Ghost Block Glitch! (Turning Dirt Into Diamonds) - Minecraft
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So, about that “meticulous planning.” (A breakdown of every MCC game’s practicing tips and strategies, and why preparing doesn’t actually matter as much as you think).
MCC 8 shows there's quite a bit more to the assumption that MCC is just becoming more competitive/practice oriented. So, practicing. What about it? Well, going through the practice streams (and admittedly, I haven't watched much of them, only some of Captainsparklez', and had to rely on titles and word of mouth for some other teams), there seems to be 4 main ways people practice.
Play on the MCC parkour server.
Play on the MCC Dodgebolt server.
Speedrun Minecraft.
Practice PVP.
That's... that's about it. I've only ever seen practice for MCC in these four ways (though again, I admittedly don't follow too many of the members, so there might have been more I've missed. But I check both the subreddit and discord often, and haven't seen any other method mentioned). Not to mention PVP practice is only something I've heard Technoblade doing, and general PVP practice as a team seems surprisingly limited. When you think about it, the options are kind of limited. And the competitors know this too. Quig asking for ways to practice: https://twitter.com/realQuig/status/1289333349119438851 HBomb doing the same thing: https://www.reddit.com/MinecraftChampionship/comments/i811hu/what_is_the_best_practice/ Now, that's not to say those are the only valid ways to practice for MCC, but they seem to be the only ways people are doing in any significant amount right now to the best of my knowledge. Why is this important, you might ask? Doesn't Parkour, PVP, and general speedruns seem like a good combo for covering all the minigames? Well, sort of, but not quite. Let's break down the list.
Parkour Warrior: Now, seems pretty straightforward in terms of practice, at first. Log in the practice server, try to get better times. However, we can expect Noxcrew to change the course every game from now on. There are the obvious complete section rehauls, and I expect they'll try to find more and more creative twists to parkour that conventional maps don't have. Ladder neos is something I've never seen before and was certainly not expecting, and I watched a lot of Preston's parkour map playthroughs when I was younger, not to mention all of Techno's Minecraft Monday streams. Moreover, a ton of practice commiting the parkour map to muscle memory might actually damage a performance overall, since as we also saw, in addition to the new sections Nowcrew also subtly changed a few blocks on the preexisting parts, barely noticeable - unless you've spent hours practicing a slightly different version on the practice server, your hands already having committed the jumps and turns to muscle memory. Then, I imagine, it becomes very noticable. In this case, since the players don't know what the exact map is going to be like anymore, getting marginally better times in the practice server won't really amount to much either. So practicing on the server isn't as good a way to prepare for Parkour Warrior as people might think, though it’ll certainly still help quite a bit. MCC 8 showed this - despite many players having finished the course in far less than 10 minutes on the practice server, Dream was the only one who finished in the real thing - because he had the most overall parkour experience/skill compared to anyone else, not because he practiced more. And as a reminder, he barely practiced parkour for MCC at all this time.In terms of strategy, there is very little besides giving less experienced teammates pointers. It’s parkour. And I don’t think speedrunning will help that much either, since it doesn’t place players in these highly specific situations. Neos and fence-hopping, for example, are not things speedrunners do that much of, and especially since Nowcrew makes a point of making every more unique challenges, practicing on a general parkour server in addition to the official practice one seems like the best bet for this. So, practice will make a big difference, but it’s not a guarantee someone will complete the course, or even get close.
Ace Race: This is a parkour-orientedish game, but not as much as one might expect. The speedboosters and jump pads are not exactly parts of your standard parkour map, and there's a fair amount of fiddling with the trident and elytra too. Overall, it's more a test of how well you can streamline your movements through the course to get the best possible time while avoiding obstacles and taking advantage of the environment - weirdly similar to games like Mario Kart, now that I think about it. You can hit other players and everything. There's very little in terms of super-specific jumps/movements, and it's not a "hit it or miss it" thing like with movements in standard parkour. Not much in terms of direct practice options, actually, and not a strategy oriented game aside from maybe finding and utilizing small short-cuts.
Hole in the Wall: I mean... what can I say here? It's about reaction times, and how well you can spam the space button to lag yourself through those 1x2 holes that are above floor level. Props to Noxcrew for an original concept and what certainly looks like a really fun game, but in terms of practicing it the options are kind of non-existent. I vaguely recall a game of similar name on Hypixel where you have to fill in the holes in the wall as it comes towards you, which looks about as stressful too, but I don't think that'll help much. Again, you can't really practice this. They patched out the neo strat after Techno found it, and beside what’s mentioned above, aka positioning yourself to lag through the most difficult holes, there’s not much in terms of strategy here. Try not to get view-blocked by your teammate, maybe. It’s a game about how precisely you can move, but I do feel like in there’s a bit of luck in the trickier jumps, as well as just which direction the wall comes from and if you’re in a prime location to see and react to it. Pete and Quig dominate this, of course, but we’re never quite sure who else out of around 15ish players will make it to top 5, which shows there’s more luck to this than people realize.
Rocket Spleef: Similar situation to Hole in a Wall. Very little practice options. You can practice elytra courses and it might help a bit, especially if you’re not used to 1.9+ mechanics, but normal elytra courses don't have players constantly blowing up you and the floor beneath you. There's two main parts to rocket spleef - the elytra, and the rocket shovel. The elytra is just something a player has to get used to playing with, which is why Philza is so good at it - his survial hardcore world playthroughs mean a lot of elytra usage. The rocket is trickier - I can't quite think of any other Minecraft minigame with a similar mechanic, besides that practice game the early MCCs seemed to have, the sort of "king of the hill" style pre-game entertainment area. So once again, it's not something you can practice thoroughly. Learning to rocket-jump is something players sort of have to learn on the fly (heh). Bit of a shame there aren't more minigames utilizing something like a fire-charge launch system as one of its main mechanics, in my opinion. There more in the strategy department - you have the Wilbur glitch strat, Bouncy Pete strat, don’t look at me I’m just vibin’ strat, and kill as many women (or persons of other gender) as possible strat, and most players will probably use a combination of these as the game progresses. It’s been a very individually oriented game, actually. The goal is just to survive, and actually, I wouldn’t be surprised to find players realizing more exploits in this game. It’s one of the few I see as still potentially having hidden powerful strategies Noxcrew haven’t realized and patched out yet. So far in this game, we have a lot of “generally a good idea”s but not a lot of “easy top 5”s. There’s nothing you can really plan for beforehand in this game.
TGTTOSAWAF: In MCC4, the first time this was played, I heard it described as "it's just Bedwars." Now, quite obviously, it's not "just Bedwars," but there's more to be said about the comparison than one might think. It's Bedwars, without the bed, weapons, and armor, where the objective is to be the player with the best grip on their movements, and thus the best chance at getting to "the other side." Now, Bedwars, I'd argue, is a minigame that's all about movement - the biggest killer is the void, not swords, and the players most often fall into the void either because they misjudged a jump, or someone knocked them off. Just like in TGTTOSAWAF. The objective is different - kill the bed, kill the fan - but it's rather superficial, at least for the purposes of this comparison. Ignoring protection blocks, breaking the bed is about as easy as whacking the fan - it's only slightly longer. The real challenge is getting to the destination, with many other players knocking you away, and placing blocks that could either help or hinder you. Why did I go on a long tangent about the similarities between Bedwars and TGTTOSAWAF? Well, Technoblade's performance in it in MCC4 and all the subsequent placements, especially in the maps that involve just wool-placing, sprinting, and jumping, It's undeniable the years he spent playing Skywars and Bedwars was what led to it. Similarly, Pete, Tommy, Dream, and most of the other highest-scoring players have all spent a significant amount of their Youtube channel's careers doing videos about speedy movement. What I'm saying is that skills like knowing where to jump to optimize movement and decrease risk of player sabotage is a very learned and intuitive skill that can't easily be built up over the course of a few weeks. That's not to say you can't get close, but it's kind of hard to compete with the experience of a 1818 Bedwars win streak, or thousands of speedrun attempts. And the amount of time you would have to dedicate to it just isn't that worth it to some people, though at least, the more you practice the more likely you are to get a better score against those that didn't. On the topic of this - playing games like Bedwars and doing speedrun attempts is a great way to practice TGTTOSAWAF. In fact, despite all my points before, I'd actually argue it's one of the games people are sleeping on in terms of practice and improvement potential. The bits of boat racing or trident racing is a bit more finicky, but also still very practicable just by building your own courses. It doesn't require a ton of coding experience like some of the other games to recreate similar areas. While it may be hard to compete against the best of the best, with a good amount of practice a lot of the other "mediocre-topish" players can probably get pretty close and secure a top 5 or 10 placement, especially with a bit of luck on the small amount of RNG elements like the piston doors. Not much in terms of pre-planning strategy. Oh, and learn speed-bridging.
Battle Box: The game most dependent on team coordination and strategy, despite what Noxcrew might want to say about Build Mart. Depending on what team you're going up again, and how good your team is, the best strategy ranges from "charge the middle with wool and shears and hope for the best'' to "send one or two to hold down middle, everyone else go kill the other team off first to secure the most points." There is no one strategy fits all here, and the teams have to adapt to every other team by taking in both sides' weaknesses and strengths, while keeping in mind the other team is probably doing the same. It seems adaptive at first, but I feel like it's a matter of time before Techno or Dream take their teams and plan out the strategies they'll use against every other team beforehand, probably going through VODS to study all the maps and potential weapons, and making their team practice the heck out of all the scenarios. Plus, having good team synergy and PVP skills are VERY important to Battle Box,and both of these can be increased greatly by lots and lots of practice. And you can practice this one effectively - even if the maps aren't exact replicas, there are plenty of PVP practice servers, and splash potions and crossbows, plus team PVP isn't something exclusive to Battle Box. Overall, I'd say Battle Box is the game in which the amount of practicing and strategizing has the most correlation to the actual scores, and the one worth practicing the most (especially as PVP and team synergy are very important factors to doing well in the overall). Of course, previous experience in other areas will give an advantage \cough* Bedwars *cough**, but team coordination and strategy can not be understated in this game.
Big Sales at Build Mart - It's... about team coordination, yes, but the "everyone pick a build and focus on it" strategy seems pretty prevalent, and while changing it from 4 builds to 3 helped, it only seemed to place one player in the "get blocks" role. Communication to see who's closest to a resource will certainly help, but I haven't seen it be as deciding a factor as it initially seems to be. Up until MCC7, screenshotting and just trying to get the resources as fast as possible still seems to be the best way to go about it, until, of course, Techno and Dream subverted the entire system through sheer dedication. Separately. At the same MCC. I highly doubt it's going to happen again - the organizers really don't want the game to be dominated by tryhards tryharding. They'll change the builds every game - not all of them, but enough that the Techno/Dream strategy isn't worth it anymore. Unless it is, just picking out the most commonly used blocks and studying recurring builds, and I wouldn't be surprised if Techno or Dream did some tests to find out. They're the only two I can see being crazy enough to do that. Speed-building... can you practice it? Sure, but I doubt the effects will carry over much to Build Mart, since the builds will be different. Studying all the past builds will certainly help, since I imagine at least some will get recycled each time. Maybe more ice boat practice. Other than that, I don't know. There's no RNG in Build Mart, but also not really that much in the way of interesting strategy or fast-pace reaction testing, hence why both streamers and audiences find it so boring. I highly doubt something like Techno and Dream’s obsessiveness leading to something game-breaking strategy will happen again. Worth preparing for some, but preparing for it is more like studying for a test, memorizing and recording information, and 90% of it won’t even be useful.
