can be gimped enough to the point where he is not a large threat.

He becomes incredibly tanky, so make sure you try to get him early.

The later you gank him, the more levels in Omen of Famine he'll have and be much tankier.

Once he's level 3 he also will be able to throw up all 3 ghouls for 15% damage reduction making him very tanky.

Many champions can lane against him by farming his ghouls.

They give no gold, but Tryndamere and Nasus scale better into late game and give them means of gaining strength in lane.

Tryndamere gets it by hitting the ghouls for rage buildup and actually end up healing off of his skills from lifesteal and Bloodlust.

Nasus gets power by building Siphoning Strike charges off of the ghouls.

Source: http://www.lolpro.com/guides/yorick/65-yorick-guide-top-lane/tips-tricks-synergies-and-counters

I like to counter Yorick with Cho-Gath, not just because I love Cho but also for these reasons:

You can heal of his minions with your passive, they will not do more dmg than your passive heal.

15% damage reduction?

OMNOMNOMNOMNOM!

If you can get an early gank, you will be way more tankier.

If you are able to farm and snowball perfectly you will be way ahead of Yorick.

Yorick is annoying due to his ghoul spam.

I have seen top lane Warwick deal with him easy because Warwick can sustain himself through Yoricks spam.

Also having your jungle keep pressure on him can keep him down a bit as well.

I have played Rumble against Yorick and it worked out pretty well.

I just torched all the ghouls and they weren't too much of a problem.

If you can get an early gank on him with your jungler then you can pretty much dominate the lane with so much damage from your torch and harpoon.

Trundle-

He heals off Yorick's ghouls

He can decrease his damage

Slow him when hes slowed Reduce

the slow Yorick has Awesome 1v1 ultimate.

I don't know if there are champs that will completely destroy a yorick 1v1, but many have built in sustain not to be destroyed by his ghouls.

Nasus, builtin lifesteal makes him a strong choice, Trundle's passive, and Chogath passive make it very difficult for Yorick to push them out of lane.

Then when the lane is pushed from the ghoul spamming, just get your jungler to gank and win.

I think Sion is one of the strongest counters to Yorick since he can use Yorick's ghouls against him with Roar of the Slayer (E) by catapulting them into Yorick.

Question: Is there a counter to Yorick on top?

Is there a counter to Yorick?

Cho-Gath, Warwick and Sion are good counters to Yorick.

The community refers to some champions and how their skills are countering Yorick, in lane phase.

Few champions that counter Yorick, are suggested.


If you can find or make some equipment with either magic or frost resistance, their breath attacks will do less damage to you.

Having a companion with you can help by tanking the dragon for you, so you can attack

it's side, so it can't hit you with its tail.

You can also bash them with a shield during its breath attack to stop it prematurely.

It really depends on what kind of character you are.

A great way is to use "Spell breaker"

It creates a ward that blocks any magic attack up to 50 damage.

This can be used on any dragon except ancient.

Another strategy not mentioned is to use the dual casting destruction perk Impact.

Assuming your playing a magic-using character of course.

Impact as I understand it normally does not stun dragons, however once you put points into the appropriate "additional damage" perks of whatever school your using (fire, frost, or lighting)

it will.

While the conditions to meet this status are hazy to me, I know for a fact it works as I've stun-locked dragons many times.

Simply stun them as they are about to use their breath attack, and voila.

Rather a high price to pay, but becoming a vampire does the trick.

Vampires are 100% resistant to cold, as I found out after several minutes wondering why getting my arse repeatedly frozen by a dragon was doing me no harm :)

Use magic and frost resisting potions and equipment .

You can find a damage reduction calculation here: Is Resist Magic multiplicative or additive?

Frost dragons are weak to fire .

So you should use fire spells .According to the UESPwiki entry it is 25% and it has a 50% restistance to frost.

So don't use frost spells.

You can increase the weakness using an aversion to fire potion .

Using a flame atronach as a damage addition and diversion could also be helpful.

You can cast this with a scroll, a staff or spell.

Defense Use measures to increase your magic resistance or just frost element damage.

(Answered in another Gaming SE question here:

What should I do to mitigate heavy spell damage? )

The reason you might find frost-breathing dragons hard, but not fire-breathing ones is that because your character, a Dunmer, already has constant 50% resistance to fire .

Get a follower that will tank damage for you, preferably a Nord

(Nords have 50% resistance to frost).

Offense Frost dragons are weak to fire .

Since you mention that you are a Dunmer mage, specializing in destruction, then hit that dragon up with Fire spells .

List of Fire spells, staffs and weapons here: http://uesp.net/wiki/Skyrim:Fire_Damage Take the Impact perk, as soon as you can.

This will stagger dragons if you hit it with a spell casted with two hands (temporarily stopping it from attacking).

You can also use the Dunmer's greater power, Ancestor's Wrath ( for 60 seconds, opponents that get too close take 8 points per second of fire damage, once per day ), if you find yourself near the frost dragon.

If you also have skill points and perks in Conjuration, the Flame Atronach (ranged fire attack) and the Dremora (wields a sword with Fire enchantment) can also help attack and absorb damage from the dragon.

The Flame Atronach is weak to frost, though and will be easily dispatched by a frost dragon, if attacked.

However, it is available at just level 25 skill in Conjuration, while to conjure a Dremora, you either need the Sanguine Rose or level 75 skill in Conjuration.

Well a problem with a frost Dragon ah, Here are some Tips:

They are like any other Dragon.

They are vulnerable to fire and Sparks.

Once in a while it will stay still to attack.

Use that as one weak point of Dragons.

As soon as it crash lands (When it cant fly) stay away from the tail and the head.

Although you may still get damaged, it will be better then getting eaten or sent to the moon.

Question: I find these types of Dragons really difficult to face. One strike with their frost breath wipes out most of my health. I have beaten some before, but I need easier ways, so feel free to tell me anything-Thanks     I am a Dumner or the Dark Elf btw and I use all magic, but mostly destruction.

How do you beat frost dragons in Skyrim?

Find some equipment with magic or frost resistance and have a companion with you to tank the dragon for you. They are vulnerable to fire and sparks.

Frost dragons can be defeated by following a wide range of tactics, combined with specific gear.

The community is giving details regarding different strategies to beat frost dragons.


It does not appear possible to re-animate dragons.

Although the Skyrim Wiki does point out that attempting to reanimate a dragon corpse may cause it to appear to "fly" temporarily.

Using a reanimate spell on Dragon corpses causes them to be pushed or thrown/flung wildly into the air.

By default you can't even reanimate giants not to mention the flying dragons.

There is also a bug that can cause dragons to be pushed or thrown/flung wildly into the air by casting reanimate..

In the dawnguard dlc you recieve a shout called summon Durnehvir.

He is technically dead considering you summon him from the Soul Cairn which is sort of like a Lymbo world.

I looked for a way to revive various dragons too.

Other than that, its just the primary call

dragon shout you get from the main story.

Further on in the main quest line, you'll get a shout which calls a dragon to fight for you.

Just keep on playing.

There's no possible way to revive dragons.

As @Ebongo mentioned: It does not appear possible to re-animate dragons.

Although the Skyrim Wiki does point out that attempting to reanimate a dragon corpse may cause it to appear to "fly" temporarily, as seen in the below video.

I see that the reason why you need to revive a dragon is so you can have a dragon ally.

Here are the ways of doing that: During the Main Quest Line, you'll get a shout called "Summon Ohdaving".

You must at least complete the main questline for another use.

This will summon the dragon who will help you in your battles.

If you have the Dawnguard DLC, you can receive a shout called "Summon Durnegvir".

Just like the Ohdaving shout, you can use it to summon a dragon to help you in your battles.

There's a shout called Resurrection shout, used by Alduin in "A Blade on the Dark".

However, it can't be retrieved in vanilla Skyrim, since there are no dungeons or dragon sites with word walls that have this shout.

You need to use cheats for mods to get this special shout.

Question: Dragons are EXTREMELY powerful and I was wondering if I could get one to fight for me.

Is it possible to reanimate a dragon on skyrim?

Reviving dragons seems impossible, within normal means.

The community agrees that it isn't possible to reanimate dragons.


Usually broadband just means "not dialup".

If you have even the lowest end DSL, it'll probably be playable, and anything faster than a megabit should be more than sufficient.

I played the open beta on a 1mb/s connection without any problems.

And wireless just tends to be buggy, especially with stuff like this where a few lost packets can make you jump around the screen and lag a lot.

Putting in a caveat about wireless is just a way for them to wash their hands of your local network problems.

What qualifies as "Broadband"?

The term broadband refers to a telecommunications signal or device of greater bandwidth, in some sense, than another standard or usual signal or device (and the broader the band, the greater the capacity for traffic).

Source

Any good connection to the internet.

Diablo 3, different from diablo 2 and diablo.

can ONLY be played with internet connection (without being dial-up) Does DSL-3Mb connection count?

Digital subscriber line (DSL, originally digital subscriber loop) is a family of technologies that provide internet access by transmitting digital data over the wires of a local telephone network.

The 1980s saw the development of techniques for broadband communications that allowed the limit to be greatly extended.

Source

And what could possibly be the issue with Wireless?

The only issue about Wireless connection is the interference by walls and other stuff between your device and your antenna.

I would think your DSL-3Mb would suffice.

With regards to Wireless, it will probably be playable, but it can be very "unstable" because of latency, interference and signal strength issues.

