Etho, if you put the elytra boost bow in your off hand and shoot, you have a higher chance of hitting yourself. Forgot who found this out, but it was mentioned on a hermitcraft video. I've tried it, definitely seems to be better.
Been bringing etho videos since around 350 as I thought I had stopped watching the series back then. Found out I was closer to 450 than 350 (been here since binging episode 1-120-ish) but I've been highly entertained researching a bunch of old episodes! I also find it fascinating that this is the first episode I've seen on this binge with "RU-vid recommendations" comments! Well done etho congrats on RU-vid recognising your efforts and greatness! They are fully pushing for your growth!
Etho on your enderman farm would it be more efficient if you had a full circle instead of a half circle? Just curious as to why you only did a half circle. Thanks for the consideration.
Etho, a surefire way to make it so they never de-agro is to make it so the bottom platform either only has two killing chambers or make it so the pigman have to climb stairs up the the second to last to fall. What this does is makes it so a few of them stay agro long enough to cause others to agro then they die. Essentially they take longer to die then the rest so they're always there.
Etho, I respect you for putting work into your singleplayer series, and uploading once a week; in comparison to uploading frequently and getting nothing done.
I think TerraFirmaCraft used to have a weight-based inventory long time ago (not 100% sure though). Not sure why they got rid of it.The problem with mods that change the inventory is that they're incompatible with other mods that expect the inventory to be a certain way. That's why there aren't inventory expanding mods. If there was a mod that added another 9 slots to the inventory, for example, you wouldn't be able to access those 9 extra slots from a GUI of another mod which expects it to be the vanilla size, and since GUI textures are very hard to dynamically change, adapting them to any inventory size wouldn't be practical.
TFC does have a weight system, but it only applies to a single slot,so the stack sizes change based on size and weight, and an item's size/weight won't affect the inventory size
you mentioned, that if a stuck pigman saw you, he gave a call out. Perhaps in the center you can have 1 named zombie pigman, who either you can aggro with a snowball, or have a timer so he can see you, so that way if the infinite loop stops, he can restart it, while you are AFK.
My friend and I built this design (well, the slime launcher version) on our survival server out of Netherbrick (ghast-proof). We smelted probably 8-12 double chests of Netherrack; it was a huge project. You might run into some of the same problems we did, so I'll give you a heads-up on what we found: 1) Baby zombies spawn where they shouldn't. Everything is half-slabbed or only a one high gap. I don't know how they get there but they do. 2) If you stand off-center, the pigmen fall off the sides and land on our redstone and survive (might cause #1). 3) Reinforcements! After an hour or two we get tons of normal zombies at the bottom of the farm, and they slow our rates to the point that the spawning can't sustain the aggro and the pigmen stop falling. I don't know if it's from the fall or from bouncing off the slime blocks, but it's a problem. 4) The farm generates too much loot! My friend invented a filter that extracts the swords right at the hoppers so they don't choke on the swords, but even then it's too much for a single item filter to handle, so it gets backed up quite a bit. Watch out for that. I planned on making a filter for each branch before combining the hopper chains, but I haven't gotten around to it. We have, however, filled about 100 double chests/hoppers in a chain all the way down to bedrock with gold nuggets (and another chain with rotten flesh), and gotten to levels I never thought I'd see in vanilla. It's absurdly good. Good luck!
Yep I can remember watching his first vids only watched the first 40 then took gaps all caught up now -RIP Sargent Creeper (Who didn't want to be recorded) -We shall remember you CALY! and how u ruined ethos life :D -And your stupidly over complicated mob farm -And creeper trap -And cookie tower OFC Reply to me how many of these YOU remember :D
don't know why but coming across one episode of your let's play series once in a while it's really satisfying. even though i am sure it takes quite some time to do it especially in a complex world such as this map, anyway glad you haven't give up on him yet. anyways, what i am trying to say is, thank you.
@Mega Absol Being unable to find the bug report (you could just post the id, in the MC-xxxxx format), I don't know if I can trust you, because it is commonly accepted as an intended change.
Xusma the hermit craft guy he's making a donut pig man farm it's not finished but u could probably ask him to see his farm to get an idea of what's happening wrong
The Nether only stretches half way up the y axis since the world height limit was doubled in 1.2 and the nether generation was never changed to accommodate it. There is a bedrock ceiling at y 128 which you can get through using Ender pearls (though I think it's no longer possible after 1.9). Multiple times throughout the game's history it has been possible to break bedrock, including that in the ceiling, and I think back in 1.2 portals over y 128 in the overworld would generate a portal above the nether ceiling if they had no portal to link to. IIRC Etho began this world in the beta 1.9 pre-releases in 2011. No mod is necessary and calling it "glitching" is an oversimplification considering it was originally possible to get above the ceiling by accident using intended mechanics and the world has definitely been going long enough for that.
a lot of replies here, but like ilmcamam said, he glitched above the ceiling initially using Ender Pearls, then used an old trick with dark oak trees to remove pieces of bedrock so that he could have a place to put a ladder up, etc. no mods, fully vanilla
For the design you have Etho if you allow for the pigman to get closer to you before they fall it will allow for the infinite loop to occur. The reason it really isn't working well right now is that your angry pigmen are getting out of range of the donuts before new pigmen can spawn. With them getting closer to you it keeps the angry mob angry at you for longer calling more pigmen to their death. Make the walk path towards you 3 blocks wide and have them fall to their death about 3 blocks from your afk platform.