Survival Games: Here is where RNG starts playing a significant factor. "WHY DO THEY ALWAYS HAVE FLAMEBOWS???" -Technoblade, The Curse of the Anime Protagonist. Yeah, if you don't get a few good early chests and another team does, and the two teams meet, it's not going to be pretty or fair. Honestly, Survival Games is just Minecraft Hunger Games with 3 teammates and a shiny new texture pack. Playing Hunger Games is certainly good practice for this, and team coordination can make or break a bad set of loot, but no matter how good you are RNG can still screw you up real bad, especially if targeting is involved. Practice PVP and team synergy, but that’s just a good idea in general and more relavent to other games. Don’t die to the border. What else can I say? ¯\_(ツ)_/¯
Skyblockle: Survival Games, but the void gives everyone 10x more anxiety. At least, that's what it seems like at first, but upon further inspection Skyblockle is fundementally difference from survival Games in a lot of ways. First of all, you can break and place blocks. That part is so important, as MCC 8 gave us a really nice showcase of the best strategies, though not as much as Survival Games. The deciding factor seems to be food here - it's even rarer than in Survival Games, and given the amount of times I've watched Techno nearly die in Survival Games because he had nothing to eat, it’s really quite something. The goal is basically to get to middle as fast as possible and just stay there until the border does its thing, preferably in a place others can't get to easily. As the "dig beneath'' strategy has been utilized many times now and is easy to counter, I imagine the "get a bunch of blocks and play tower defense in the sky" strategy will become more prevalent. There's definitely room for more strategy in Skyblockle, but I just can't imagine many other options. Everyone starts off with roughly the same amount of stuff, and getting to the outer chests is still a matter of mostly skill and speed. The problem is that we've seen the games often end with a few sides unwilling to risk confronting each other and just all getting more survival points by dying to the border. Practice PVP and team co-op, I guess. While Skyblockle seems complicated, that's about it for practice, as far as I can tell. Do that, make it to the final few, hole up somewhere nice and cozy and easily defendable, and die to the border to get those final few sweet, sweet survival points. This does mean a team that can kill everyone else before that happens has the advantage, but realistically that's a lot easier said than done. The "tower in the sky" strat, as we've seen, is pretty easily defendable. Bridging over, or up, leave you very, very vulnerable to attacks, and since loot is pretty evenly distributed, with the team getting to the middle and thus executing the tower strat probably getting all the middle loot chests (this time Cyan didn't seem to have this going for them, but again, they seemed to fare just fine and I think that was probably just bad luck with the amount of loot they have. Plus, a quick stop at a passing island on their way would have helped greatly). A game that doesn't really have much to it in terms of practice or strategy, when you break it down, though who knows. Maybe Techno or Dream,or another dark horse player will cook up another strat to prove me wrong. Certainly possible, in this game. Edit: Apparently they’re rehauling Skyblockle next game? Like, Foot Race to Ace levels of rehaul, so not completely different, but recognizably. Well, this is the change some of us have been hoping for… definitely excited to see what new kind of strategies can be made in the rehauled version.
Sands of Time: Another game where RNG can play a factor, as we’ve seen, though not as much as in Survival Games. While parkour is certainly a big factor, it's not the parkour of Parkour Warrior, with very focused, specific jumps around specific objects. This is more general parkour - be able to get from block to block easily, and maybe do good with a bit of ladder parkour, and you're pretty much set. No need to worry about ladder neos or trapdoor jumps...yet, anyway. PVE is another major factor, and while certainly studying up on mobs like vexes might help, it doesn't really pay to do much more than read through the wiki page and maybe a bit of practice (Techno and Dream both seem really hung up on vexes, and certainly they're a pain to players unused to them). Strategy is more complex, but the teams pretty much have it down to "don't die, collect sand you see and put it in when you're passing middle, get as many coins, escape at the end." It's very high risk, high reward. Some have someone who focuses on sand, staying near middle, keeping track to time. I haven't seen much strategy beyond that, and certainly not much practice. Sands of Time is in a similar boat to Rocket Spleef or Hole in the Wall - you can't really practice the real thing. Plus, the dungeons are even procedurally generated, albeit with some certainties. Speedruns certainly help, with PVE experience and environment traversing, but that seems about it. I do feel like there's a lot more potential for new strategies here, though, waiting to be unlocked. Just don't know...what, so for now, Sands of Time is another one of those "you can practice and plan for it a bit but not really all that much" game.
Bingo But Fast: Oh boy, where do I begin. There's more RNG than you think - all the mining stuff is basically that. How fast you get the iron or gold or redstone or diamonds you need is very luck oriented, and where you spawn above ground too. Is there sugarcane or cows or sheep or the flowers you need nearby? Are you just close enough that your team can be the first ones to get them? The items don't seem to vary much, actually, so I can totally see another "Techno or Dream try to optimize everything." But there's two things working against optimization strategies, even if the items are the same (of which I doubt), or similar (I’m too tired to check, okay?). First, the RNG, of course. Second is all the other teams scoring and subsequently locking out items, forcing priority onto different things. Team coordination does matter, as effectively splitting up tasks and keeping track of who has what is very important, but then again, most games rely on that to some degree. Bingo isn't special. Can you practice mining faster? Not really. Crafting faster? Ish, but not enough to make much of a difference. The biggest practice for Bingo specifically is just memorizing what goes into crafting what, and even then, there's nothing stopping them from just looking it up on the wiki. There's a reason people find it so boring.
Dodgebolt: I mean... play on the practice server. That's about it. The game practice makes the biggest difference in, and the one you can re-create the experience the best. Feed the arrows to your best shooter, target the players that are the best on the other team, practice strafing and aiming. Have a good grip on shooting priority (aka who should shoot if the best player is down?) It’s a very adaptive game.
So, this has been my (admittedly rather hasty) breakdown of every game in MCC. What are my inferences from this? Well, MCC may be getting more competitive, and practicing/strategizing may be playing a bigger and bigger role, but not as much as people say it does, especially as the games go on and Noxcrew patches all the practice-oriented/”ruins the point” strategies out, as we’ve seen with Build Mart and Bingo. A lot of the games just flat out require experience and good reaction times, things that need to be built up over a long period, thus why players like Pete, Techno, Quig, and Dream are as good as they are, even from the beginning. And it's hard to replicate a lot of them to be practiced effectively outside the event, for various reasons. In fact, Noxcrew knows this, and specifically designs the games to be this way, to be in a place where even if you do as much research and preparing as possible, especially on the strategy and using exploits side, it’s still nowhere near a guaranteed victory. This is what Techno would call "unfairly nerfing me." It's Noxcrew tying to keep the tournament less about who does the most homework/preparation and more about the actual games themselves. Here’s Smajor pretty much summing it up - https://www.reddit.com/MinecraftChampionship/comments/hwrdjp/smajors_opinions_on_practicing_replicas_of_mcc/ Take for instance, how this matters. The Pink Parrots in MCC 8 - I'd like to point out how pretty much everyone thought the Pink Parrots, especially Dream and Techno, were either practicing/strategizing fervently and just hiding it (with Mchill's tweets being a decoy), or actually just not practicing at all or very little. If they were practicing, people theorized, then they could easily take the win, as practice, strategizing, and routinely talking to build up team synergy would solve the two biggest problems the Pink Parrots had going against them: lack of clear leadership/synergy, and other stacked teams. Dream and Techno's combined brainpower, people reasoned, meant if they prepared they could easily come up with new, never-seen-before strategies like what happened with Build Mart in MCC7, and organize who could be leader at what times. (Obviously, as we've seen, lots of us owe MichaelMchill and especially Burren an apology for sleeping on them, though a fair number of predictions here did correctly realize Mchill and Burren were not the heavy nerfs some people assumed they were). Meanwhile, if they really weren't practicing, as MichaelMchill's tweets implied, then they would probably get crushed by teams like Cyan or Aqua, who were very clearly aiming for the win with a ton of practice. A lot of predictions I saw placed them at 2, due to how good a lot of the other teams were. How did this play out? Well, 2 predictions were proven true by MCC8.
The Pink Parrots would win.
The Pink Parrots had only done a minimal amount of practice for the tournament beforehand.
Obviously, these two facts contradict what the vast majority of people had predicted would happen, in accordance to how much the team practiced. Dream and Techno both only did a bit of parkour, and Burren and Mchill both did minimal amounts of practice too, but still didn't drag the team down by all that much (and I use the term "drag down" simply due to how relatively better Dream and Techno are). This is in sharp contrast to how both Dream and Techno's teams practiced a ton last tournament, but neither came first (though admittedly, it was because Techno's team choked in Dodgebolt. I think if Philza and Wilbur had listened to Techno, and fed the arrows to Philza and took their time, they would have won). I think the question isn’t really “why didn’t they practice?”, but instead, “what practice should they do?” And looking back, despite the lack of practice this time, Techno and Dream were in even higher positions than they were last time. Their prior years of experience is what ultimately carried them, not pre-tournament practice. Same with Pete, Quig, Sparklez, and the other top tier-players - they didn’t get good because they practiced MCC-specific stuff a ton. They were simply already good to begin with, and the practice they did, while it certainly helps, is certainly not the main contribution to their skills in the games. The situation with strategies is similar - it’s not “why didn’t Dream or Techno come up with some insane new plan,” but instead “what insane new plans are left to discover?” At some point you have to accept there aren’t any left as Noxcrew keeps patching them, and I think we’re reaching that point. There’s only a few games like Battle Box and maybe the new Skyblockle, already more strategy oriented games to begin with, that I can see as having potential to bring new ground-breaking strategy into. Pink Parrots didn't practice or prepare, while their closest competitors did. Pink Parrots got 1st. The situation was the opposite last time. All in all, dramatic irony at its finest, but it shows that the preparation aspect of MCC, while big, isn’t becoming as big an aspect as people think it is, and Noxrew is certainly interested in keeping it so. But what do you think? If you’ve read this far and disagree with anything, I’m always open to feedback and constructive criticism. It’s very possible some assumptions I’ve made are wrong, after all. *One last note: while teams that have a shot at winning may practice, by the 6th or so game it becomes rather clear who might be in top 2 and who definitely won't be. Those teams will then probably scale back their tryhardness and focus more on the fun aspects instead, thus decreasing the... "competitiveness," you could say. Or, rather, it puts all the tension in 3-4 teams, leaving everyone else to just chillax and enjoy the show. Not that important, but just an observation.