And 802.11b has a theoretical max of 11 Mbit/s, which can be lowered because of interference and signal strength.

I would suspect Blizzard added that caveat to be able to say during support, that people should try a wired connection and see if that helps.

By Broadband, they simply mean 'faster than dialup'.

The 'some wireless connections are not true Broadband' is not referring to Wi-Fi networking, but rather to wireless internet connections provided by cellular providers.

Many of these are still available at speeds well below 3G - much closer in fact to the sort of speeds you'd get over old Dialup, and that's before taking questions of reliability into account.

The warning is primarily aimed at users who expect a high quality gaming experience over this sort of connection.

Not Wi-Fi.

And what could possibly be the issue with Wireless?

If you are talking about 3G/4G then the answer is that its simply not fast enough.

If we are talking about 802.11N then that of course is supported.

3G/4G is fine when you are talking small TCP packets that happen when you refresh a page; Diablo III will require continuous packets.

The least connection I have used thus far is a personal hotspot from my 3G iPhone providing a wireless signal for my laptop.

The game was quite playable but I wouldn't try hardcore that way :-)

Question: According to  Diablo 3 System Requirements , we need a broadband connection.    What qualifies as "Broadband"?    Does DSL-3Mb connection count?    What could possibly be the issue with Wireless?

What does Blizzard mean by broadband?

Broadband means not dial up. It refers to a device of greater bandwidth than the standard signal.

In simple words, broandband means not dialup. Basically any good connection to the internet.

A wider definition of what broadband means, is given.


Here is a list of data-mined feats of strength thus far: http://d3db.com/achievement/?c=5505067#1-1-0

They fall into several categories: "One of the Chosen" - Participated in the Diablo 3 closed beta Participated in the web promotion for each class (earning the sigils by creating banners)

"Discriminating Taste" - Bought the Collector's Edition "

In the Land of Killer Unicorns" - Get to the secret non-cow level for ideas "Kill the unburied Jay Wilson"

- Kill a monster named after D3's Game Director, in a special secret dungeon

"One of the Chosen" is the only Feat of Strength that has been discovered so far, to my knowledge.

It is the Feat of Strength given to players that were in the closed beta.

I also did all five class web promotions during the pre-release of the game.

Blizzard took their while to grant these but they're all in my account now.

They're named: "Brushed up on the Barb" for the barbarian

"Wise to the Wizard" "Delved into the Demon Hunter" "Witch Doctor discovered" "Mindful of the Monk"

All were credited on the 28th of June (at least for me)

"Kill the unburied Jay Wilson" got this one, and its title is "Smash!

Jay, smash!"

Its a secret level in one of the crypts, when doing the black kings crown in the cemetary.when

you enter the crypt changes its name to "developers hell" and all the mobs are, well, developers...

Zombies with names of people working on D3...

And the boss is none other than Jay Wilson!

In the land of Killer Unicorns is another feat of strength got it on the 18th

I've gotten 3 so far.

D3 Collector's Edition Killing the Unburied Jay Wilson in Developer Hell (random 4th dungeon at the crypts in Nightmare or higher) Finding Whimseyshire (secret unicorn/rainbow level)

As far as the exclusive sigils go, I've not seen anything from Blizzard yet on these.

I did all 5, have the emails as proof and time stamps but do not have them on my account.

Question: Like the title says - what are the known feats of strength in the game?

What are the feats of strength in Diablo 3?

They fall into several categories: One of the Chosen, Discriminating Taste, Land of the Killer Unicorns, Brushed up on the Barb.

It seems that feats of strength is some kind of an achievement list.

The community is offering details, regarding the feats of strenght, based on personal experiences.


No, like its predecessors you can not increase your carrying capacity.

However items take significantly less space in Diablo 3 over Diablo 2 (however more space than WoW), allowing you to carry a surprisingly large amount of items.

You can store items in your Stash however, which can be upgraded in size.

You can teleport back to town at almost any time you want, and unlimited times.

So if your bags ever fill up just go back to town, empty them, and then jump back in right where you left off.

Full bags should never be a problem.

While it's not possible to increase your pack size, all items take up space.

Even those in their dedicated storage containers.

I.e - Blacksmithing materials.

Try storing this stuff in your stash until you need to use it.

No you can't There is no way you can increase your inventory size in Diablo 3

(But you can buy extra space for your stash).

In Diablo 2 you could use some tricks and

Wow you could buy larger bags.

All item take far less space in your inventory in comparison with Diablo2.

Now your items take 1-2 spaces.

Independent

if it's a dagger or a flamberge will take only 2 spaces.

While Belts and potions will take 1 space.

It is not possible to increase the amount of space you have in the inventory of your character.

In town there is additional space for storage in a stash, and as of patch 2.1, there are now a maximum of 5 stash tabs.

If your stash is full, you can always create a level 1 character, have it run to the stash, and pull as much from the stash as possible into inventory as storage.

While this may encourage "hoarding" it is useful if you need more space in your stash and it has spilled over onto your main character's inventory.

Question: Is there a way to increase the amount of items that I can carry with me in Diablo 3, much like you could purchase more/bigger bags in WoW?

How can I increase my carrying bag/capacity size in Diablo 3?

You cannot increase your carrying capacity.

In Diablo 3 there is no way to increase the storage capacity of a players bag.

It is explicitly stated that there is no way to increase the size of bad capacity.


In general, I completely ignore whites and grays - typically they're worth less than 10 gold a piece, which is not even worth dragging back to town.

Do note that some "special" objects such as health potions and gems have white text, which might be confusing if you're completely ignoring that font color categorically.

In the very early going, when you have equipment slots that are completely empty, they're worth grabbing just so you're not completely naked .

In particular, when you're just starting out, keep an eye out for a Targe shield - it's got typically around 50 defense, which outclasses most of the defense you'll find on any other item at this stage of the game.

In the very early phase of the game, you can occasionally find a white weapon/armor piece that has slightly better DPS than your current weapon - I've found white weapons better than blues I had from previous dungeons in the early levels previously.

For this reason, sometimes I'll grab (or do a quick check by hovering over it and pressing CTRL, as bwarner notes) the first white item of a type I find, just to see if it's a class better than my current gear.

Past about level 5 or so, though, you're better off leaving them where they drop.

Once you have items that give you beneficial stat boosts beyond the basic defense/DPS rating of the item, whites and grays are almost always going to be worthless to you.

Even if you can get a few extra DPS or defense points out of a "higher tier" white, it probably won't offset the utility of the other bonuses on your current gear.

White and grey items are intentionally worthless, even according to Blizzard:

Bashiok:

Diablo is about loot explosions.

We can't realistically have loot explosions without a bunch of confetti and glitter that makes it all look exciting, but has no value except to make the explosions more satisfying.

Gold still did this to a degree, but we were missing the "arrows and bolts" of yesteryear.

White items were worth something and we really didn't have any junk we could just throw out with no limit.

Now we do.

This was posted in response to concerns similar to yours, which came up because whites used to be worth something: you could salvage them into crafting materials, or convert them directly to gold (using character abilities in the beta, now removed).

Blizzard intentionally changed this, both to prevent the mentality that you needed to pick up every single item, and to add to the "loot explosion" idea Bashiok mentions.

Grey items are essentially useless and white items aren't much better.

Their sell value is next to nothing, no more than 10 gold per item so it is not worth it very much to carry them back to sell.

Your inventory space is better occupied by blues which you can scavenge for crafting materials.

This also makes will make it feel less like you have to go back to town to sell things to empty your bags, whereas going back to town to scavenge an entire backpack of blues is much more rewarding.

The less time you spend travelling back to town the more time you have to push forward in the game and story.

No. Whites (with the exception of gems and crafting pages) and greys vendor for far less than even the worst blues.

You can safely ignore them, and save the space for something more valuable.

They're practically worthless.

The amount of money you make by picking up an entire inventory of whites and greys and selling them can easily be made by pickung up one blue and selling it.

They also don't get you more money in higher difficulties, at all.

Question: Once you're past the first few levels and not desperate for any little bump you can get, is it at all worth picking up the whites and greys littering the average battlefield?  I'm know that every penny counts but would you make more by pushing forward and slaying gold dropping foes or getting to Nightmare and seeing more blues?

Are white or grey items worth picking up at all?

White and grey items are intentionally worthless, save space for something more valuable.

In Diablo 3, it seems that grey and white items are useless.

The community is classifying this type of items as worthless.


There is no built-in controller support on the PC version of Minecraft.

You will need something like Xpadder to change each controller input to a keyboard/mouse input in order to use a controller.

The Minecraft: Windows 10 Edition supports multiple control schemes, including controllers and touchscreens.

Just connect the controller to your PC and play.

Keep in mind that the Windows 10 Edition is missing many features of the Java version.

Although owners of the Java version can redeem the Windows 10 Edition for free, their worlds and savegames aren't compatible with each other.

* It is possible to convert Java worlds into Windows 10 Edition worlds , but this is not officially supported.

Do it at your own risk.

* : This offer has ended on 2018-10-19 , and the redemption period has ended on 2020-04-20 .

Owners of the Java version are no longer eligible to a free copy of the Windows 10 Edition.

[ Source ]

With a mod, yes.

You can use the Minecraft Joypad/Split Screen Mod for actual analog movement (not just eight directions like with XPadder) and UI modifications for the controller (instead of only using an analog stick to emulate a mouse).