Thank you etho for being the last youtube minecraft player that i sub too that isn't super hyper and super loud. I love your calm chill series always have always will.
Man I remember I was 7th grade when I started watching Etho. At that time his lets play series was in the early 200s . I would always try to copy his projects and stuff and show it off to my friends. They were always so amazed when i showed it to them. Ahhh the good ol' days.
Hey Etho,For getting an infinite loop of angry zombie pigmen spawning, why don't you keep a named pigman next to where you afk, and keep it far enough away so he can see you, maybe 1 or 2 blocks entrapped in glass and have a glass tunnel to keep eye contact, and punch him. That way he always releases his call and gets the pigman mad. Keep up the great work!
Hey Etho, I know I'm just nobody but you have been a big part of my life. You have made me feel happy when I feel sad. I don't want to sound like every other person but I've been dealing with depression, self harm for a while. I just want to let you know, you have helped me a lot.
I know that the editing takes forever, but I love the interspersed montages of you actually using your stuff (specifically in this episode I'm talking about traveling through the nether and then cooking up the glass). Great videos Etho :)
You have fucking RU-vidrs moaning about how much work they do by simply playing a video game then slightly editing it n uploading it making thousands, then you have Etho making multiple types of gameplay with hours and hours each day and keeping his opinions to himself while staying very very competitive, what a fucking great RU-vidr!
Yeah, every Channel on RU-vid lost inactive subs, due to a RU-vid wipe, which in my opinion is a load of garbage as if someone liked him enough to sub even if they don't watch in a year they still subbed and that should stand unless they unsub
+Jack Juggers But sub numbers mean nothing to the profitability of a channel. It's all about the views. So if the deleted accounts were inactive, it will make no difference to the channel.
etho what kind of mouse do you use? after about 2k hours of various gaming including playing through A.V.G.M ( a clicking simulator needing over 200k clicks) my razor naga has held up very well
I'm watching this in 1.11 and cringing every time you use piston translocation. Not excited about the episode where you find out all this stuff broke :(
Etho, you should trap a zombie pigman where he will track you but not be able to get to you that you can hit so other pigmen will stay mad. I don't know if it would work, but definitely worth the test!!
In the video, I think I recall you saying that a zombie pigman will give a 'call' to fresh spawned zombies to alert them that the player is a target. If this is true, couldn't you just have a few named, caged pigman that are mad at you in between the gaps in the donut? that way, the spawning pigman will always have a zombie to tell them to be mad.
Etho, there is an easy way to calculate approximately how many blocks a ring will be (which I actually did before you counted the blocks because I could NOT believe you thought it was 500 blocks). Just do 3.14*(outer radius^2 - inner radius^2). So for this build, I BELIEVE the radii are about 20 blocks and 30 blocks. So just do 3.14*(30^2 - 20^2) and that gives you roughly 1600 blocks. Approximation for future builds is fairly easy with simple geometry thanks to minecraft's voxel structure
Etho, they pigman get to you because when you are on the middle floor, they can spawn on the edge of the paths you made to the higher floors. Spawning is not a cylinder, it is a sphere, so when you go down the minimum spawning radius touches the paths.
Etho, the reason why the pigmen arent going after you after a while is that the angry pigman dies, trap one towards the center and throw and snowball like the old hermitcraft
Hey Etho, the reason the zombie pigmen lose interest so quickly is that they kill themselves too fast. Other version of this farm have staircases that go to other levels so the pigmen path to a longer route to try to get you. Those pigmen stick around long enough for other pigmen to spawn. This means you can't have paths from other levels, you need to only have one so the pigmen who spawn on farther levels have longer paths to you.
For the pigman farm, put iron golems around out of reach of the Magma cubes, it will make them chase them off. Also, in the new version, mobs no longer spawn on redstone so you don't need to put a slab if there's redstone! For an inventory idea. Do away with slots and instead make the limit on total items, so instead of being able to hold 36 stacks, you could hold a total of 2304 items. Maybe ender pearls, snow balls, eggs, and buckets would still count of 4 items each and non-stackable items would count for 64 items each, just make it so you don't have slots. That way, carrying a bit of a bunch of different things wouldn't be such a mess.
Etho- Just have a pigman in the middle that is trapped and named so he can't despawn, then punch him and he would stay angry for a loooooong while, it's something crazy like a 1/1000000000 chance he will stop being angry at you. I made that number up, it's even more.
Hey Etho, if you reduce the number of paths that the zombies can get to, the newly spawned pigmen will be aggro. This is because the zombies have further to pathfind, so they won't die sooner. Before those zombies die, the newer ones will be aggro too. Hope this helps. :)
To assist in the infinite loop, you should offset the paths to more of a bicycle tire to allow the pigmen to overlap as angry. Keep four paths per level, but don't stack them over top of each other, and make the trapdoor point closer to the center on some, and further on others. This will force the pigmen to fall at a staggered rate, and encourage the infinite loop mechanism you are aiming for.