MARIO IF HE REAL #1-3 (6 2020) ===== "Mario if he real". a forced meme as of june 2020, but i'm behind on my creeps and this is fun. ---------- Mario 64 is connected to all other N64 games via hardware quantum tunneling which Nintendo was experimenting with at the time. There exists some basic coding which is evident across all N64 releases after Mario 64 which allows it to interact with these games in subtle ways. Data miners have been unearthing these secrets for years now but Nintendo has been keeping this information suppressed through intimidation tactics against hackers/leakers (Nintendo have notoriously taken action against fan projects which used modified code based on the original N64 library games). These changes would have been substantial, tweaking minor things in some games and unlocking entirely new and unseen content in others. This exciting new technology was an open industry secret in the late 90s and, according to some old Konami employees, was even emulated/parodied by Metal Gear Solid's Psycho Mantis using his "psychic abilities" to read the player's PS1 memory card. As early as 1998 however there were several lawsuits filed against Nintendo by children's parents who sued for "legal damages". While these lawsuits have been officialy expunged from public records as of today, they were apparently settled out of court for a substantial amount. As early as 1999, ex-Nintendo employees recall being instructed to erase any physical or digital records of the HQT (hardware quantum tunneling) technology from their files. In a leaked Nintendo business insider document released in 2010, CEO Satoru Iwata was quoted as saying (in response to questions about digital preservation of older Nintendo titles) that any game produced before 1999 had already been digitally preserved by Nintendo themselves and that any physical media are best left alone. Although very little documentation exists of the hardware today, it is very unlikely that it caused considerable financial or legal damage to Nintendo overall. Whether it exists or not remains as speculation. --- Psycho Mantis was able to do that as the game could read information from your console to see what games had recently been played on it... That's all. --- You know, this kind of reminds me of an idea I had for a creepypasta that would involve some special software that intensifies the feelings of games and makes them too intense to handle, and there is a giant cover-up for it and stuff, I just never got around to it and can't be bothered with it lately because I'm too busy writing for money. --- Hey /x/ I keep seeing this weird thing appear in the game. It looks like peach but it’s unfinished it’s solid white and has red hair and no face. Anyone know what’s up with that? --- I do not trust any game that legitimately has parallel universes off-camera you can visit, explanations be damned --- (img of soundcanvas sc-88 pro) Can someone explain the "Enchanted SC-88 samples"? I haven't seen any elaboration on it. --- Has anyone created a mod for SM64 yet that adds in all this creepy shit? The game's source code has been leaked entirely and people have picked it apart and studied it more thoroughly than any other video game in history so I can't imagine there not being some mods on the way that turn it into a Petscop-esque experience. --- > Even though this is a larp, there was something strange about the N64. The games were not always consistent and text and graphics would change constantly. The RAM capabilities weren't in line with the processor and GPU, which resulted in throttled performance. The games that utilised the RAM expansion pak were much more stable. ----- i know, i basically thought the same thing as you when i first saw these threads. i want there to be something, but think about how much coordinated autism has been focused on the game. like all the speed runners and mods n stuff. makes me think that there isnt much left, and no creepypasta content even gets posted in these lame threads. i guess a few bored people keep spamming them. the only thing i can say is the game always had a dream like quality to me, but its just cause its abstract, minimal, and creative. not scary or paranormal. i did hear that the development team was pushed so hard working on the game that a few of them almost had mental breakdowns or came close to being an hero. in case anyone else reads this check out some of the rom hacks, star road is pretty much good enough to feel like a sequel, lots of other good ones too --- https://www.youtube.com/watch?v=8zjhtSeocXc [Embed] I just realized SM64 has a very Alejandro Jodorowsky type vibe to it >high contrasts, bright colors but still ominous >focus on odd, symmetrical interiors/exteriors >Jodorowsky has lots of explicit occultism, SM64 has lots of unexplained shit that makes people feel uneasy >None of the characters feel like "characters," just weird beings whose job it is to guide you deeper into the otherwise empty worlds --- Simple explanation is, it’s like making a creepy pasta that’s vague vs one that over explains. If you set out to make mysterious you can’t do it as well as what happens naturally. Super Mario 64 is an early 3D game. IMO it’s aged poorly compared to BK but whatever my point is that it’s early oddness makes it so weird/mysterious plus Nintendo while not trying too hard like they did with MM as you said they did have weird subtle details like the extra ball after defeating the King Bom-Omb --- ( asking questions about a photo of a small Spanish town ) NIntendo decided to use it as an unreachable background image in one of the levels of the game. The level of the game seems to provoke feelings of unease/dread in some players and there is ongoing speculation that that level is in fact an artificial-intelligence schematic of the human brain. --- ( wet dry world ) shiaaat... this level indeed left me with dread and unease.. it's been 20 some years I last played this game, but damn.. still remember that feeling right now very vividly --- I remember that part of the level really well, for some reason I always had very much fun going down there. But very strange when I think about it. --- ( tick tock clock img ) I'm not even joking about this, ever since I was a kid I remember very well there being two Rabbits-one very fat and large and one small-inside the glass part of the clock. It's been years since I thought about it but it's such an incredibly distinct and specific memory. I never saw them for myself, but somehow I just thought they were real. --- Yes Also Princess Luna is Sophia Notice how Princess Luna is more beautiful than Peach Nintendo is trying to tell you that praising Sophia takes you higher than praising Peach, also notice how Luna's domain extends across the universe whereas Peach is stuck within the realm of the mushroom kingdom THE SIGNS ARE ALL AROUND YOU BUT YOU DON'T LISTEN notice how bowser has an endless staircase, this is a joke, because even though mario disables the endless staircase he is still stuck in the endless cycle of chasing Peach WAKE UP --- >>25181737 .............. my brother and I had two stuffed rabbits, one big blue and fat and the other small and beige. We used to pretend they lived in the game... --- Nice to see the creepy vibes of Mario 64 brought to light even if most of it is just memes. Mario games to this day greatly influence my dreams for some odd reason, probably because of how prominent it was in my childhood. --- dont know why you'd think that, i really wanted to live there when i first played it, it looked cool living in a city underwater --- Wet Dry World was most likely a testing stage for underwater physics and game mechanics. --- Why doesn’t Luigi’s Mansion have these kinds of conspiracies? Like The Huntsman, Elh, the Kitchen Portrait Ghost, Luigi killing himself, E. Gadd is the villain, Dead children, Madame Clairvoya letting herself be captured, the phonograph, Bogmire is the Grim Reaper, depressed Luigi, Luigi being a murderer, “creature screech” There’s so much potential! --- what does all of this symbolism mean? why is nothing explained? Nintendo said that they wanted Majora to be mysterious but never will it be comparable to this. --- > Sunshine actually has SOUL, which 64 lacks it does, but it is also very poorly made. --- Yeah wasn't going to fall for it anyway bud. Aside from modded roms and skin swaps with BK/DK there really isn't anything spectacular in the real vanilla version on mario 64. The Luigi thing is bullshit, and all the rest I heard rumors about years ago were too. I mean yeah you can hack him in now easily, but it wasn't that way back in the day on a real rom. Aside from some out of bounds glitches there isn't anything worth mentioning in the vanilla game that I know of. I saw this thread and was like cool mario 64, but it seems to just be a bunch of fags circle jerking over a lame crappy pasta with the added autism of reply to this post or mom is oh no kilt. Uhh well... Sigh. Mario if he real --- You know it would have made more sense to do this with Luigi's mansion. Which is actually a great game, has a spooky vibe to it. I think it would be relatively easy to make a real scary mod for that one, just given the available assets. Its too bad it's geared toward ten year olds. But I guess the innocent charm of a sPoOkY environment was refreshing, you know compared to rated M survival horror games. I think the reason M64 is used is because it is incredibly recognizable, and it is incredibly easy to hack the game since many other 64 games share the same infrastructure. Some guy merged starfox fighter planes into fucking Zelda. Fake creepy pastas aside it would be cool to see a fan-made mario IP made that was made for adults. Of course fagtendo wouldn't like it but i bet a lot of fans would even if it was on a system from way back. Im sure there us a environment editor if some kind, but if we could get ahold of the full SDK for the 64 might be doable. Like you mentioned the fan made sequel, so there must be a way. --- ( how to get to forest ) build up speed then grab the bouncy box thing the extra momentum will send you soaring over the map with enough speed to get past the walls. after that you'll hear boo sounds and maybe even see broken assets but once you get far enough the game will either crash or you'll see it a frame before it crashes --- ===== MARIO IF HE REAL pt 2 (6 2020) ===== Some of these theories such as the Wario one, all of the pictures, Wet Dry world and the personalized copys. It kind of gives me the same feeling as the pink sky in MK64 and way Peach's Castle looks in MK64. Also always wondering what was over the hills in SM64. --- I want to know about Lakitu. Why is he filming Mario just for him getting cake with Peach? How did he know Mario was coming? Where did the film reel end up? --- the (DO NOT RESEARCH) thing is very interesting even if fake (wich is is) the images and videos made to back it up are soo uncanny and eerie that makes me want to exploit it. i love these kind of "something is odd/ocult but oddly familiar" kind of fiction specially in videogames. someone needs to do some rom-hacks to go along or write something (wich im thinking on doing). --- The Wario Apparition was created from the subconscious wishes to see him in Mario 64 that the shared desired caused him to appear as a horrifying half start in some copies of the game. That image is what its supposed to look like, but those who encountered it ingame can't even describe what it looked like as many suffer from memory loss and stroke-like symptoms. If you suspect you're seeing it ingame its suggested you shut the console off immediately because once you give it power by witnessing it, it gains power to begin manifesting itself in your reality. --- >Gyroid face In Animal Crossing for Gamecube, there are strange, stationary dancing creatures called "gyroids". These are based off of Japanese clay burial figures. If a player leaves to visit another player's town, and they quit or reset the game mid-trip, they will discover that their character's face has been temporarily replaced with that of a "gyroid", and that their inventories will have been emptied. In addition, two villagers, Coco the rabbit and Nindori the ostrich share gyroid faces. Some people say that there was a series of people trying to replicate the "gyroid face trick" in real life, boarding trains, dropping everything they have, and walking home. --- "Have you ever played through Wet Dry World and felt this eerie feeling? That's the emotional aura in effect. Wet Dry World has this unfinished, beta-esque feeling of incompleteness. Like it was a test build that was slapped together into a course at the last second. Truth is, WDW is a simulated human brain. Not in the traditional sense, but similarly to how people have made calculators in Mario Maker, and computers in Minecraft. I don't remember it exactly, but it had to do with the shifting water tides. Another thing that hints into this is the brain diagram found in the stage, which was probably put in there as a reference point for the developers when making this. Super Mario 64 is, at its core, and insidious and evil work of human creation, a twisted experiment made to test the bounds of technology. It's horrifying. Every copy of Super Mario 64 is personalized. Nintendo's experimental AI adapts and subtly creates a slightly altered version of the game tailored specifically for you, appealing to you subconsciously in ways you don't even notice, as well as attempting to mess with you and study how you react to it. Have you ever played someone else's