It also creates the possibility of playing split screen with a friend (but you can use it just to play full screen single-player with a controller): http://retro-hack.blogspot.com/p/minecraft-joypad-mod.html

If you're on Linux, you may have luck with Joy2Key, found here: http://sourceforge.net/projects/joy2key/ Debian package: http://packages.debian.org/search?keywords=joy2key Ubuntu package: http://packages.ubuntu.com/search?searchon=names&keywords=joy2key

Another option is QJoyPad: http://qjoypad.sourceforge.net/ which also claims mouse support.

I haven't tested these myself.

you can use your xbox 360 controller and steam controller with steam.

Just add the game to steam and choose the controller layout with 15 upvotes.

In game swap the q and lshift buttons so you'll go down with red b button

This may not work for everyone but its usefull for me if you have steam.you can add the short cut to your library,change it to big picture,go to minecraft short cut,click game settings,then change the button scheme.

Also be sure to have the driver software installed.

I use Mr.

Crayfish's Controllable mod, Which Requires just plugging in a controller before launching minecraft.

Made for 1.12.2 and download here: Click me.

link to offical website

I created an (open source) application specifically for use with Minecraft:

Java Edition :

https://github.com/KapitanH/PlusPad .

It runs in the background and uses MonoGame to capture gamepad input to translate into Windows API calls for mouse and keyboard actions.

It runs on Windows and has been tested with Xbox 360 gamepads.

The simulated inputs are: Left Stick:

WASD

Right Stick:

Mouse movement Back:

F3 Start: ESC Back

+ Start:

Enable/disable input L3:

Ctrl R3:

LShift

A:

Space

B:

Q

X: F5

Y:

E LB:

Mouse wheel up RB:

Mouse wheel down

LT:

Mouse 2 RT:

Mouse 1 DPad up: Text input - next character DPad down

: Text input - previous character DPad left:

Backspace DPad

right:

Text input - accept character

Question: Am I able to use a controller to play the PC version of Minecraft? If so, can I just plug it in and play or do I have to do something else before being able use one?

Is Minecraft (PC) Controller-Friendly?

There is no built-in controller support on the PC version. The Windows 10 version supports multiple control schemes.

While some versions of the game might support controllers, the community tend to use modificiations.

It is stated that there is no such a thing a controller support.

The user is positive that there is controller support, by refering to a specific version of the game.

It is suggested to either use steam or a mod, to force the game into recognizing a controller.


There are three reasons that I've seen mules dropped away from the mineral line in competitive play: Manner mules

By far the most common reason is that a Terran player has decided that they've won the game, that it's obvious that they've won the game, and the other player should have realized they've lost and gg'd out already.

Throwing down mules away from your base in that situation says "I've won so big, look at me throwing away resources, because I don't even need them to crush you completely."

It's considered impolite or (in the common SC2 phrase) "bad manner", hence the name.

Forcing the enemy to shoot their own units Facing off against another Terran, it's possible to cause the enemy's tanks to kill each other by landing a mule in the middle of a group of sieged tanks...

the tanks target the mule, and kill each other with the splash damage.

Repairing mechanical units When an important mechanical unit or group of mechanical units (most often a Thor, but sometimes a group of tanks) is severely damaged far from the players base, that player can repair it by sending down a mule, without having to wait for an SCV to cross the map, or retreat the unit(s) back to their home base.

If the unit(s) repaired are important because of their strategic position, repairing them can be more important than the loss of minerals due to dropping a mule away from the mineral line.

MULEs dropped on the battlefield, especially near the end of the game and nowhere near anything that needs repairing (e.g. a bio ball) after a large victory are known as Manner MULEs , essentially an "in your face!"

with units.

This meta-gaming is usually to try and fluster the opponent, especially in a series of games where they would play another game minutes later.

During the game, Mules can be used to repair units in the field and can get to the units in need of repair faster than SCVs if they have to run a long distance.

I've used them and have seen other players use them during battle to repair damaged thors and tanks without having to wait for SCVs to run all the way out there.

And, as I've learned from the other answers here, and on subsequent research on http://wiki.teamliquid.net/starcraft2/MULE , they are also used to humiliate or intimidate an opponent.

In addition to being able to repair, Mules will sometimes draw enemy fire.

For the same reason that sometimes people will send their workers into battle to soak up some of the damage, sometimes Mules can be used for the same purpose.

I am not expert enough to know how effective this is, but a Mule has 60 hit points.

If it can soak 60 damage that would otherwise kill unit(s) costing > 200ish minerals, I would think this would be more effective than just having it mine.

Mules can also be used to perform a terran "force field" and placed on hold position.

This can make banlings/lings take a longer path to reach the attacking terran units, or absorb broodings and mess with their pathing.

I have two additional uses for mules.

Scouting.

The mule can be dropped anywhere where the player has line of sight.

Which can be achieved with a scan.

I will sometimes scan an area, and then drop a mule into it.

This gives me a unit which can scout the area beyond the perimeter of the scan, or keep tabs on an important find.

Consuming Banelings.

A good tactic for fighting Zergs who have a lot of Banelings is to scan, and then throw down some mules right next to the Banelings.

Each MULE will absorb 2 Baneling hits.

Which costs my opponent 100 mineral 50 gas and 1 supply in units.

This is economically viable considering that the MULE would harvest 270 minerals if used on my mineral line...

Or give me 100 minerals if instead I were to call down supply.

Question: I have seen many pro players dropping mules after and during battles. Sometimes they use scans instead.  This seems counter-intuitive, I mean they could get a ton of minerals for that.  Why do they do it? MarineKing does that very often.

Why do Terrans drop MULEs in battles?

A Terran player decides they have won the game when it's obvious they've won and the other player should have realised they've lost. Mules can also be used to perform a terran "force field" and placed on hold position.

While the most common usage of MULE in battle is to provoke an enemy, there are other usages too.

The community suggests few reasons behind MULE dropping in battles.


Are you sure this isn't part of a quest?

This happens in a Markath quest, where going to jail starts the next stage of the quest.

Details are in the spoiler below.

This quest

You can't.

If those are you only options, then your crime was so severe that a mere bounty won't satisfy the law-keepers.

Your options are to go to jail (where your bounty will be wiped clean) or die.

Afterthought:

Third Option: KILL!

THEM!

ALL!

If you have this then your bounty exceeds your current gold.

Travel around, you will eventually meet a bounty hunter who will offer you to pay your bounty + 10% finder's fee, then your bounty will be cleared.

You can try console commands to 'force' paying your bounty.

Make a save game first, and then in the game, open up the console by pressing ~ , then click on one of the arresting/assaulting guard(s).

The guard's RefID (a bunch of numbers) should show up in the screen.

After that, type in paycrimegold in the console.

That should put you just outside the nearest jail of the hold you're in, with no more bounty on you while still keeping your stolen items.

More info on the paycrimegold console command at the UESP wiki's "Console" article.

paycrimegold - Pay the bounty for the faction targeted NPC belongs to (the bounty gold will be removed from your inventory).

The first 0-1 choice refers to being sent to jail: entering 1 will let you be teleported to the respective faction's jail, entering 0 won't.

The second 0-1 choice refers to keeping your stolen items: entering 0 means you do not lose your stolen items, entering 1 means you do.

If you don't add any choice you will be sent to jail without losing your stolen items.

The faction ID is needed if you can't target an NPC.

May also help in case guards attack you on sight.

Note that if you don't have enough gold, you can also use the console to add gold to your character.

The console command to do that is player.additem f x where x is the amound of gold you would like to add.

You can also leave for awhile and come back in a month 30 days

and they will not be hostile and pay or serve your sentence

Question: What should I do if I have a bounty but a guard will only let me fight or go to prison?  This happened to me in the city of Solitude.

How do I pay off my bounty when the only options are to fight back or be arrested?

Travel around and find a bounty hunter who will pay your bounty. You can also leave for a while and come back in a month.

While this problem seems to occur when the player lacks money, the community suggests different ways to by pass the problem.

It is implied that the issue might be the money.

In game means to resolve the issue, are suggested.


I noticed this too, it was very frustrating when I was pulling an all-nighter to finish the game!

I'm sure there are more detailed options on the PC, but on the Xbox 360 version if you go to audio settings and turn off "high dynamic range" (or something similar)

these scenes become much quieter.

I think this option is on by default.

It's geared towards high-end audio systems

but it's not much use on tinny built-in monitor speakers like mine.

Hope this helps!

Unfortunately you cant, Mass effect uses that time to load the next set of graphics.

I have mine on an ssd drive which should load that in next to no time, but because its been ported from console they haven't bothered to allow that cut scene to be skipped i guess.

You can remove any video file from ME3 but after doing any changes to the game data you need to run the "Auto TOC Generator", which is included in "ME3 Explorer by Warranty Voider".

I removed the following from "Mass Effect 3\BIOGame\Movies" GLO_01_Relay.bik Cithub_Load01.bik ... Cithub_Load08.bik

The reason simply removing the file does not work is that the game has an index file, that has to be updated after any changes to files are made.

PS.

Heh, talk about necromancy...

It's possible, provided you are happy with skipping all of them.

Simply go to your game folder + BIOGame/Movies and then rename or delete GLO_01_Relay.bik to something else.

That will mean none of the mass effect relay movies will play at all.

Sorry you can't skip the Mass Relay cutscenes

and i know that

because i have tried

and i agree the sound is much lounder than in Mass Effect 1 and 2.

