
The Spawn Chunks 375: Coral Creatures and Final Features
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Jonny, and Joel recap the final features swimming into the Mounts Of Mayhem snapshots, and hear from listeners about enchanting improvements, and the future of modding post Minecraft code deobfuscation.
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Joel
Twitch | YouTubeVODs | The Citadel Cafe | Twitter | JoelDuggan.com
- The Citadel | Mushroom Island
- The Mushroom Island Command Center
- Decided on a smaller scale so the build doesn’t take over the entire island, and constructed wire frames of three of the four wings. Some even bigger structures will have to be raised around the island to balance things out.
- Mushroom Island Command Center Planning – Part 4 (YouTube.com/JoelDugganVODs)
- Either moved temporary farms inside of the command centre footprint, or removed the farms entirely until needed in the future.
- Built a small auto sugar cane farm, and paper auto crafter hooked up to the gunpowder output of the creeper farm to have rockets automatically crafted in the background. It produces roughly one to one, and a half stars of level one rockets per three hour stream.
- Temporary Gunpowder And Paper Farm (YouTube.com/JoelDugganVODs)
- Auto-Rocket Crafter And Command Center Progress (YouTube.com/JoelDugganVODs)
- Decided on a smaller scale so the build doesn’t take over the entire island, and constructed wire frames of three of the four wings. Some even bigger structures will have to be raised around the island to balance things out.
- Removed the overpowered shulker shell farm.
- Ran the farm for another hour before dismantling, and collected another shulker box full of shulker shells.
- When building a farm like this, you really need to think about where you put it. They’re a pain to build, and a pain to take down. Plus, they’re ugly, and tough to conceal.
- The Mushroom Island Command Center
Jonny
- The Minecraft Survival Guide, Season 3
- The copper aging facility is now up to the same level as Empires Season 2.
- Flying machines are loaded manually with two rows of 9 copper blocks.
- When launched by the player flying machines will distribute the copper.
- Once the copper is done aging, the flying machines automatically bring the oxidized copper back to the starting point.
- Building David 6.1! – Minecraft Survival Guide LIVE (Twitch.tv/Pixlriffs)
- Wiring David 6.1 – Minecraft Survival Guide LIVE (Twitch.tv/Pixlriffs)
- Now that the machine as it exists is able to be used, the machine will be loaded to age copper while the automated loading, and unloading circuits are built.
- Also making progress on a low-fi design where non-full copper blocks like chains, bars, and lightning rods can be placed by a player being pushed around a water track.
- The counting circuit is the same but may need some adjustments for certain blocks like trap doors.
- The question of how to best automate the system remains as some copper sub-blocks can’t be pushed by pistons.
- The copper aging facility is now up to the same level as Empires Season 2.
Minecraft News
- Minecraft: Java Edition Snapshot 25W45A (Minecraft.net)
Chunk Mail
FROM: Luke
SUBJECT: Usage-based Enchantment Upgrades
Hello Pix, and Joel!
The method of repairing tools or armor by adding its material to it in an anvil is currently hamstrung by the much maligned “Too expensive”-limit, but even without it I doubt it would see much use, compared to mending or combining two used tools.
Inspired by Pix’s thoughts about making enchantments feel like getting more familiar with a tool, I got the idea to add a chance of upgrading a random enchantment when repairing something this way, with the percentage tied to how much durability was restored. This process could be repeated indefinitely, until all enchantments are maxed out.
In my opinion this would fix some issues of the enchantment system, without fundamentally changing it. You still need some level of the enchantments in the first place, and repeatedly trading, and combining books would give you their max-level benefits immediately, but this alternative “grind-free” way allows players to advance in the progression by just playing the game, and returning to their anvil once in a while.
What do you think?
Luke tragically lost his copper chestplate that he crafted during his first night – and had been repairing, and upgrading ever since – in a lava lake.
FROM: ThePotatoArchivist
SUBJECT: Deobfuscation And Modding
Hi Pix and Joel,
I’ve enjoyed the podcast for around 3 years now, it’s always a nice cozy break! In the most recent episode you asked about how the deobfuscation will affect modders, so here’s what I’ve heard, and seen as a modder.
The majority of modders that are actively updating to the latest version (and will benefit from deobfuscation) develop for the Fabric modloader. Fabric modders will have to learn a new set of names for everything due to using different mappings than the official ones in the past, but most of the work will be on just the modloader developers to make everything work with deobfuscated Minecraft.
In the long run, we get a simpler loader, and build process, better debugging, and new modding capabilities. I think this will primarily benefit latest version modders, and only complicate things for modloader devs in the short term, and multi-version modders.
I think it’s really interesting how much the Java team is willing to cater to modders, and it’s certainly creating interesting times for modding. I hope when the dust from this, and Vibrant Visuals has settled, a new glorious era of modding can commence!
ThePotatoArchivist was killed. tellWitnessesThatIWasMurdered!
(A frequently memed on name in Mojang mappings)
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Join us on
Mounts Of Mayhem Feature Recap
The final features have been announced for the Mounts Of Mayhem drop. Jonny, and Joel look back over the upcoming additions to Minecraft, and discuss what they’re most looking forward to, and where some features for them are missing the mark.