copy of Mario 64? Have you ever felt like something was just a little bit off? That's why. That's how. This is much more than just simple experimentation with procedural generation, however. There are many layers to this, and some of them are more sinister and malicious than others. The secrets of the game are probably hidden within a single, personalized copy of somebody. A copy hidden from the masses by Nintendo to cover-up the truth about their experiment. What if the ROM that Nintendo uses for all the Virtual Consoles and shit are all the least-personalized ROM, that way they can cover your tracks. What if the ROM that is uploaded to all those pirate sites were uploaded by Nintendo, that way people wouldn't be able to replicate the personalization? It's messed [up]. This shit goes DEEP." --- WDW is a reference to the flooded past world. ancient giant buildings, sunken ground levels, sunken windows and entries. no one can make those buildings again. everyone in WDW is dead, only robots and bugs remain. --- Mario 64 carts all have a timer printed into the PCB that slowly counts down from #7FFFFF and when it reaches #000000 (which takes about 19 years) it removes all personalization. Also disassembling the cart will zero the timer and remove the personalization (mechanism is still unknown, but it's speculated that Nintendo built a light sensor into the PCB) --- ===== Mario if he Real, pt3 === Every copy of Super Mario 64 is personalized. Nintendo's experimental AI adapts and subtly creates a slightly altered version of the game tailored specifically for you, appealing to you subconsciously in ways you don't even notice, as well as attempting to mess with you and study how you react to it. Have you ever played someone else's copy of Mario 64? Have you ever felt like something was just a little bit off? That's why. That's how. This is much more than just simple experimentation with procedural generation, however. There are many layers to this, and some of them are more sinister and malicious than others. Super Mario 64 is, at its core, an insidious and evil work of human creation. --- I think it's secrets and theories getting more secret and intense (and shittier) the further down it goes. Take a look through this. Do not research. --- I see. How does that make every copy 'personalised'? --- None of this is actually real, but apparently Nintendo was able to create a super-early AI that learns what you like from the moment you put the cartridge in for the first time, and adapts the game ever so slightly to suit you, the player. Sometimes this resulted in strange things, like ghost Warios and beta builds being activated. Just saying again, none of this is actually real. --- Oh, OK. I'm way out of the loop, lol --- Yeah it's a fairly new thing. There's a lot of obscure videos about it on YouTube, starting with things like this, you can check it out but there's not really much to see. It says "DO NOT RESEARCH" everywhere but nothing will happen if you do. I'm looking through this stuff with mario sleeping infront of the water level entrance because a ghost of wario appears allegedly, not sure why but I find bullshit like this super interesting. Try googling each individual thing on the image. --- Hello, I'm new to this Reddit stuff so my apologies if I'm slow on things Disclaimer, this was at some friends house way back, and only met those kids once. Both copies of Mario 64 and goldeneye were quite different than the copies I got myself shortly after. I'm looking to see if anyone has ever heard of or seen a custom level from super Mario 64 dating back from approx. 1998-2001. This level, from what I remember, looked like Mario Kart 64's moo moo farm. Simple fence along the level, small beige pathway bringing you to an open field, trees spread around and an unkillable bowser that always one hit you way out back. Goombas were around, and you had access to some power-ups like the flying cap. You accessed it via a dirt pathway in the hills outside of peaches castle, right behind where Mario jumps out the pipe in the beginning. Didn't have any special loading screen, just the one star for that level. This has been bothering me for years, I swear I played and seen this level as a kid, I waited for Mario to go into his sleep animation on this red contraption I always called the tractor, so me and the other kids could go eat hotdogs for lunch. Not only that, a few months after this i got my own copy of Mario 64 and the console, i was sorely upset to find that level wasn't in my game, I spent the better half of two hours trying to crawl up that hill. I have up and shrugged it as a future level. 20 years have gone by and still haven't found it. Any help would be appreciated. Cheers. --- In relation to super mario 64, I have a memory that is a bit weird related to the boo in the basement Personal Story So, I remember back when I 1st played super mario 64, I was 5 or so, with a cousin older than me. He defeated the 1st bowser and gave me the control to explore the new areas while he went for a drink. I went to the 1st door I saw without a star, didn't see the stairs to the bottom so I instead went to the hallway where there's a boo. Now, never in my life I had saw a boo, but I though that, as any enemy, I could just punch it. Now, in the game, when you approach that boo, said boo retreats and escapes to the courtyard, filled with more boos, right?, well, when I approached the ghost, he started chasing me, it took a huge chunk of my health and I decided to run away to the safest place I knew, the main hall of the castle. The boo followed me there, and killed me. I turned off the console in fear. A week later, I got a nintendo 64 emulator from a family's friend so I decided to play super mario 64, I avoided the ghost hallway during my 1st playtrough. Then I started a new save file some years after that, and 1st thing I did was run to the hallway to try and fight back the ghost, nothing. Unless you have a set amount of stars, the boss don't generate in the courtyard, so I went back to play the game and defeat bowser to see them...then this motherfucker appeared from behind me and started chasing me, I tried to fight back but nothing worked. Angry, I restarted the game and ran back to the courtyard, I was going to defeat that boo and...nothing, no chase, no jumpscare, nada. I played the game as normal, unlocked the ghost house and the boo in the hallway acted as normal, running away and never attacking back. I assume this is simply a child memory that is fucked up due to time, but still, whenever I walk trough that hallway and see that ghost, I always expect it to chase me for intruding in the basement ----- Doesn't anybody else think that Wet Dry World from Mario 64 feels kind of weird. Its got a weird negative aura around it. --- Well now that you mention it, that texture in particular is very odd and out of place for a Mario game. Looks like AI generated middle eastern slums --- Yeah, plus there is that abandoned underwater town for some reason. --- Mario 64 has a weird thing on it, feels kind of awkward sometimes, scary, you feel alone in the castle,is so huge, there is no luigi, the tecnical limitations are the reason of this things looking creepy and strange (unintetionally) i guess... Some of the Skybox and all the levels/worlds structures are the reason why Mario 64 looks like a dream, 3d platforms and an image escalated to the whole level/world, that makes you think the levels are infinite,mysterious, even a limbo,a underworld, it's unique. --- I've always felt that Mario 64 has a weird vibe in general and that's why I love it. The, music, secrets, and emptiness of the castle make it a little creepy and it feels like you're in a 3D tech demo, those are reasons I feel why it got so many fake videos and edits back in the day. --- i remember having a dream about finding floating, husk-like figures floating in the flooded city. beside the corpses, i did enjoy getting to explore the inside of the building and all the other usual Dreaming About A Videogame type stuff. i'm pretty sure i got to play as luigi in that dream too, since that was another huge obsession of mine as a kid. still get weird vibes from wet dry world in general, though. if it wasnt for the chuck-ya, i think it'd feel too abandoned for comfort. --- =====
Thoughts and Improvements needing to be made regarding Week 3
Here are my thoughts and advice to each of the gamemodes of yesterday's minecraft saturday. I will be saying more issues that happend during the tournament than what was adressed on the twitter thread, as well as complimenting what I liked about it. I strive not to be toxic at all with my critiques, and only with to see the tourment series improve. Hunger Games: Better pace than the last weeks! I commend that there were way more chests this time, so everyone atleast had a fighting chance. I also like the change to give more points for surviving, as well as giving 10 points per kill (rather than 5 points as it was before). There is still the bug of the winning team not getting their winning points, so I really hope that gets fixed asap. Another issue that occurred was the border. While I praise the faster pace, there should be no situation where a person solely dies because of the border, and that unfortunately happened quite a bit during the two games. It lies on the fact that if the border passes you while in you are in water, there is pretty much a 0% chance you are going to get out of it. Also, people getting stuck in a hallway/corner also occurred. My suggestion is to not have the border immediately inflict damage on the players if it goes past them, giving them a bit of time to get back in. TNT Run: Honestly, really fun gamemode! The points appear very balance, and there weren't any major glitches besides at the end when it took forever to calculate the points. As stated on the twitter thread, this should be played more than once! Duo Spleef: This was also really fun to watch, albeit having quite a bit of issues. As said in the twitter thread, the blocks need to slowly decay to prevent camping. I also see that the issue of kills got addressed, though I would like to point out that knocking out a team sometimes only provided 1 kills, and there were even instances where two teams got a kill for knocking out the same team (one team hit the top player, the other team hit the lower player). So, I think the better option to fix the kills issue is to change it so that it's only worth 3 points per kill (as oppose to 5 points like it was). On the flip side, I think the survival points needs to be increased, as teams like ant/captain and pete/kara, who lasted pretty long in one of the matches, didn't get that much points. I would fix this issue by giving out 10 points for top 36, top 24, top 12, and top 8 (as oppose to only 5 points like it was). Bingo: Ima be real with you guys, and tell you this is the only one where I didn't calculate all the points and see if it was balanced, simply on the fact that there seemed to be so many issues regarding how the gamemode went. I swear, every POV I watched, they all got 15 points for completing the board despite each team completeing it at different times. I think it's a cool concept, it just needs to be worked on more. Also, as adressed in the twitter thread, the timer really needs to be reduced down. Skywars: The pacing in this game was way better than the previous weeks, so good job on that! There is still one problem with this gamemode, and that would be the dragons. Look, I know it can be pretty funny to see players get flinged off by the dragons, but it can also be incredibly frustrating. What would have been a really good pvp fight between purpled and pete/kara was ruined when the dragons yeeted pete and kara off. I'm also far from the only one who is complaining about the dragons, and I'm willing to bet that the majority of the community and the players would like to see the dragons greatly reduced, if not just completely taken out. Build Battle: I like the extened time for the players to build, a great improvment from last week. I also thought the theme was very good, and lead to very creative builds! My complaint here lies in the point system. With every other gamemode, the winning team comes out gaining around 300 points, somtimes even more; In this one, however, the winning team only gets 200 points (100 for each player), which is quite a bit lower than the other games. My suggestion is completely reworking the point system, and I got an idea: First place team gets 300 points (150 points each); Second place team gets 200 points (100 points each); Third place team gets 150 points (75 points each); Fourth place team gets 120 points (60 points each) and from there, the points go down 6 points for each placement (3 points for each player)- Thus, 5th place team gets 114 points, 6th place team gets 108 points......23rd place team gets 6 points, and 24th place gets 0 points. Overall, I see that the hiatus ironed out a lot of the problems that happened in the previous two weeks, as well as bring the fun gamemode of Duo Spleef. Still, there is improvements to be made, and I wish to see Minecraft Saturdays succeed as much as possible!
Summary of CivClassic Official Discord #feedback channel from June 1st to August 19th.
Note that this information is an outline and derives from very quick skims of very long discussions. This is preemptive apology for the many times I have completely misquoted people. Also note how many often requested changes are merely [CONFIG] changes. Relevant reasoning for summarizing discord discussions.