Question: These cutscenes are significantly louder than the rest of the game, so I have to turn down my speakers every time I go through a mass relay.  Is there any way to skip these scenes?  According to  this link  it was possible in Mass Effect 1 by editing a configuration file.  However, that file doesn't seem to exist for Mass Effect 3.

Is there any way to skip the mass relay cutscenes?

gaming.stackexchange.com/users/2578/BlueRaja - Danny Pflughoeft

You can't skip the Mass Relay cuttscenes. Try going to audio settings and turning off high dynamic range.

While the cutscene in question is tied to how Mass Effect hides the loading action between scenes, it seems that there are some workarounds to minimise the trouble.

A user is suggesting to change an option in order to minimise the problem.

People are pretty sure that it is not possible to skip the cutscene.

On the other hand, there is a suggestion to delete a file that is tied to that cutscene.


We found him in one of the structures around the Pipeline in the Arid Nexus; I'll try and find the location's name tonight.

He was in a random Hyperion ammo/cash chest on top of the building.

It appears he spawns randomly; I found him in a coop game once, then searching the area again solo

I failed to find him.

Sidenote, in coop he only counts for the single player that deal the killing blow.

Share with your buddies or farm him solo; if you seriously want to max out the challenge it'll take a long time.

I've also found him in one of the Loot Midget boxes in the Wildlife Exploitation Preserve (there's 4 of them near the place where you first try to find bloodwing, with the shielded pens).

I think he might spawn anywhere a Hyperion Loot Midget (LWT Loader, Loot Gun Loader Midget, Loot Jet Loader Midget) can spawn.

If you have a character that is doing the " Wildlife Preservation " and the " Doctor's Orders " missions you will always have something jump out of the boxes near bloodwings first holding cell.

Eventually Jimmy Jenkins will bo one of those loot midgets.

There is no where else where you can have loot midgets every time so this place works the best.

When I finally killed Jimmy he jumped out of the first and fouth boxes so I was able to kill him twice in this room.

Having the above mentioned missions active is required.

According to random message boards on the internet, he is located at or around Crater Lake.

I just found him in a cardboard box in T.K.'s house.

Made me want my own little Jimmy Jenkins to hide in boxes.....

He has a chance of spawning where "trap boxes" are.

So wherever you come across a loot midget or anything that come out of something: REMEMBER IT!

Eventually Jimmy might come out.

Anything after the wildlife reservation has the best chances!

Jimmy Jenkins is a named variant of the "Wee Loot Loader" that can spawn randomly from Hyperion ammo crates.

As part of the Challenge Accepted achievement/trophy, you'll have to kill him at least once.

There is a "glitch" of sorts that involves having the Doctor's Orders quest and opening the crates in one particular room of the Wildlife Exploitation Preserve.

There is a high chance of getting a Loot Midget/Loader from these crates.

If you have the Creature Slaughter Dome DLC, you can spawn from the Dome's exit and repeatedly enter the game, open the boxes, and quit in order to farm him fast.

Gearbox patched this at one point and it stopped working, although I believe they reverted the patch.

It's a cheap way to farm loot loaders in Ultimate Vault Hunter Mode, which have a chance to drop very high level items, so it may get patched again in the future.

If the "glitch" has been patched, you don't have this quest anymore (or it would be a pain to get it) and/or

you don't have the DLC, you'll need to find a high concentration of Hyperion ammo crates to farm him from.

I used the part of Thousand Cuts close to the exit to the Bunker.

I've got a map detailing my route plus some helpful tips over here if that's of interest.

One note

I'll mention directly here

is that there appears to be a very low chance (possibly none?) of spawning a loot midget/loader from a crate if there are enemies around, so you'll want to clear an area before you go box-crazy.

Question: There is a strange challenge ("JEEEEENKINSSSSSS!!!" under "Miscellaneous") that involves killing Jimmy Jenkins. Where is he?

Where is Jimmy Jenkins?

He has been found around the Pipeline in the Arid Nexus, in the Loot Midget boxes in the Wildlife Exploitation Preserve and near a Hyperion Loot Midget.

The most common suggestion, regarding Jimmy Jenkins location, is Midget boxes.

The community lists few locations that Jimmy Jenkins can be found.


Endermen can teleport through any type of block if there is ample space on the other side.

What you could do is cover the ground outside with blocks they can not teleport on top of .

As far as my understanding goes, the only blocks they can't teleport to are water lava and transparent blocks.

( Source ).

Alternativly place cobweb on its legs which will completely disable it

plus you can do the same with other mobs.

Always remember to name them to stop them despawning.

Endermen can only pick up the following blocks source Grass Block Dirt Mycelium Sand Gravel Clay Dandelion Rose Brown Mushroom Red Mushroom Cactus Pumpkin Melon TNT As long as you make zoo out of something else (like cobblestone, fences, wood etc...)

the Endermen should not be able to break your zoo.

Note

however the Endermen have the ability to teleport

- this is probably why they are escaping.

To my knowledge the Endermen will teleport to any available space, regardless of what blocks are between those two points.

The only way I can think of to prevent the Endermen from teleporting would be to invalidate all of the potential teleport destinations within teleport range of the zoo, for example by getting rid of any 3-high spaces (Endermen are 3 blocks high and so can only teleport into 3 block high spaces)

Also the Endermen can despawn , and so could also "escape" that way.

You can just put a sign in the cage, that says "escaped Enderman on the loose, watch out".

Maybe add some humour to the whole thing.

I can near guarantee, if there is another cage around the Enderman, he will teleport to it.

Enderman are not meant to be contained, be warned!

You can make everythinbg BUT the cage that the endermen is in only 2½ blocks tall, by putting slabs on the roof.

Put water on the roof too.

Just dig down deep into the ground.

Have ladders on the hole going down.

Endermen have a teleporting range of 32 blocks.

Make every part of the tunnle 2 blocks high, for the enderman can't teleport to any place that is less then 3 blocks high (as in tunnel size).

Make sure the cage is 3 blocks for the enderman to wander around.

And don't let any other cage exceed the 2 block high opening.

Question: I'm trying to build a mob zoo but the Enderman keeps escaping. Is there any way I can keep it in? Are there blocks they can't teleport through?

Are there any blocks Endermen can't teleport through?

The Endermen will teleport to any available space within a range of 32 blocks.

It is stated that Endermen teleportation can't be blocked in a specific range of blocks.


Have a heavy learn 'shredder rocket' and 'heat ammo'...

Hit the sectopod with the shredder rocket, so it takes more damage from hits over the next few turns.

Then have the heavy with 'heat ammo', which allows it do double the damage to robots, attack it.

Furthermore, if your heavy has 'bullet storm', then he can fire at the sectopod twice.

My strategy was: Snipers.

Snipers Everywhere.

Basically I had a max rank sniper with a laser sniper rifle and a mid rank sniper with the regular rifle when I first encountered the sectopod.

They both have the Squad Sight perk

so I basically put one guy up close enough to see it and then threw some smoke on him and had the two snipers shoot the damn thing to death.

When I actually started fighting it, the sectopod was the only thing in the area (It did have the drones and two elite mutons but I retreated back so I could unload on it when it appeared, I later found out what you mean by nasty AoE)

One sniper had Double Tap (The laser one) and I basically just dropped it's health from full to about 1/4 quarter left by having my entire squad focus it while it could only shoot the guy in full cover in smoke.

This may have been a one off thing though since it was on an overseer crash where there was a high vantage point for the entire area I parked my sniper at.

It seems like not many people think about this: Sniper with disabling shot, disable its weapon.

Charge your assault(s) forward and blast it (with rapid fire, if possible).

Only do this if there are no other enemies around

Have support kill off any drones that may be lingering.

Heavy do the same if any drones are left, or just hit the sectoid more.

A heavy with HEAT ammo works well, especially if cloaked (100% critical hit chance).

I just took one out with one shot with just my regular heavy plasma.

Granted, I think that's the maximum damage (30), so I probably got a bit lucky, but even if it does a bit less than that, another solider should be able to finish it off.

Nobody here mentioned suppression yet, which is IMO very useful when fighting sectopods.

If you can't kill the sectopod within one turn, suppress it with a support or a heavy (better with the support so that the heavy can do some damage); if you can afford it, use two soldiers for suppression.

Everyone else fires.

Should the sectopod decide to use its AoE attack, retreat.

Colonel Assault with full Right-side promotions, ghost armor and an alloy cannon.

Cloak, Run & Gun, move next to Sectopod and unleash rapid fire.

Both shots are near 100% hit and 100% critical, with bonuses to crit damage due to Bring 'Em on (leave the drones until afterwards) and Killer Instinct.

This will destroy the beast in 1 move and if you cloaked before spotting it, then it doesn't even know what hit it.

I did exactly this the first time I ever encountered a Sectopod (Classic diff) and wondered what the fuss was about!

I destroyed a drone with my next soldier and hacked the 2nd for a free flying expendable scout.

I realised at that point that I had won the game; nothing can compete with Ghost armor and a Soldier that can kill ANYTHING in 1 move...

I spotted one in a mission where I had a Squad of Assaults and Supports.. trying to level them!

No heavy along and only one Sniper whom did little but spot the thing.

My sniper baby sat it conceals while my assaults and supports moved around it to flank it.. dropped smoke in then have everyone used the smoke to move in and open up on it killing it in a round or 2

Question: I just ran into my first sectopod map today and it utterly destroyed me.  From what I can tell, it had a long range aoe attack and a super deadly beam cannon.  The little drones hovering around it and repairing doesn't help either.  What are its attack patterns and what is the best way to take one out?  Does it take multiple turns to charge up an attack?  What are its weaknesses?