Features
"Add castlegates" anon0014, Gjum, Dsclouse, GDAN12. Some resistance to idea with argument vault meta is already too strong. To help solve this its suggested "animated delay for castlegates [...] theres some visual indication 2-5 seconds before closing/opening" machinemaker
"Would it ever be considered to get rid of the shitty minecart TP's and replace them with a nice simple plugin like using Gold Blocks to teleport up/down. You just spawn on the next gold block up, or next gold block down" Wingzero, Gjum. Problems raised that minecart tp's cannot be reinforced and show on radar. Gold blocks also could " be set up to teleport you up a single floor level, not to the surface" and "don't result in you accidentally popping into a 20m deep ocean when you want to pause a rail ride" Opposed by walkers, awoo, machinemaker, Frensin, Batavis
"repair reset factory" suggested but unpopular
"disable dirt->grass recipe so people have to make grass farms for [bastions]" Machinemaker [CONFIG]
"are big oak trees spawning a new change done on purpose?" Lodish
"betteralts" : Maxopoly says : "conceptually okay difficult to add to a server running this long very difficult to balance properly"
"genuine feedback: add back the netherwart block -> 9 netherwarts recipe" Okx, FalscherRVN, Gjum.
"would it be possible to add a delay to acidblocks, like 15-30 seconds after using /ctacid [...] acidtraps are incredibly op with macromod [..]" at least with the traditional traps like sand traps or tunnel traps, you can easily avoid them by not pvping on the sand/gravel or running inside a tunnel."* Lil_Wayne, Batavis, Vote labour., S4nta. Opposed by *Machinemaker.
Many 'make kit squishier' calls
Vanilla Minecraft Feature discussions
"Enable Withers" shapha2002, machinemaker. Opposed for damaging reinforcements e.t.c. Unique use of wither that civ lacks of "name them and have it shown at the top of the screen" shapha2002.
"Why is frostwalker disabled?" GDAN12 [CONFIG]
"why is snowball knockback disabled?" Machinemaker [CONFIG]
Update to 1.13(many people)
"Sweeping Edge is disabled But is still comes up in sword enchanting" "Disable the sweeping edge enchant" Wingzero
Cull time Balance
"when can we readd snitch cull time???" Xavter, Orinnari, machinemaker, Gdan12 Lots of discussion going back and forth on exact cull times [CONFIG]. "need hard & soft cull times after x time they expire and stop working but can still be refreshed back to life then after y time they die completely" Walkers
"increase the decay rate of reinforcements." Falvyu, Gjum, Awoo, GDAN12, squareblob, dsclouse. Opposed by Robokaiser. A decay time of 90 days with no group logins is suggested. [CONFIG]
Shorter FM cull time.Robokaiser, opposed by Machinemaker
Mememana and Pearling
Pearled players who do not log in should only stop consuming mana after around 1 month (instead of a week or two). [CONFIG]
"mana seems too abundant right now" Maxopoly "one player who logs in and claims daily can fuel 8.75 exile pearls" machinemaker. Discussion of exile being too cheap, leads to players being perma-exiled instead of released. non-hardcore players almost always quit when exiled.
Repair factories with mana : "The materialised form of mana should be used in the repair costs of certain factories such as all or the higher tier xp factories and the diamond tool/armour factories to give mana a 2nd use. The decay rates of these factories should also be increased. This gives a reason for the large majority of the server who'll never hold a pearl to claim their mana and will also make mana something that anyone has access to and can immediately sell off." GDAN12, smal, TheOrangeWizard , wingzero54 with caveat "Decay rate should not be increased for factories.". Opposed by machinemaker
A vanilla end is bad : "instead you'd want an endless supply of abundant resources, like the obby mountains in civ 3.0 something to do" Maxopoly
Admining
Complaints that not enough is being done about VPN hackers, both in preventative measures and modmails .Topaz . Some people suggestion devotion plugin as possible solution though note it may have unintended side effects.
"players should be able to chose if they submit to faster, publicer modmail or slower, admin eyes only modmail" squareblob, counter "[..] but i would bet even with a categorization system 90+% will need to be addressed by max or marzipan"
In regards to namecolor reward modmail delays "patreon has discord integration and discord has kira. automate?" Gjum
"Config changes should give notice (1-2 weeks) rather than being next reset" thomasih, Gjum, Falvyu. Opposed by machinemaker.
Recruitment and Retention
"Implement a system whereby if u vote on 1-3 minecraft vote sites u get 1 mana per vote per day." GDAN12, Wingzero54. However this would break EULA Okx. A suggestion is made that instead "voting puts you in the draw to win a coloured name" TheOrangeWizard.
"civ servers need in game tutorials" Okx
Majority support for on-demand admin-placed spawn points yet controversial "i have the feeling that "walk 9k to reach first civilization" isnt necessarily the wackiest way to get people to stay on your server". "could allow superfriends to set those [city spawn points] so admins wouldnt have to bother" Some intense opposition discussing potentials for abuse. [CONFIG]
Quality of Life
Response to request for allowing /fm, /ja, /nl and opening containers while using vehicles - "disabled due to duping reasons" Maxopoly. Others chime in that dupe bug originates from years ago and may no longer exist.
Jukealert : After clicking on snitch in ja menu, there should be a way to return to nearby snitches screen. (instead of currently pressing door to exit and retyping ja) Lodish This principle applies to namelayer and factorymod GUI's.
"Visible world border plz ?" Gdan12, squareblob
"Why isn't manaclaim automatic anyways" Smal, Omnibenovlent, youraveragerick, Falvyu, GDAN12, Gjum, specificlanguage, Frensin, Iakwai. Opposed by Wingzero and machinemaker. leads to discussion of "Imagine a fps where you have to install a mod just to make it so ammo reloads automatically when empty" . If automatic claiming implemented "increase the mana costs for pearls.".
Cosmetic
"Every factory is better than vanilla crafting except concrete and diorite/andesite/granite "[fix this] Wingzero54 [CONFIG]
add Maxopoly and Marzipan heads to fossil prizes shapha2002. [CONFIG] This change may now have been implemented.
Have small chance of generating random head of player that has been on server. thomasih. Response from Maxopoly : "anything other than heads specified in the config with a hard chance requires coding effort that is wasted on such a minor feature imo""
Add many more heads to config. [CONFIG]
"Add word bank"thomasih [EXISTING]
Make all flowers reinforcable : "Should these blocks be made reinforcable? You can already reinforce tall flowers e.t.c. so I don't see how this would bring any new glitches in - LONG_GRASS - DEAD_BUSH - RED_ROSE - YELLOW_FLOWER Currently 1 high flowers not on the list are unreinforcable due to RED_ROSE" squareblob,Gjum [CONFIG]
We should go back to old discord icon [from prior to pride month] [EXISTING]
TPS lag
"two repeaters is worse than a hopperclock [implying current block limits do not always make sense for lag reduction]" Machinemaker [CONFIG]
"id suggest limiting nothing, and telling people 'if you cause tps lag, i will set it to stone and add a chunk limit'' Machinemaker
"Are there any plans to readd pipes" TheOrangeWizard. Lots of inconclusive pipe discussion. Many like idea but not how it has been previously implemented. Others ""pipes are horrible"" awoo, machinemaker [EXISTING(?)]
Many support limiting number of alts players can have online at once (to reduce lag): GDAN12, gjum, awoo, specific, thomasiah. Opposed by machinemaker as claims it will simply lead to more stacked farms.
Bugs
"if you have LIST_SNITCHES but not SNITCH_IMMUNE perm, you don't set off snitches - you really should" Machinemaker (I had same issue a few days ago)
Alleged bugs in mememana : "some people can claim like three times a day" machinemaker
Alleged bugs in redstone chunklimits. "[it's] poorly enforced by the plugins but admins may turn all of that to stone." Falvyu
"Looking at the Citadel code, I really can't see anything that'd cause the fence gate bug, whereby a gate above a pressure plate (both reinforced to the same group) can be opened by someone not on that group. As in they can't open the gate by right clicking, but they can by stepping on the plate." Orinnari
"iceroads with trapdoors are still broken" Okx May have since been refixed.
Obtaining The End Portal Frame Item In Survival Mode (Long Post)
Background: Some items in the game really aren't meant to be obtainable, even though they'd be super useful! Having an End Portal at every player's base in multiplayer or at least not 1000 blocks away from everything would be super convenient. End Portal exploits can also be super useful for technical players aimed to make fully automatic Shulker farms! I'm a little too obsessed with End Portals, so after a bit of digging I've finally found some people who've obtained it themselves! It was actually quite a pain to find someone who has because of the unpredictable nature of Minecraft exploits. So how does one do it in Vanilla Survival? Here's a detailed step by step walk-through: First off, to obtain this item, we actually have to start off a fresh world in Minecraft BETA 1.9 Prerelease 3. Oddly enough, this version of Minecraft isn't even in the official Launchers 50ish version compilation despite the versions right before and after it being there! Figuring out how to get it working and stuff was a bit of a pain so thank you to the person who helped me get it working (credits below). I don't recommend trying this off "how to" Google searches because downloads there can have viruses! How do you play this beta version? Here goes the hardest part of this little walkthrough! On this page (https://minecraft.gamepedia.com/Java_Edition_Beta_1.9_Prerelease_3) there's download options for "client" and "json". Once you get those two, open any recent Minecraft version, edit a singleplayer world, then click "Open World Folder." Then, back up one spot in your file viewer to /.minecraft/ then find the folder named "versions." In there, you will find a folder for each version of Minecraft on the launcher. Create a new folder in /versions/ called "b1.9-pre3" (not including the quotes). Drag the "minecraft.jar" and "b1.9-pre3.json" files you downloaded from the wiki into there. Rename the "minecraft.jar" to "b1.9-pre3.jar" Then, open your "b1.9-pre3.json" file using any basic text/code editor. On the third line, right beside "id" should be something like "pre-1.6" Change it so "pre-1.6" says "b1.9-pre3" instead, then save the JSON. This ID is basically telling Minecraft what the version name is. Assuming I explained this well and you followed well, you should be able to go onto the Minecraft Launcher, go to Installations, click the "historical" filter on, then hit "New" and find "snapshot b1.9-pre3" wayyy down in the dropdown menu by "release 1.0." Add it, and you can press play! Don't worry, this is BY FAR the hardest part. Everything else is SUPER EASY! So we launch 'Minecraft BETA 1.9 Prerelease 3' but then what? Then we create a new world and use the seed "soda" (yes, the word for fizzly yummy diabetes in a bottle). You'll spawn in a snowy biome with two odd pure glass pillars going straight through the world. Why are they there? I have no clue. But, one of the two glass pillars has a tree right next to it. Break the tree, make a Crafting Table, make a Wood pick, sword, or whatever tools you may want. Grab 4 Sand blocks nearby, then head to the glass pillar. While standing in front of the glass pillar, mine straight down until you hit the cave system. Explore it some and gather up 5 Gunpowder from Creepers and the 2 Zombie Spawner chests nearby. In your crafting table from before, craft TNT by making an X with Gunpowder and a diamond shape of Sand filling in the rest. Now, head back to where the glass pillar you dug down by was. Keep heading down (careful for lava) below it until you reach the End Portal room. The Portal looks pretty weird! Minecraft history for ya. Nearby in the Stronghold, you should be able to find a Button next to one of the Iron Doors. Break it, and head back to the End Portal room. Remove the lava (especially under the portal) so your items don't burn! Now, finally, place the TNT in the center of the End Portal Frames. Using a button powering the block next to the TNT, you