What is the best way to take out a sectopod?

Try a sniper with a disabling shot. Have a shredder rocket and heat ammo.

While the most common tactic, to beat sectopod, is using heavy unit, other players found usefull to attack with snipers or a combination of light units.

Have a heavy learn 'shredder rocket' and 'heat ammo'…

The community is proposing few tactics that work.


Razor Blades and Sticky Bombs both definitely work.

Alternately, you can just blink up to them and stab them for a one-hit kill if you're unnoticed on the approach, which is extremely satisfying.

Around the time you run into them you can have Agility 1 and the Stealth boots which basically allows you to sprint up to them, jump to their height and perform an assassination without being heard.

There's no need to jump on any objects first if you are on the same ground as them:

Agility 1 allows you to jump right up to them.

Doing this you can Blink to behind their feet instead of mid-air

so there's no drop assassination aiming involved

and it's possible to kill tallboys in rapid succession with little to no chance of missing.

The stealth boots are nice for catching up to them while they're walking since it allows you to sprint silently.

You'll have to find the blueprint for them in the game and they are by far the best upgrade

there is if you enjoy kniving.

Beside that, you can possess one and steer it to a place nobody will see you as you come out and jump-assassinate them straight away.

When assassinating one of the whale oil tanks seem to produce noise when they shatter against the ground, but this noise isn't heard by enemies.

If there's any spare tanks of whale oil around - and there often is one or two, you can always pick it up and throw it at the tallboy.

Make sure to at the very least, catch the tallboy's whale oil in the (rather large) blast radius.

Not only are you depriving the enemy of a resource, but you're avoiding using your own!

If you have Agility

I, you can also jump up on anything nearby and use that as a leg-up to get high enough for an aerial stab (feels more satisfying than blinking, to me at least).

You can do an aerial stab while being basically at the same height as them, too, and it's quite a large (2-3m) radius.

Probably one of the coolest things in Dishonored.

I found that the easiest way without effort and skill, is to possess them and as soon as you unpossess them by pressing the L1 button, immediately do a high jump (assuming you have Agility 1) and assassinate them with the R1 button.

This does not require skillful maneuvers.

An easy way is just to shoot them with Incendiary Bolts .

Even if not a direct hit on the Tall Boy's whale oil tanks, you are still very likely to make the whale oil tanks explode due to the range of this ammunition's flames.

Another alternative are Exploding Bullets , which can kill Tallboys with just a few shots and also makes it easy to make their whale oil tanks explode.

If you possess a tallboy, you can walk it into water, where it will die.

You can also possess, then de-possess it, placing you directly under it.

Blink up to the level of the guy and do a one hit kill.

You can use bend time level 2 and bend time right in front of them.next you can just blink to their level and take them out.

You may want to watch out for the other tall boys around you because if they hear you they will fire at you and can explode the oil tank from the other talboys back.

Question: It seems that aiming at their back, right in the whale oil tanks, is pretty efficient.  But it's not always easy to reach one of these 3 weak points, especially when the tallboy is patrolling (walking around).  Are there any other effecient ways to kill or trap them ?  Maybe with the razor blades or the sticky bombs ?

What's the easiest/fastest way to kill a tallboy?

Razor Blades and Sticky Bombs work. You can also stab them for a one-hit kill or shoot them with Incendiary Bolts.

The most common way to kill a tallboy is to reach their heigh either by blinking or jumping to nearby objects and then assassinate them.

The community is listing few ways to deal with tallboys.


No, you can't.

They're entirely different games.

To expand a bit on BlaXpirit's answer, the PC version, the Pocket Edition , and the XBox 360 Edition are all separate games, with separate features and in separate states of development.

The games are written in different languages for different platforms, and the XBox version is actually developed by a different company than Minecraft is, so it is (unfortunately) very unlikely that these versions will ever be able to join each other in online play.

There are now two different versions of Minecraft on PC The java version, the original one The windows 10 version, which can play along the Pocket Editions on Android and iOS

You cannot join their Java version on PC, but you surely can on the Windows 10 version.

Of course, they need Windows 10 on their PC to install it

It is possible to get the Windows 10 version for free if you have already existing Minecraft accounts, just go on the website in account management

and you should find the option ( There might be some elaborate way to play the java version on your ipad , but this would require so much work

it isn't worth it,

if you do get it working, you will still have the Controls issue (how will you control a game designed to work with keyboard and mouse?))

This is impossible because the different versions of the game are not compatible.

They use different protocols and have different features.

Here is a short list of what can play together: Java edition (original):

All 3 major PC platforms: Windows (any), Mac, and Linux.

Supports the most customization, mods, and has the most content.

Bedrock edition :

Android, iOS, Amazon Fire Phone (on these it's called the "Pocket edition"), and Windows 10 (on Windows 10 it's called the "Windows 10 Edition").

Less content, less mods, if you have Windows 10 the primary advantage of using this version instead is cross-play with mobile.

Pi Edition :

Only supports the Raspberry Pi's Raspbian OS for ARM.

There are also console versions (PS3/4/Vita, Xbox

360/One, Wii U) which I believe are only playable if you own the same console.

Anyway, if you want to play together with your kids you'll need to purchase a PC.

Their world is and will only be compatible with the Java version of the game.

No You cannot do this for several reasons!

They are entirely different games

They both rely on different programming languages Pocket edition and PC minecraft

both have different features, which is why this will not work.

PE:

Nether Reactor Core PC: The End PE

: Lacks some textures that PC has PE: Minimal or No red stone support

There are many many more reasons out there, but those are just a few examples!!

It depends if your children are using Minecraft for PC or Minecraft Windows 10 Edition.

Minecraft for PC and minecraft

Windows 10 Edition is 2 different games.

With Minecraft Windows 10 Edition you can play with Minecraft PE users via LAN and multiplayer servers.

You can get Minecraft from PC to Windows 10 Edition for free.

Claim

Windows 10 Edition:

For more info: https://mojang.com/2015/07/announcing-minecraft-windows-10-edition-beta/

Yes .

You can now play Pocket edition with PC edition as of pocket edition version

This has been true as of September 2015, so this feature has been out for almost a full year as of the day I am typing this.

The feature requires players to play on the same network, but allows Pocket Edition players to use the many features of PC edition and do things such as going to the nether.

This does not work the other way around however.

Also the host PC player must be online in order for the Pocket Edition player to be able to play on that world.

If the host quits (or their computer shuts off, etc.)

then the Pocket Edition player(s) will be forced off of the world, unlike servers.

Hope this helps out.

Speaking of desktop Minecraft, now there are two editions for desktop:

Which mostly everyone knows, the PC version.

Windows 10 Minecraft version.

If you wanted to link up the PC version, you can't.

I will describe the solution below at last.

However if you have Windows 10 Minecraft running as server then you can join your MCPE to that specific world.

Now, unfortunately if you had PC version, consider switching to Windows 10 edition.

There are few world converters available, so try to convert PC world to PE world and play it from windows 10 edition.

( Here is one converter but it is old. )

The problem is: it can't be said that these converters will work with latest versions of minecraft, because Minecraft gets constantly updated.

If this method fails then you will have to start a new world.

It depends if they're using Minecraft PC or Minecraft Windows 10 Edition.

If they're using Minecraft PC, no, I'm afraid it won't work.

With Minecraft Windows 10 Edition, people using Minecraft PE will be able to join using LAN or servers.

This link can be used to upgrade Minecraft PC into Minecraft Windows 10 Edition: https://mojang.com/2015/07/get-minecraft-windows-10-edition-beta-for-free/

THIS IS NOT POSSIBLE...

Yet.

According to the official Minecraft wiki, cross-platform compatibility will be added in PC/MAC edition 1.14!

This update is scheduled for late 2017 Woo!

Question: My kids are playing Minecraft on 2 PCs, creative mode.  They are connected by the way of one of them starts a single player game on the other one than joins that game over the LAN.  Can I, using Minecraft PE on my iPad, join their game as well?

Can Minecraft Pocket Edition play with a desktop Minecraft?

The different versions of the game are not compatible.

It is possible to play with two different versions of Minecraft, but there are some restrictions.

People being negative about the possibility of playing with different versions of Minecraft

The community suggests that there are some specifications in order for two different Minecraft versions to connect.


Try using the gravity belt and the turbo booster.

With the gravity belt equipped its safest to fly about 3/4ths up the screen.

The gravity belt helps with your reaction time: you'll be able to drop below high zappers pretty quickly.

Then get back up to the 3/4ths level as soon as you are able.

At that height you can jetpack above any mid-level zappers.

The turbo booster is useful because you're invulernable every time you hit a boost.

Alternately you could try using the de-zapinator, but I didn't find it too helpful since it is unreliable.

It really just comes down to having split-second reaction times.

I use the Lucky Last, Freeze-o-matic, Final Blast and a Revive.

Definitely keep 3/4th of the way up and try to collect tokens.

I didn't use the final blast until I reached at least 4500.

After using the blast I use a revive.

The Lucky Last is so you have a better chance of getting a free revive or blast.

Freeze-o-matic is there to get you some extra distance when you die.

It took me a bit but it worked.

The turbo boost is nice but unreliable, I recommend the Gravity Belt and the Air Barrys.

Remember that frustrating moment where you couldn't possibly have risen high enough to dodge that Zapper?