should be able to prime it to explode the End Portal Frames! And BAM, you've got yourself the normally unobtainable End Portal Frame item! Now what? Since TNT isn't guaranteed to drop an item for every block it breaks, you'll probably end up with 2-4 items and not the 12 you would need to make a real portal wherever you'd like. In order to get more, you can use the same singleplayer F4 force quit item duplication glitch that's used in most Minecraft speed runs! A quick google search should have a few tutorials on that. Or maybe its just a trophy! That's fine too! Now you may say "but are these really End Portal Frame Items? They look so wonky!" The answer is yes! Once you've obtained the items, you can upgrade to any current version of Minecraft you'd like and they would be fully functioning End Portal Frame items the same as you can get in Creative mode! Just be careful to stand in the middle and place the 12 of them facing inward like Pistons then fill them with Eyes of Ender or they won't work properly. You can also build it in the End dimension and it will behave just like the Exit End Portal! Credit: I'd like to give a thanks to PuffingFish, who both inspired me to try out this method with his video, and helped me and my dumb brain figure out how to get it working! He can be seen obtaining stacks of End Portal Frame and Spawner Items in his YouTube series "Unobtained" so do check it out and show your support! https://www.youtube.com/watch?v=y5jQAJPIJVU Conclusion: Wow! I didn't expect this post to end up so long and time consuming to write, but I really hope that this step by step explanation can let you try this out yourself and maybe show your friends! Please tell me what you think in the comments, I'd love to hear your thoughts! If I made any mistakes, let me know! Now I'm curious... what's the easiest way to get the Bedrock item in Survival? Perhaps, maybe you can intentionally corrupt save data to obtain items like Command Blocks and Barriers in Survival? I'm still learning a ton about Minecraft and I bet you are too! Have fun exploring and have a good day :)
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Among the most popular mobile games that you can install on your mobile phone these days is Clash Royale If you have this video game on your cellphone, you may intend to use Clash Royale Hack tool to ensure that you can play this game in a lot more amazing method. This kind of hack can be found quickly on the internet these days. Before you find out more about this hack, you could need to know numerous important details concerning the video game first. To be able to fill Clash Royale Free Gems to your account with this 100% effective hack, check out to our hack tool page by clicking the ""Go Hack Online"" web link bellow. Regarding Clash Royale Just like PC video games, mobile video games are offered in different selections of genre these days from RPG, simulation, journey, also to puzzle. One of the most preferred RPG method mobile games that you can play is Clash Royale. This game is thought about brand-new considering that it's simply launched this year. Nevertheless, the group behind this mobile game is the same team that services Clash of Clans, various other RPG strategy mobile game that is very popular. Essentially, Clash Royale is not so different than Clash of Clans, specifically in the significant gameplay and also the style. Nonetheless, there are numerous details that make Clash Royale various from Clash of Clans. In Clash Royale, you will certainly have the ability to control various personalities and also use the personalities to assaults the challengers so that you can win the crown. There are additionally numerous stocks that you can use to complete your missions too. Use Cheats to Play Clash Royale. Clash Royale is a mobile video game that can be set up as well as bet totally free. This game is very interesting given that you require to finish numerous objectives in order to win the game. During your journey, you will certainly have the ability to purchase gold and gems by using genuine money. These gems as well as gold can be used to purchase stocks from the shop in the game. Gems additionally can be utilized to purchase distinct cards that can offer your personalities one-of-a-kind power. The trouble is that sometimes you don't have adequate cash money to Free gold as well as gems. That's why you might want to make use of Clash Royale cheats in this game. These days you may discover numerous websites online that offer cheats and hack device for Clash Royale. Nevertheless, the majority of these cheats and also hack tools are not available free of cost. Additionally, a lot of these cheats as well as hack tools need you to mount them first on your smart phone prior to you can use them in the video game. Clash Royale Hack Online If you intend to obtain gems free of cost or if you want to obtain more gold in much easier way, usage hack device for Clash Royale is absolutely the most effective solution that you can discover these days. 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[WSIB] Looking for a game with the Factorio vibe of working hard and earning up to automation over time.
So lets just go ahead and kill the list of things I've played and how they fit into my niche of what I'm looking for..
Factorio: A game I've been happily testing for about 2 going on 3 years and I love it dearly. It's perfect for what I like in a labor game. You go from beating rocks with a pick, then you have a crappy mining machine that doesn't do much better than you but you can walk away from it so that's good, work your way to electric units and suddenly the door opens up for automation that still takes many hours to experience everything!
RimWorld: I'm actually one of the forum admins for the game so I'm biased! I love colony games with a passion and with some great mods you can kind of go from rags to riches but it never scratches the "working yourself to the bone for a better world" feeling like Factorio but thanks to the 15-20 people who saw the title of the post and went "BET YOU HE'D LOVE RIMWORLD!" You guys are amazing!
Space Engineers: Wonderful game for those who love to create amazing ships and vehicles and watch as the world slightly bends to their will before someone else (or the AI) compliments your hard work by RAMMING A GIANT PENIS SHAPED CRUISER INTO IT. I'd probably put Space Engineers on the list next to Factorio but you really can't automate much with the game in terms of resource collection/labor. The game doesn't really play too nice with automated vessels and good luck setting up a drone relay that can actively hunt down minerals, mine them, and bring them back to your factory-like system in space without glitching all over the place. As I said, wonderful game, just not there yet for what I need.
Empyrion: It's like the lazy man's Space Engineers. It's great when you have friends and want to do a lot of silly things but it falls behind quite a bit in the automation department even in comparison to Space Engineers. Still a great game if you're looking for sassy space adventures!
Minecraft: I'd be a fool not to include everyone's favorite little headache causer. Minecraft doesn't do diddly squat on it's own because the company has been very big on very carefully making sure new content is straightforward without changing much... which is why most of us mod the crap out of it! I love all factory mods out there, was big on IC and Buildcraft but sadly haven't seen too much in the way of great things factory wise since the old days. Who knows, I might have missed a few great releases (please feel free to message me about things I might go crazy for!)
So there, I hit a good sized list of my previous games that normally get brought up on this Sub when you're looking around the area of Factorio. Any recommendations good or bad would be greatly appreciated. Tl;dr: Looking for a game where I can work really hard so I can have a lazy-ish future. Start from nothing work your way towards automation.
I've noticed that a lot of the gaming threads/comments for the Acer C720 are for the (ever elusive) 4 GB version - not just on Reddit, but most places online - so I wanted to start a thread on the 2 GB model, which is most of us probably have. This seems especially relevant in that a number of new models use the same chipset/RAM configuration, so performance should be pretty similar on those devices. Having played around a decent amount now with XFCE and Unity, as well as 13.04 and 13.10, I'd say the best bet for performance and ease of use for the purpose of gaming is XFCE and 13.04 (Raring). I've made my way through most of the games I have that I was pretty sure would work, and am now going back through some others that I didn't think would per the listed minimum specs and am finding many are actually playable. I'll keep adding new titles. Below is a list of games I've confirmed work, or do not work, in 13.04 XFCE and 13.10 Unity via SD Card or USB 3.0 Drive. Up to 61 games for Steam: Steam - Playable:
A Virus Named Tom
The Bard's Tale
Bad Hotel
Bastion
Beat Hazard
Beatbuddy: Tale of the Guardians
Bridge Constructor
Cave Story+
Costume Quest
Crusader Kings II
Don't Starve
Duke Nukem 3D: Megaton Edition
Dungeon Hearts
Dust: An Elysian Tale
Europa Universalis IV
Fez
Forced <- New 5/21
Foul Play
Frozen Synapse
FTL
Gratuitous Space Battles
Guacamelee
Half Life 2
Hammerwatch
Hoard
Hotline Miami
Intrusion 2
Ironclad Tactics <- New 5/7
Kingdom Rush
Knights of Pen and Paper
The Last Federation <- New 4/22
Legend of Dungeon
Little Inferno
Luftrausers
Megabyte Punch <- New 5/17
Monaco: What's Yours is Mine
Organ Trail: Director's Cut
Papers, Please
PixelJunk Shooter <- New 5/17
PixelJunk Monsters <- New 5/17
Portal
Proteus
Rogue Legacy
Savant: Ascent <- New 4/26
Shadow Warrior Classic Redux
Shadowrun Returns <- New 5/2
Shank 2
Shatter
Skulls of the Shogun <- New 6/9
Space Pirates and Zombies <- New 6/9
The Shivah
Solar 2
Splice <- New 5/17
Stealth Bastard Deluxe <- New 5/2
Super Hexagon
Super Meatboy
Superbrothers: Sword & Sorcery EP
The Swapper
Teleglitch: Die More Edition <- New 5/7
Telsagrad <- New 4/25/14
Thomas Was Alone
Ticket to Ride
To the Moon
Type.Rider
VVVVVV <- New 4/25
Waking Mars
Waveform
World of Goo
Costume Quest, CKII, Dust: An Elysian Tale, EUIV, Half Life 2, Portal, Rogue Legacy and The Swapper require some manipulation of graphics options for optimal frame rate *Luftrausers had a graphics issue in 13.10 via USB that wasn't present in 13.04 via SD card; about a 1" vertical stripe on the right of the screen had a checkerboard pattern. It didn't really make the game unplayable but was annoying. One other odd thing is that for some reason when downloading games on Steam in 13.04 XFCE, and switching to Chrome OS, Steam seems to crash, but this doesn't happen in Unity 13.10; it was nice to be able to set up a large download and swap back to Chrome OS in 13.10. That said, that's about the only thing I liked about it, the admin issue is a downer after a while. I only played the first 5-10 minutes of Dust and am not sure it'll hold up with multiple enemies on screen; one of the cinemas was stuttering a bit early on and it was slow to load (USB 3.0, XFCE 13.04). With lowered graphics options though, all seemed well once it got going, which is awesome. Some of the more intensive games will crash out any Chrome tabs you have open in Chrome OS (due to RAM limitations I'm assuming), so just be aware of that. For example, Kingdom Rush did that (and also lost the sound after one level as well). You don't want to lose any unsaved data / forms. Minecraft Minecraft is playable and very easy to setup and get going in 13.04. Steam - NOT Playable:
Anodyne - Crashed system
Broken Sword 2: The Broken Mirror - Technically playable, it loads and you can play it, but all kinds of graphical glitches
Gone Home - Crashed system
Left 4 Dead 2 - Technically playable in that it loads, but you have to destroy the resolution to even approach a reasonable frame rate
Psychonauts - This loaded, in Windowed mode, and was running kind of ok with some graphical errors, but eventually crashed. I tried playing it again in fullscreen and it crashed faster. Per the HumbleBundle page: "Note: Psychonauts uses s3tc textures which are not supported by Intel integrated graphics."
Rochard - Crashed system
HumbleBundle - NOT Playable
Limbo - Crashes entire system requiring hard reset about 15 seconds into the game
FOR REFERENCE ONLY: GOG via WINE / PlayOnLinux- Playable:
Master of Magic (Playable via PlayonLinux, but no sound - anyone know a fix?)
Race the Sun (minor sound bugs)
Steamworld Dig (also available natively in Linux - this runs REALLY well)
System Shock 2 (runs great!)
Torchlight (Playable via PlayonLinux but I've had issues with crashing and sound errors)
NOTE: Above games may be playable via WINE with modifications above my skill level.
I couldn't care less about the chemistry glitch, I couldn't care less about the fitness glitch, I couldn't care less about any other function in FIFA 17. Fix. Collision. I just got 37 tackles in a game, and I bet at least 7/10 of those tackles fell right back to the attacker. It wasn't my fault, I made a great tackles, but Daniel Sturridge is apparently a better tackler than Pique and Pepe. The chemistry stuff is very frustrating, but even if it doesn't affect my 5 non-day ones playing the right pos, I'm still going to enjoy using them. The fitness glitch... Don't use it anyway. Story mode? Don't care for it. The collision system, be it for tackles, shots, or just the average pushing off the ball run, is shit. The system belongs in the trash. Minecraft has better collision than fifa right now. I prey that the inclusion of frostbite fixes this, but I've put about 60 days into bad company 2, bf3, and bf4 and I can tell you right now that Frostbite doesn't have the greatest collision system either. Please? Pretty please?
Changelog: 06/30/2009 v 0.01 + Mob planned Notes: Today I started work on a mob most unheard of, a "friendly mod". I'm excited and I can feel as if it's going to be a hit! Journal: I fell in love with Minecraft after the first block. I've always wanted to create something so I figured a little companion like mod would be fun to do. I asked a close friend of mine to help me, and he agreed. He's a bit of a code monkey while I mostly focus on design. I decided for a feline, to rival the wolves in the game. More specificity, a cat. It would be the first known mod, nay first known mob that would be friendly to the player at start. Changelog: 07/10/2009 v 0.05 + Sounds created + Model added . Notes: We hit a milestone, sounds were done smoothly, yet they did prove to be a challenge. The model could use some work, I may have fudged up on the legs. Journal: With having no cat around, I couldn't have just recorded one, most likely would have turned out badly as I don't even own a decent microphone. So, I may or may not have "liberated" a few sounds from the internet. Oh well. Changelog: 07/14/2009 v 0.10 + Textures created - Model edited + Scripting started Notes: The model was fixed up, a bit more cat like now. Decided to start on the textures now, figured to make the cat a black and white tomcat. The cat's now ingame, but it doesn't really do anything. Journal: I remember a cat I had with from childhood, he was like my best friend. His fur was pure snow white, with just some black markings here and there. Truthfully the main reason behind this was to relive my childhood, playing with my fluffy cat. If there is an afterlife, I bet he's smiling. If a cat could, that is. Changelog: 07/18/2009 v 0.11 - Scripting halted . Notes: My friend just up and quit. He didn't even say why, Didn't talk much but he seemed to be in a hurry. I was handed over what was currently done. Sadly I don't know a thing or two about scripting, so it's pretty much useless. I'll have to find a new member Journal: N/A Changelog: 08/05/2009 v 0.15 + Scripting Resumed Notes: So after a long hiatus, the mod finally resumed. I couldn't find anyone to finish, but my friend luckily came back. He told me something about a family emergency and told me to delete the script I currently had. The report was that the new and finished script should be done shortly. Journal: N/A Changelog: 08/13/2009 v 0.20 + Scripting Finished Notes: Scripting is finally complete. I was told that there were some changes to things, and that he won't tell me, due to it would ruin the surprise. Also I was told that events take place over Minecraft days and nights. I wonder what they are. I'll start testing tomorrow. Journal: N/A Changelog: 08/14/2009 v 0.20 + Alpha Testing Notes: It's been three day's in Minecraft time, and I have yet to come across the cat, or anything new. Chatlog: MazZ: Apsalus you sure you finished the scripting? Apsalus: Of course I have MazZ: Well I haven't seen anything MazZ: I don't think you even did squat Apsalus: How many days have passed? MazZ: About three I think. Apsalus: Then that's why. Apsalus logged off. Changelog: 08/15/2009 v 0.20 + Resumed Alpha Testing Notes: Once day four hit the atmosphere seemed to change. It's hard to explain but I felt like I was being followed. Once night hit my game started to make eerie noises. This however was normal, as I was one of the unlucky few who managed to build their home on top of a cave system. Nothing from my mod yet. I'll give it one more day before I contact him again. Changelog: 08/16/2009 v 0.20 + Resumed Alpha Testing Notes: The sounds seem to be glitched, as it seems like they are following me. I'll just submit a bug report to Mojang or something. Day six came, and with it my game screen started to act up. All warpy and wavy, as if I was standing in a Netherealm portal. I'm even hearing knocking at my shack's door, and scratches at the windows. Going to stop at day seven. Apsalus has some explaining. Chatlog: MazZ: Apsalus what exactly did you do? MazZ: I have yet to see the cat, but my game seams to be messing up. MazZ: I know you're there man, answer me! Apsalus has logged off. Changelog: 08/17/2009 v 0.20 + Resumed Alpha Testing Notes: Well the sounds and screen glitches stopped, that's good I guess. Day ten came with a little surprise. While I going to one of my shack's windows, something came up on the other side. Made me almost jump out of my chair. The eyes, it looked like it didn't have any. It was all black, with small white pupils. The face was in a creepy slasher like smile. A small uneasiness fell over me, as if something was telling me it knew I could see it. But that's just impossible. It's a game character! I think. I have a feeling Apsalus behind this, and when I get my hands on him I'm going to, I don't even know what. Chatlog: MazZ: Well this is great. Dr. Panis: What now? MazZ: Something happened in my game. Got frickin scared by something Apsalus may have done. I can't even get a hold of him. Nanji: lol MazZ: Shutup Nanji. Dr. Panis: Well he's on if you wanted to talk to him. MazZ: Thanks Doc Chatlog: MazZ: Apsalus, what the hell did you do. Apsalus: A̸psa̛lus i̢sn't ̀h̀ere MazZ: Yeah whatever. Just fix the blasted thing. Apsalus: Yoù ҉ca͡n'̷t ̀fi̸x w̴hat'͢s n͟ot br͠o̡ke҉n̸ MazZ: Cut the crap and what you're doing to your text. Apsalus: W͏ha͏t̀ a ͢n͢i̢ce ̡s̕hack yo͞ų hav͝e.̸ D͏i̡d͡ ̛yo̸ú s͝e͝e m̨e̛ s͞m̡ile? Changelog: 08/18/2009 v 0.20 + Resumed Alpha Testing Notes: The noises have seem to come back, and I think it's following me but this time it's not just noises. It sounds like words. I can't understand them but I know it's words. I think this mod may be messing with my sanity, as I'm starting to have the same feelings outside the game. It may sound crazy, but what if that thing is real. It can't be. Apsalus is a prankster. He's just messing with me. Chatlog: MazZ: Apsalus, I don't know what you did, but I'm uninstalling this shit. Apsalus: Y̵ò͜u̵͘ ́ca̴̶͟n ̧n͞o͞͡t͘ ́u͢͏n̸̢i̡͘͞n͏̀s̡̀t͏̨a͟l̛l͝ ̨͝w̷h̢a͠t̡'̨̢͟s̵͘ ń̷͘o̡t́ ̢͝t̵́he̡͝r̀͏̨e͜.͠͠ MazZ: Knock it off. Just leave me the hell alone right now, you're creeping me out. Apsalus: W̡̡h҉͘a̴t͢͝ ͝ki̧͢n͘d ̛o̶͟f͞ ̸̕h͝o҉̴st̴͠ a͘r͞͞e ̵yo̷u̧̡ ͢t͜͝o̴͜ ḱ͝íck ͘̕ò͘͟ú̕͟t̡͢͢ ͟ỳ̸o҉҉u͠͠r ̸̴͜g͠u̴̴e̷̶͘s̶͜͡t̸?̛ Chatlog: MazZ: I can't take this crap anymore Ellols: Eh? MazZ: That thing, whatever Apsalus did is starting to get to me. Ellols: Ì́͞ t͜h͜͏o҉u͘gh̀̕t̛́͜ ̵̨͢y̢o̸͏͝ú̡ ͡͠l̡̕ì͝kè̵̡d̕ ̸m҉̴e MazZ: I see. Apsalus put you in this too. Just some big joke to you guys? Leave me alone. Ellols: Wh̕a̸t͟ ͟͠h̛́ar̶͠s̷͘h,̸̀ u̷̧n̨̨ķ̵͘in͟d̀ ̢́wor̵͟d͞s̀.̡ MazZ: Seriously, because of this shit I'm starting to not like being in the dark. Ellols: I͞͠t͝ ͟i̷҉s̸ ̧͟not́ ̨̛t͢h̸́e҉́ da͘ŕk̵͘ ̵͢yo̵͢u͏ s͝h̸͢ǫ̷ư͏l̨͢͡d̶ ̧bè̸ ̨a͞f́rai̶̕d̕ ͏o͟f͠҉,̧ ̀̕͟i̸̵͟t͘͞ ̢͘į͢s̡̛͟ ҉̕͟wh̨͟at̶̸͟ ̧̧i͢͜͠s̴͟ ̨͜i͏n͠ ̀͠i̛t͟.͡ Changelog: 08/19/2009 v 0.20 - Deleted Mod Notes: I deleted the mod today, I think I may take a break from Minecraft for a while. Journal: It seams as if I can't even run any other programs on my Computer other than Minecraft, and the feeling keeps getting worse. I'm letting a game get to me. Perhaps I should just beat the damn thing and show it who's boss. Changelog: 08/20/2009 v 0.20 + Picked up Minecraft Notes: With that thing uninstalled I tried to enjoy Minecraft today. Everything seamed normal. I went out to get wood for adding onto my shack and when I came back my door was open. I know I always close my door when I leave. It happened again later when I was exploring a cave. Must be another update bug. Journal: While the "oddities" in Minecraft have stopped, I still hear the voices. Sometimes it seems to follow me, yet when I turn around there is nothing there. It's even happening ingame. When I come home, some days I find my door unlocked. Just like in Minecraft. I've asked my neighbors, but they never see anyone but me enter or leave my place Maybe, just maybe it's all in my mind. Changelog: 08/21/2009 v 0.20 + Resumed playing Notes: While returning from a cave in Minecraft, I come to my blocky home to again find my door open. I drew out my sword, to find nothing inside. It was getting dark, so I decided to rest my character. As soon as it fell dark something appeared at the end of the bed. It was the same thing I saw peering through my window. I have a bad feeling that it learned how to use doors. After awhile the screen went black, and my character woke up to daytime. I looked around, nothing was there. I decided to quit for today. Journal: At 1:00 AM I awoke from my bed, I was paralyzed as I felt something gaze at me. I looked around the room, and that's when I saw it. It's not just in Minecraft anymore. It stood there, at the foot of my bed, it's sunken giant black pit of eyes, with what I assume was a white pupal, staring into what felt as my very soul. It had hair, jet black, its face a permanent cheshire smile. It showed its teeth, while uttering what seemed to be a laugh. I looked away from its face. The body looked mangled and thin, deep cuts were around the body with what I thought were ragged black robed draped on its frame. It was exactly what I saw in the game, only real. I blacked out, and when I came it was daylight. 08/22/2009 Journal: I tried to leave to go somewhere today, but I couldn't. The door that separated this house from the outside world acted as if it was locked from the outside. I gave up after a few minutes of trying to bust the door down, the only result was me hurting myself. While heading to the PC I could have sworn I heard movement. I started Minecraft, hoping that maybe, if I somehow beat this new mob, that it will leave me alone. I started the world, and loaded at my home. I stocked up on everything. Food, armor, weapons, I was ready. As I headed for the door, I tried opening it. It wouldn't budge. I tried to break the door, I only broke my sword. I tried breaking the walls, same result. As I was about to break the window, something stopped me. There it was, on the other side, mocking me. It was disturbing, but it was getting jollies from seeing me struggle. I heard a laugh from behind me. Not in Minecraft, but from where I sat. I turned around, nothing was there. When I went back, the face was gone from the window. I packed my things back into the chests. While I was halfway through, I heard the door in my Minecraft home open and shut. I ran there fast, I was staring at the door, then with a loud swipe, my character fell over dead. Minecraft closed itself and that was that. And that's when I realized. Everything that has happened in Minecraft, happened to me a day later in real life. Tomorrow I'll die, but I won't go down without a fight dammit. The creature taunted me with a message, a new one. It was hard to make out, but I think it told me it's one weakness.. knowing now is too late. I type this hoping that if I fail, one will succeed. He can only be in one "world" at a time. If he's in Minecraft, he can't be in our world. If I only found this out sooner. 08/23/2009 Journal: I awoke from my sleep to hear my bedroom door open. I was ready. The day before I had stashed a revolver under my pillow. By instinct, I grabbed it, and my eyes darted around the room, searching for that figure. With a shot he missed me, and with one foul swoop I ended his life. But, with him gone I have no one to play with. He wasn't much fun anyway. W̨͝o̧͜u̶̕l̶̕͢d͘ ͠͡y͝͏̸ou͏҉ ̸l̀͘ik̴̛ę̷ ̷͡t̴o̸̢ ̨̕p͟͝l͢͏a̛y?̸̴
In the millions. First off, they are in a different adsense program than normal partners because they have such a large audience and their content quality is much better than the average youtuber. Google more info about "adsense premium publisher program" That is extremely hard to get accepted into though.