Air Barrys make your initial jump almost instant and give you very high mobility up and down.

You can't always stay in the middle of the screen and I find the Air Barrys more consistently help compared to the Turbo Boost.

In addition, if you have the coins, a well timed Revive (heart) or bomb can be just what you need to get a few hundred more meters.

Save them up

(I always had a few because I was required to buy them for challenges) until you have a good opportunity.

Yes, the Turbo Boost and Gravity belt worked for me.

Staying 3/4ths up on the screen is the best spot as Wallace said.

It is additionally helpful because the vehicle tokens generally spawn around there and any vehicle will give you an extra hit before death.

The vehicles have a bonus of slowing you down, with the exception of the hog.

In addition to turbo boost/gravity belt, I also had the big blast and second chance utilities.

If you get hit, use the big blast

and then when that is coming to an end, use the second chance.

Obviously collecting lots of tokens on your way helps

but i found the best way was to buy a pack of super head starts and a quick revive.

I used ezy-dodge missiles and freeze-o-matic to make for a safer run and an extended finish.

Try to stay in vehicles for as long as possible too!

just like they said, 3/4 of the screen is crucial.

Once I got to 4,498 (my current high-score) with Lucky-last and Gift-token.

By the time you get to the 4,000's, it's practically luck, so with a bomb or a double-life, you should be able to top my high by two meters (

Try equipping Free Ride and Turbo Boost.

If you're good with the vehicles, you should get a good start.

I did that once and got a score of 8,030m.

Air Barry - To quickly get you up...

Gravity Belt - To quickly get you down...

Try and maintain Barry at 3/4th level.

Also focus only on collecting Tokens as they will provide Quick revives and Blasts!!Do not focus on collecting coins, they will often land you into troubles!!

I read this article, used this combo and completed the achievement in the first time!!

Question: What are some strategies for completing the Romeo, Alpha, Delta (Fly over 5KM) achievement in Jetpack Joyride?  Looking for specific gadget combinations, utilities used, jetpacks and/or attire equipped (if they make a difference), and general strategy.

Strategy for achieving Romeo, Alpha, Delta (Fly over 5KM)?

Try using; the gravity belt, the turbo booster, Lucky Last, Freeze-o-matic, Final Blast and Air Barrys.

While there are few items that can be used to help in order to achieve flying over 5km, the turbo booster seems to be the most common one used.

Users suggesting power ups that can be used.


Open your friends list and change your status to Offline, and that should be what you need.

You can't do it for specific friends, but if you're just trying to play solo that will do the trick.

Click "add non-steam game" then add something like notepad.

You can then rename it whatever you want to make it less suspicious.

Run it from steam and it will show you as in a non-steam game called whatever you decide to name it.

Then run the game you actually want to play and your status will remain in the non-steam "game" you launched first.

Edit :

As of 2018-04-10 there is a built-in setting to hide your currently played game in Profile >

Edit Profile >

My Privacy Settings > Game details .

Set this to Private, but take note of the other profile items affected by this setting.

Since it would hide so much of your profile, this old answer may still be useful:

You can maintain a "blue" online status while playing a Steam game.

This method requires multiple instances of Steam.

For example, sign into the same Steam account on 2 different machines.

Set your status to Offline in the instance you'll play your game from, and set the other instance's status to whatever you want your friends to see.

Steam → Settings → uncheck Automatically sign into Friends when I start Steam It actually should keep the Steam trolls from harassing you.

Yes, it is possible.

All you have to do is to block them:

You might want to look at this question too to be clearer, but basically it makes you appear as "offline" to that person only.

However, like that post says, be careful because they can still see your real status if they go to your profile, whether they're logged in or not.

If you're concerned about it, one counter is to set your profile as private to everyone, or just do like other answers say and set your status to Offline.

Since a recent update, you can now set it so that only your friends, or no-one can see what you're playing.

Go to the Steam community settings page here, it can be found at that link or as this answer states, on Steam go to Profile >

Edit Profile >

My Privacy Settings > Game details At Game Details

you can choose between public, friends only or private.

This category includes the list of all games on your Steam account, games you’ve wishlisted, your achievements and your playtime.

This setting also controls whether you’re seen as "in-game" and the title of the game you are playing.

To play online without anyone seeing (I know even people who are your friends can get annoying with requests when you just want to play alone), right click your profile pic in steam when you're not in game and set it to offline.

You can still play online but it wont show that little notification to your friends.

I use it all the time

You can set your status to offline after you join the game with someone.

So there will be a minute or so window where they will be able to see what you are doing so not really a perfect solution.

I have the solution after needing to be hidden as well.

At the top of your steam window should be several options, steam view friends games help.

Click on the friends option and a drop-down menu should appear.

From there you can click on whatever status you would like.

This allows you to be "offline" while still being able to play and you don't have to block anyone.

Question: Is there any way to prevent others from seeing your Steam status without removing them as a friend?   Let's say I want to play Borderlands 2 without letting some friends know. Is there any way to hide my status to prevent them from knowing I'm playing it?  Basically, what I'm asking if Steam has an "Appear Offline" option.

Is there any way to hide your Steam status from others?

You can change your status to Offline so no one can see you're playing.

There are plenty of client options to follow, in order to hide your status in Steam.

The community suggests few options regarding hidding your status in Steam.


If it is only a couple of resonators, it is actually ok, landmarks are very often the walls of big buildings like churches, so there is always a chance a couple of resonators will land inside it and will be only partially accessible.

You can always blow it up with high level xmp, unfortunately high level players are well aware of this exploit and try to place their strongest resonators at the blocked side of a portal.

If you on the other hand cannot access a portal itself, report it to ingress and suggest coordinate adjustment. https://support.google.com/ingress

Yes , get as close as you can.

If you want to get tricky turn off your wifi, you will now determine your position solely by satelites, this can vary depending on if it's raining, if you're under a tree, or if you're next to a wall.

E.G.

you might want to go into a city block, but be up against the wall not able to get to that resonator;

try crossing the street and get up against the other wall, you might accidentally mirror off the wall a little, ending up closer than you could get before.

For now, yes.

But you have the option of reporting the portal as not being publicly accessible on the website.

This happens way too frequently for Google to adjust coordinates for every instance of this.

You are going to have to accept that tactical placement of resonators can make it difficult to attack.

The problem swings both ways.

There is no reason for google to address it.

Take note of the placement, because when you do get it down you are going to want to place it in the exact same place!

Try moving to windows within the building.

You may not be able to get right on top of it

but you may get closer.

You don't need to stand exactly on the top of a resonator.

You may stand 8-10 meters from the resonator for L1-L3 xmps and still hit it with full effect.

The xmp effect is decreased in steps of the distance.

For a full detailed explanation see the Google+ group here:

Decode Ingress (Help/Game)

Question: I was trying to attack a portal today, but I couldn't destroy the last few resonators because on the map they exist in the middle of a city block.  I tried going in the building, but the gps signal is gone at that point and it didn't get me any closer to those resonators.  How do I destroy resonators I can't get close to?  Do I just need to launch a ton of xmps from a distance and do around 1% - 2% damage at a time?

How can I attack resonators in the middle of a city block?

Turn off your wifi to determine your position only by satellites and move to windows within the building. You can also blow it up with high level xmp.

It seems that this is a common problem and most players just use tactics that include proper positioning.

The community proposes few tactics to tackle the problem.

A user is suggesting to report it as a problem.


Yes, you can.

If you keep holding the left button of your mouse, you can hold your right button to make your character walk.

Changing the view angle will make your character move to the pointed way.

Tip: You can click R to enable auto-run.

You can't move in exactly the same way, by clicking on the ground, but you can move using the mouse.

You can hold right-click and move the mouse to look around, and if you hold right and left click at the same time, you will walk forwards.

This will allow you to move using the mouse, but you will be unable to strafe.

Holding both right-click and left-click at the same time will cause you to walk forward.

This isn't the same thing as click-to-move movement, but it does allow movement to be controlled solely by the mouse.

There are freeware programs which can take a joystick input and translate it to keystrokes.

AFAIK one is actually called Joy2Key, but there are others.

One can get a 10$ gamepad with an analog stick and then set up joy2key to translate the stick movement to WASD.

I don't use these programs, but I do use a joy2Midi program to translate joystick buttons to midi inputs for use in a guitar stomp box connected to a virtual amplifier.

Similar principle.

With no mouse button pressed or left mouse button pressed:W and S walk forward and backward,A and D rotate left and right,moving mouse only rotates the visual With

right mouse button pressed:W and S walk the way pointed by mouse,A and D strafe left and right,mpving mouse rotates visual and character direction With left and right mouse buttons pressed:The character walks forward,moving mouse rotates visual and character direction(BTW quite useful when typing while running!)

Question: I'd like to walk using only my mouse, as I can do in other games like Diablo 3. I searched and didn't find an option for this in Guild Wars 2. Is there no option to do this? Is there a workaround? A left hand handicap makes "W_S_A_D" or arrow keys difficult for directing my avatar.

Is it possible to mouse walk in Guild Wars 2?

Holding both right-click and left-click at the same time will cause you to walk forward.

It is possible to walk using only a mouse, by pressing both clicks.

People are saying that you can walk by using only mouse.


There isn't any difference, and there isn't any indication of this choice ever having an effect, gameplay-wise.

The only difference between the two teams is that The Resistance seems to be more popular, and will probably remain so in the foreseeable future.