LOL! Its pretty funny. Yeah there is some truth but YouTube doesn't make you follow those rules. It was more of a comedy than informational. The stuff he talked about was correct although he did make YouTube seem like it was all about profits which I dont think is 100% true because they do pay a fair amount (over 60% is yours). You have to keep in mind that YouTube (which is owned by Google) has to pay for servers, storage, and developers to help keep the site running.
You can monetize your videos instantly now but you won't make much money unless you have lots of viewers. There are many categories such as education and technology as well as gaming which are really popular and quite easy to get noticed in. Gaming is a harder of the three since there's thousands of videos about Call of Duty but not so many videos of linear algebra. Also, there's no shortcut but comment on other videos and leave video responses. That's how I got noticed. My channel gets about 15K-20K views a day now! I hope to see it grow more in the future. Also, if you do get accepted make sure to try and improve your content quality. 100k views of garbage quality is going to receive a low CPC leading to lower revenue which could be the same as 10K views on a high quality video.
Try to produce content on a regular basis. Don't let your channel die out. And by regular basis I mean set a schedule. Don't let your audience guess what days you upload videos...make a schedule such as every Friday etc. Also, comment on other videos and make sure to title your video nicely because that's what is gonna get the first impression when someone is looking at "related videos". And for gaming its a another story because you need gaming licenses to monetize gaming videos so your best bet is to join a third-party network such as machinima. Machinima already pays for the licenses and they give you a rate at which you can make money off your videos and they keep the rest. It's kind of fair since they did buy the licenses and they help your channel grow.
Im pretty sure those weren't monetized so they are unlikely to get sued but if those fake views were shown ads, then the companies deserve/will get sued because thats millions of dollars in revenue. Also, I do feel like they should be banned from YouTube because if any normal user did that, their channel would instantly be terminated.
I make software tutorials. I don't use music but if you do, YouTube will allow it to go up but it will display the song you used in the bottom right hand corner of the video and the owner of the song will get the money from that video. Some copyright owners choose to have the material deleted immediately if their work gets uploaded. Its all based on views and clicks. Everything plays a role into getting you up there. You want to get lots of views because thats where nearly all of your income comes from BUT you also want to utilize your time and try to get the most out of those views by getting the highest amount of money for those views. Ad clicks is what you get money for but you don't want clicks that only pay you $0.06 when you can get paid $0.20 per click. It may not seem like much but trust me, the difference here can be hundreds or thousands of dollars per day, for the same amount of work.
I am paid per click because I'm not under a network...Im partnered directly through Google. It fluctuates per month but you can do some SEO tricks to optimize your CPC (Cost-per-click). Right now, I made my CPC about $8-$14 per 1000 views.
Its not something you want to rely on. You can easily get banned and its all gone. Im in college so I do this for fun. Its a great way to make side income but don't rely 100% on it. It took me 7 months to get to where Im at. I guess it all depends but part of it is luck. My first video was absolute trash...I figured out how to fix something and I didn't even show how to fix the issue...I just put the instructions in the description.
Do something original or funny with a video game that no one has done or not many people have done. You don't have to be the first person to make COD videos. Even if you're late to the game, make some videos for a certain game just so you can get some views and appear in the YouTube search function. Also, try and find glitches that haven't been fixed..I know this is hard but its where you can get serious views LOL..Its rare but possible.
If you monetized all those views in the past, you would have received about $15000 if we assume its poor-average quality videos. If you got lots of "likes" and good quality (HD) then about 20K would be a good solid number. Since your channel has been dormant for so long, some of your subscribers may not use YouTube any more so its hard to predict. Upload a video and tell me how many views it gets on the first day and I can figure it out for you. Also, how many views are your current videos getting per day?
There are many different areas where you don't need much video editing skills such as making educational videos. Or you can watch YouTube videos to learn how to use the software.
You don't need any subscribers to make views. You don't get paid for subscribers either. You start off depending on how many views you get per day when you choose to put ads on your videos. It depends on a lot of factors.
I make software tutorials. Start monetizing when you get about 1000 views per day so you get a check every month; otherwise you don't get paid till you hit $100. Try to get more "likes" on your video...that helps make your CPC higher. Also, DO NOT place those video ads that aren't skippable. They just make your subscribers mad and they don't pay well either. Trust me.
If you bot views, you will get caught. Tricks to make more money are improve the keywords you use by using the Google Adwords Keyword tool...This will show you which keywords to use for the highest pay so you get the most money for less views.
Make a FaceBook and Twitter account to help promote your band so you are getting interaction with your fans outside YouTube. Music is something very hard to get successful into but try leaving comments on other videos similar to what your channel is about.
Usually, the networks will give you some free backgrounds and layouts to help promote your brand but they will take a percentage of your earnings or give you a fixed amount of earnings per 1000 views. Subs don't make you money...views do and you would need about 25K-35K views a day to make that much AFTER taxes. The latter being on the safe side.
Yes! You can start at any time. Comment on other videos and leave interesting comments. You know the channels that get top comments...How many times have you actually visited their channel? That's part of getting noticed.
Its hard to estimate without knowing what the videos are about and the overall quality (what percentage of it was "liked" vs "disliked" by YouTubers. The lowest RPM (revenue per thousand views) I've ever seen an account have is 4K and usually people will get 6K with average quality so he missed out on about $1000. Do keep in mind that not all views are monetizable. Some people use adblock.
Its not clear whether you can or cannot state your income. A lot of people have different views on this issue. Also, I can't get in trouble because I just told you how much I make. I didn't tell you specific account information that I'm not supposed to such as how much certain advertisers pay on their ads.
The number one most important guideline is to make a schedule and follow it. This is harder for some categories such as education but if you're in entertainment (comedy etc) then it's easier. You don't want your audience guessing when your next show is. Also, don't worry about subscribers too much, they will increase with good content and you don't get paid per subscriber anyways. Just cater to your current audience and your channel will grow. For example, when you make a good video, your current subscriber will like the video and probably comment. His like and comment will show up on his channel and his subscribers can see that. Also if he comments and someone clicks on his channel then they will see the activity he had with your channel and the person checking his channel may become interested with your channel.
wikiHow is a “wiki,” similar to Wikipedia, which means that many of our articles are co-written by multiple authors. To create this article, 110 people, some anonymous, worked to edit and improve it over time. 4) A simple texture pack I know some people don't like the simplistic, minimal texture packs, but they reduce the amount of work being done by the graphics card. I'm currently using SimpleCraft, but any minimal pack will do. Look for textures that use 1-3 colors per block, at most. Solid colors are best. SimpleCraft 5) Use a shell script to add ... Welcome to MPGH - MultiPlayer Game Hacking, the world's leader in Fortnite Hacks & Cheats, PUBG Hacks & Cheats, Combat Arms Hacks, Crossfire Hacks, WarRock Hacks, SoldierFront Hacks, Project Blackout Hacks, Operation 7 Hacks, Blackshot Hacks, A.V.A. Hacks, Call of Duty Hacks, Gunz Hacks, Quake LIVE Hacks, WolfTeam Hacks, America's Army Hacks, Battlefield 2/2142 Hacks, Battlefield Heroes Hacks ... 1 - Select the products: browse the categories and choose your favorite items. 2 - Check your order in the cart: see the items you have included. 3 - If this is your first visit, we will need some information to be able to send your order. 4 - Choose the payment method and finalize your order. Mapas de Minecraft PE es Herramientas Android de la aplicación, con más de 5.000.000+ instala y 4,4 Nota promedio según el 103869. Por supuesto, hay algunos requisitos para instalar esa aplicación en su dispositivo Android: versión mínima de Android - 4.1, mínimo espacio disponible - 6,5M.
If you hear this noise turn off your Minecraft game ...
aWelcome ladies and gentlemen to another minecraft pixelmon video! 'CHEATING THE GTS SYSTEM TO MAKE MONEY!' Minecraft Pixelmon 7.0.0 Episode 6 PokeSmas... In this video I show you how to duplication any items or blocks in Minecraft 1.13, 1.13.2, 1.14, 1.14.1, 1.14.2, 1.14.3, 1.14.4, latest version and every oth... Minecraft 1.14.4 Duplication Glitch! (Java Only) - Duration: 3:45. Vitamin P 272,849 views. 3:45. Minecraft Xbox/PS - TOP 3 BEST DUPLICATION GLITCHES! This glitch works for hardcore and normal survival. If you need help feel free to ask me and i will try to help the best i can. If you hear this noise turn off your Minecraft game! (EXTREMELY SCARY) Minecraft is full of many dark hidden secrets and today.. we look into one! YOU HAVE B...