So if you desire a more challenging gameplay, pick the Enlightened.

Resistance as loners is not true in my area.

The personality of the faction varies between regional areas (even varies between areas of cities).

There is no difference in gameplay (both factions capture portals and try to link them to create fields).The only difference is in the storyline of the game (which you can ignore if you want).

In the beginning, the Resistance was against alien influence of Earth's society.

The Enlightened side with the Shapers who have influenced human society with the use of XM.

The Resistance try to stop this influence.

More recent story elements have added a second a second alien race the N'Zeer.

The Resistance hopes to tap the N'Zeer's use of AI to continue their resistance against the Shapers.

The Shapers were against the use of AI, so the Enlightened now also work to thwart the influence of N'Zeer

AI.According this storyline, both the N'Zeer and The Shapers have influenced humanity.

I guess the Resistance feels that AI is easier to control than XM influence; while the Enlightened fear that AI poses a Terminator type threat.

Essentially, Niantic (makers of Ingress) have tried to make the storyline balanced so that both sides can be right/good guys and both sides can be wrong/bad guys.

So really, I would suggest you choose your faction based on who you want to play with.

Go to a big public park

(it is probably a portal farm), find someone playing who you like (probably walking laps around the park staring at their phone the whole time), and join their side :)

Meta and gameplay wise

no, story wise it's basically " do you want to help advance humanity through accepting alien help or by turning us all into robots"

As far as gameplay is concerned, there is no difference at all between the two teams.

As far as the players go, there is a subtle difference in the kind of people who are attracted to either side.

Resistance seem to prefer to be loners.

They work as individuals, but seem to have greater numbers, so it balances out.

The enlightened tend to be more social and work more as a team and talk more, which due to the way the game is set up, balances out the fact that there are less of them.

Unless you are set on one team or the other, my advice would be to try and find out which team dominates in your area, then join the opposing team.

This way you will be able to level up quicker, and hopefully balance things out a bit in your area.

The only difference is in the backstory, as well as perhaps on-the-ground regional differences.

However, when people actually read the backstory before deciding, it does tend to show up in the teams.

Aside from the "social" vs. "independant" difference mentioned earlier, there was (at least early on) a decided device skewing on the teams.

iPhone people tended towards "Enlightened" while Androids went for "Resistance".

Not really important, but kind of interesting.

Question: The backstory makes it out to be a more or less life-defining decision which faction, Enlightened or Resistance, you select.  As far as I can see though, there doesn't seem to be any real difference, except for color, between the teams. Is there any difference at all, and if not, do we have any kind of hints, or maybe educated speculation, on whether that might be planned in the future?  Or can I just flip a coin?

Are there any real differences between factions in Ingress?

There isn't any difference except resistance seems to be more popular and there is a different backstory. There is no difference in gameplay.

While there are some lore differencies, factions do not offer different benefits or disadvantages.

The community is stating that there isn't any difference, regarding the factions, gameplay wise.


The Theory

While there is no official way of starting Steam in Offline mode w/o showing the pop-up window you mention in your question, you might observe that when you switch Steam client from Online to Offline mode, you get no such pop-up.

The reason why this happens is because Steam changes one registry entry that suppress displaying of that window.

You can check it by yourself by downloading program called Process Monitor from Microsoft website and setting it to monitor registry operations of steam.exe while you switch to offline mode.

Only problem is that this registry value ( SkipStayOfflineDialog in HKCU\Software\Valve\Steam ) is reset to default when you exit the steam, resulting in displaying this "Please go online" dialog

next time you start Steam application.

Solution

I came up with small batch file as a workaround for problems mentioned above.

It's simple two code line file that first changes value of registry entry responsible for skipping offline dialog and then starts steam client: @reg add HKCU\Software\Valve\Steam /v

SkipStayOfflineDialog /t

REG_DWORD /d 0

/f

nul@start steam.exe Just save this as a SteamOffline.bat

(name of file is unimportant, only extension is) and place it in your Steam directory.

You can then use it for launching Steam.

You could also make a shortcut for this .bat and add custom icon for it, so you could pin it to Start Menu or place it on desktop.

You could also set shortcut to run minimized if you don't want a cmd.exe window popping up in the middle of the screen:

In would be a good idea to go online once in a while to fetch new Steam and game updates;

You are modifying a registry with this file ,

if that statement scares you, then please do not use this method :)

You can add -silent after steam.exe in bat file to hide the "Connecting Steam account: Username" window; You can always start Steam normally by executing Steam.exe or it's default shortcut.

Just add (or edit if it is there)

"SkipOfflineModeWarning" "1" to Steam\config\loginusers.vdf .

Should work on Mac too.

Example content of loginusers.vdf : "users"{ "<your profile number>" { "AccountName" "<your login>" "PersonaName" "<

your display name>" "RememberPassword" "1" "Timestamp" "<timestamp>" "WantsOfflineMode" "1"

"SkipOfflineModeWarning" "1" }} I wrote a script for Windows to automate it.

Sorry, there is no way to remove that pop-up.

You could go online or play in offline mode.

There is no way to remove that.

Steam is a online program and can be played offline however steam keeps on recommending to play it Online.

Steam requires internet to keep your steam profile up-to-date as well as your games patched up.

That's why steam wants to remind you that your in offline mode cause your steam cannot be updated.

However you must log into (or connect to) Steam every 30 days for authentication or your software will refuse to work properly (if at all).

You'll have to ignore it or go back to Online Mode.

I used Piotr Kowalski solution, which worked.

However, it reset as Barthez (and galacticninja) said it would.

Rather than using the batch file to change the registry, I simply changed the loginusers.vdf to a read only file (Right click on the file, choose properties, check the Read-only check box.)

It works fine, but you will have to remember to uncheck the Read-only check box if you want to change to online or change other settings in the file.

Question: Is there a way to remove or automatically skip the following dialog, which I get because I have steam set to start in offline mode:   Steam is currently set to be in Offline Mode. Many features, such as Friends and the Server Browser, will not be available while offline.  [Go Online] [Start In Offline Mode]

Remove 'Steam is currently set to be in Offline Mode' dialog

Steam client does not allow in any way to remove that particular dialogue.

It is stated that there is no way to disable this pop up dialogue.


This can be done from within the Steam client

There is an option within Steam that toggles whether or not Steam starts with your computer.

To change it, open up the main Steam window and select 'Preferences' from the 'Steam' menu, followed by selecting the 'Interface' tab, which brings up the following screen; Simply uncheck 'Run Steam when my computer starts' to prevent Steam from starting with your computer.

(Obviously if you wanted to Steam to start with your PC, you'd check this box instead of unchecking it!)

macOS

If, on macOS, this doesn't work for you, check for Steam in "System Preferences" > "Users & Groups" >

[Your user]

"Login Items", and remove it via the '-' sign.

An alternative solution on Windows (starting from 8) is to open task manager and disable Steam Client Bootstrapper from the Start-up tab.

Note:

This is an override switch to Steam's setting.

You cannot re-enable it from Steam settings after disabling it here.

In Windows 7 click the Start menu and type msconfig in the Search box.

In the System Configuration program that opens, click the Startup tab, and then uncheck Steam.

This does pretty much same thing as the Windows 8 tip.

OSX

= open steam then next to apple icon in top left cornersteam > preferences >

interfacethen uncheck - 'run steam when my computer starts'

For Mac users: Go to the  Apple menu and choose “System Preferences”, then go to “Users & Groups” Select the user that is active in OS X, then choose the “Login Items” tab Select “Steam” from this list and then hit the Delete key on the keyboard to remove steam from the automatic launch on login list Close out of System Preferences

Question: Every time I boot into OSX or Windows, Steam automatically starts.  Is there a way to stop Steam starting whenever I boot up my computer?

How can I stop Steam from loading when I start my computer?

You can do it from within Steam client. You can also disable Steam Client Bootstrapper from the Start-up tab.

It is possible to stop Steam client from starting up during boot, in any operating system, withing the client itself or by commanding to do so via operating system settings.

It is stated that Steam client offers that option.

While there is a way to disable Steam from starting up at boot, within Windows settings.

A user guide, regarding disabling Steam starting up at boot, for Mac users.


Yes, it can rain on the island, and when it does, you can find snails: EDIT: If you're looking for rain on the island, you might want to check it in the morning.

For the last two weeks, I've visited the island each day in the late afternoon or evening, and haven't seen it rain once during that time.

However, I've seen it rain on three separate morning visits, at just past 8:00AM.

Actually, it CAN rain - it's raining on my island right now -

but this is the first time since I've gotten the game, so I'm guessing that it's very rare.

After about a month of Island trips I'm pretty confident it never rains on the island, even when it's raining at your town.

Instead, to catch a snail you'll need to plant a hibiscus bush in your town (they sell starter plants at the island shop sometimes, they cost 5 medals and come in assorted colors) and wait for it to rain, and you'll have a chance to see a snail.

They seem somewhat rare

but I have caught one using this method.

It's raining on mine right now, and I was really creeped out lol.

The music doesn't play, there's just a bird squawking, and the pitter patter of the rain O.o

It does rain on the island.

Go there just about after 8:00 A.M.

and there's a chance of it raining there.

Nothing better than a morning rain.

Animal Crossing wikia lies about it being impossible to catch a coelacanth on the island.

That's where I caught mine actually.

very rare though.

Question: In Animal Crossing: New Leaf, will it ever rain on the Island?  I want to catch a snail on one of the hibiscus bushes.

Will it ever rain on the island?

It can rain on the island and you can look for snails.

It's pretty much possible to rain on the island.

People being affirmative that it can rain on the island.

However a user is objecting that statement.


My suggestion would be to modify the following variable in the server.properties file: spawn-protection=999999 Then OP yourself and anyone else you trust to place and destroy blocks.

This forces your world (or at least any realistic distance from spawn) to have spawn protection.

Blocks cannot be placed or destroyed in this area, unless you're an OP (and at least one OP must be listed in order for it to work).

Note that it is currently not possible to fully prevent the griefing you described above in vanilla without tampering with the user's inventory or use of modding tools.

Set their gamemode to adventure mode using /gamemode <plr> adventure .

This makes it so that they cannot break or place blocks.

So long as a player has blocks or placeable items, they can place them.

Therefore, the only way to prevent placing blocks is to take away a player's inventory with the clear <playername> command.

If there are only a few items you need to prevent from being used this way (e.g., you're specifically concerned about TNT and lava buckets, and nothing else), you can get more specific by using the optional [item] and [metadata] arguments of the clear command to remove only a specific type of item per command.

But if not, then your only recourse is clearing their whole inventory.

To the commenter suggesting using @p and the redstone clock he demonstrated, I have two notes.

First, you are looking for @a to select all players.

The selectors are as follows: @p - selects closest player to the command block@a - selects all players@r - selects a random player@e - selects all entities* *including hostile/friendly mobs, players, items/blocks on the ground, etc.

it is *strongly

* recommended you use modifiers to reduce the scope when using @e.

There are far more efficient and faster ways to build clocks, and having fewer repeaters/redstone torches etc is a bonus.

The "Redstone Lag" players often experience is actually the result of block light updates, caused by these devices turning on/off.

The blocks around them are lit up and dimmed with each cycle, and these lighting changes are what crush some machines.

Pure redstone and redstone blocks tend to have less or no impact on lighting.

You can build an incredibly fast clock by simply placing two command blocks against one stone block.

In one command block use /setblock to set a redstone block where the stone block currently is.

Then, in the other command block, tell it to set the redstone block (using the setblock command) to air (minecraft:air).

Lastly, replace the stone block that is adjacent to both command blocks with a redstone block manually.

They will instantly start fighting each other for control of the block and an insanely fast, relatively low impact clock is produced.

I would also suggest running /gamerule

commandBlockOutput

Falseotherwise

your chat will be filled with line after line of "Block Placed".

For clarity's sake, C is a command block, S is the stone block Command: /setblock

x y z minecraft:redstone_blockvC S C

^Command

: /setblock

x y z minecraft:air both sets of x y z should be replaced with the coordinates for the S block.

Use full integers, no decimal places.

Alternatively, you can use relative coordinates.

These are done as ~ ~ ~ instead of numbers.

The three tildes (~) will run the command directly on the command blocks own coordinates.

You can modify relative coordinates using positive or negative values.

In the drawn example above I could use the following integers.

(be sure to know which axis you're adjusting, in this case I've simply used the X axis as an example).

First: /setblock

~ ~ minecraft:redstoneblockSecond:

/setblock

~-1 ~ ~ minecraft:air

This causes the command block to the left to select in the positive direction on the left axis (while maintaining the command blocs y and z).

The block to the right does the exact opposite.

In this example the only axis that changes is X.

The advantage is we can copy this system using a command like clone, or by copying just the code, and not need to adjust the coordinates each time.

It saves a lot of work.

Getting the hang of command blocks is a -big- undertaking, an

I made a system using command blocks and scoreboard objectives that I call GriefDenial 2.0 .

It's available in schematic file format that you can import into your world using MCedit or other tools that understand schematic files.

This system allows any and all players to create a protected 30×30 area in which only they can build or place blocks, with the ability to add one other trusted user who can also build in their claim.

Since it is built out of command blocks and scoreboard objectives, this is useful for any vanilla server.

You could, Have a command block and make a redstone loop where it goes around and around.

Example: R= Redstone J= Redstone Repeaters.

(Repeaters face oppisite directions)Then, light the redstone with a redstone torch, break torch, and with redstone, as quick as you can break and replace the lit redstone.

RR JJ RR After you have made this, or something like this you need a command block.

In the command block type /clear @p

I think @p is it, there's some code that is everyone.

So this will clear their inventories.

Rapidly, so you don't have to manually do it.

use setblock and clone to place air blocks all around the area.

Hook the command blocks up to a fill clock, and that should do the trick.

Note:this will take a LOT of work.

Maybe set all players not within an "OP team" and within a certain radius to Adventure mode.

This would mean that you could still edit the spawn, and allow for "survival zones" outside the spawn.

Question: I want to know how to keep players from  placing  blocks in a certain area on my Minecraft server using  Command Blocks .  I already know how to keep them from breaking anything via [effect player 'mining fatigue'], but that won't stop them from placing lava, TNT, or anything that might obstruct anything important.  Any suggestions?

How can I use Command Blocks to keep players from placing blocks on a vanilla server?

Try modifying the following variable in the server or clear the player's inventory.

The community suggested some ways to tackle the problem.

Opinions by users, regarding some solutions.


This is less of an answer (unless you'll accept "no way" as one), and more of an extended comment.

Missing a shaft or two is not a big deal.

But lighting up caves for spawner efficiency is a huge work, as you need to proof all caves in 128 meter sphere around your position at killing floor.

I've done it once and vowed to never again build a spawner in the ground.

See: I made shafts every 20 meters in one cardinal direction, starting from a main shaft in the other direction (like a branch mine), making a circle of 140, to be sure.

That gives 280 + 280 + 280 + 260 + 240 + 220 + 180 + 100 = 1840 meters of pure mining, without spelunking, per level of which you'd want three (to cover 64 meters of depth at 20 meters between levels).

Adding vertical access, some ease of navigation and diagonal shafts that you'll dig a lot of to find caves by sound we have quite above six kilometers of digging, plus cave adventures (imagine those multi-leveled jagged open caves with holes in the ceiling raining creepers!).

And the surface.

You have to light up almost 20 acres of land, more than 70000 square meters - or always be sure to sleep the nigh over.

So, my advice is: make your spawner in the sky.

128 meters above surface, or 100 above ocean, and you're all set and are only dealing with its ugliness (build it away, go via portal).

If you build your spawner on the surface (rather than in the sky), you will need to find and light up all of the caves, there is no way around it.

Personally I find the "x-ray machine" to be "cheating" and instead have my own technique for finding caves.

Create a grid of holes about 8 or 16 blocks apart (depending on how accurate you want to be).

These holes should be dug from the surface to the bottom of the map (or at least until you reach the infamous "lava layer").

The added bonus with this technique is these holes to the surface will also prevent any void fog at the bottom of your world.

If you use this technique, to be on the safe side, put everything except the necessities (torches for if you find caves, and tools needed to dig: pickaxe, shovel, sword; all of which can be of stone or iron) in a chest so as to not lose it if you fall into a pool of lava or appear in a dangerous area.

To prevent spawning in caves, you need to fill them in, light them up or flood them with water (or lava).

There are a few ways to do it.

Manual work World editing mods (such as WorldEdit ) External world editing tools (such as MCEdit )

Manual work is the hardest option, but doesn't have side-effects: while mods and editors are much easier, they will restrict your exploration of the caves if you choose to fill them up and sometimes they might even corrupt your save, which is why it is highly recommended to take backups before using them.

If you build your spawner on the surface (rather than in the sky), you will need to find and light up all of the caves, there is no way around it.

In order to assist in finding caves, it is very common for some users to make an "x-ray machine".

This technique is described in the second half of the following video:

The X-Ray device works like this xPGSx P=Player S=

PistonxPxxx G=

Glowstonexxxxx x=solid block (Dirt etc)

Activate the piston and

it pushes the glowstone the player's head.

If it were a solid block, you would suffocate.

In the video, he does not suffocate.

Since Glowstone is not visually transparent, it allows you to see through any wall directly in contact with the glowstone that was just pushed over your head by the piston.

I'll leave it to you to figure out how to activate the piston.

This requires no mods or 'cheats', but rather, it exploits the design of the 3D graphics environment, which some may consider cheating.

This edit contributed by musicwithoutpaper without permission, just in case the YouTube video gets removed.

Although he uses the machine to find pools of water, it can just as easily be used to find caves.

You could use a single command to fill everything in - the only requirement is being an op or having cheats enabled in single player.

It's super efficient and a lot easier than having to create a sky mob trap or manually fill in all caves.

/fill 0 64 0 200 5 200 1

The first three numbers are the starting coordinates, the next three numbers are the ending coordinates, and the last number is the block ID you want to fill it with.

If you used this exact command, you would replace every single block from x:0 z:0 to x:200 z:200 with stone, covering from about sea level (y:64) to a few blocks above bedrock (y:5).

You would want to center your mob trap at x:100 z:100.

You can adjust coordinates accordingly depending on where you want to build your mob trap.

Question: I made a mob trap recently but it did not seem efficient so I found out caves affect your mob traps but how do I get rid of the caves easily or at least stop the mobs from spawning in them.

How can I easily remove caves for my mob trap?

To prevent spawning in caves, you will need to find and light them all up or fill them in.

While there is not simple way to tackle this problem, investing time in lighting up caves, seem to solve the problem.

Users suggesting there now way to to such a thing.

However someone proposes a way to deal with it.