Rules concerning the bedrock ceiling of the nether on EMC

Discussion in 'Community Discussion' started by JeffSnortsGravl, Jun 20, 2018.

  1. Since there aren't a lot (I know of none) of diff 10 zombie pigman farms I decided to make one. Ones made in the overworld take lots DC's of obsidian, too much to gather in the time frame I wanted to complete the project, but since I recently bought a diamond voucher I didn't have the rupees to buy it, nor would I want to, so I decided to build a farm above the nether's bedrock ceiling. My favorite method to get above the bedrock ceiling in vanilla minecraft didn't work, but I didn't think much of it, as this is a server, and used another method. This one worked but upon relogging in the chat bar I received a message that said it couldnt find a safe place to send me so it sent me to a gap in a frontier outpost, I couldn't get out (I forgot that you could teleport from an outpost, don't judge me lol), and when I talked to a staff or 2 one told me that what I was doing wasn't allowed. I checked the Rules tab and didn't see anything concerning circumvention or destruction of bedrock, both of which I planned to do, but further than that I would like to know why its not allowed. I wasn't doing anything that should be disallowed: just building a simple zombie pigman farm above the nether ceiling, not trying to do any of the things outlined as prohibited in the EMC rules or anything immoral, so why is it prohibited? And what other things are prohibited but not against the rules in the EMC rules on this website?
    TomvanWijnen and 607 like this.
  2. you cant get above the bedrock, the server settings will just teleport you down. so its not really so much a "rule" as it is impossible unless you are hacking.

    also obsidian isnt that hard to get in large quantities in the nether if you know how to do it, thus an overworld farm isnt difficult at all
    ChespinLover77, We3_MPO and 607 like this.
  3. ^ This. There isn't a written rule against it, because it's literally just not possible. If you manage to find a way to get above bedrock, the server will just prevent you from going there.

    I'm not sure why the decision was made to prevent players going above the bedrock ceiling, to be honest. It's been that way for as long as I can remember, so it was likely before my time as a staff member :p
  4. It doesn't teleport you. I remember going through bedrock with a minecart. Happened to die up there and had a sr. staff kill the wither for me. Don't recall them telling us (the others that I was with) that we shouldn't be going above bedrock.
    ChespinLover77 likes this.
  5. well, thanks for the replies but it would be nice if there was a list somewhere of things that you can/can't do that are different from vanilla minecraft like going above bedrock (or breaking a piston head while its fully extended and not moving {not in block 36 form }, which would just break the whole piston) and overworld obsidian farms either use the outdated string/redstone dust trick or LOTS of lava so i didn't really want to use those and those nether portal generators are still slow as you have to mine it all still ¯\_(ツ)_/¯ And it is harder to make diff 10 pigman farms in the overworld but i think i can use the same theory/principle as the one i was going to make
  6. Changes from Vanilla Minecraft
    For various reasons, such as lag reduction, PvP/grief prevention, and general convenience, EMC has made many custom, server-side technical and gameplay changes from the vanilla version of Minecraft.

    Please note that the Staff and Contribution Team cannot guarantee that all information is up to date, and it should be used as a rough guide only. Despite our best efforts, some specifics may change or be missed. If you notice something that seems inaccurate, please contact the Contribution Team Leaders and their team.


    Entity and mob changes to prevent lag(top)


    Entity activation ranges (EAR)(top)


    If you are farther than the following amount of blocks from the specified mob, the mob will effectively be frozen:
    • Water mobs: 12
    • Raiders: 32
    • Flying monsters (ghasts & phantoms): 32
    • Animals: 6
    • Villagers: 16
    • Miscellaneous: 4

    Activation range immunities and conditions(top)

    • Only the X and Z axis are checked. There is no Y axis check, so mobs above and below you are not affected by this.
    • Ender Signals are immune.
    • Minecarts are always immune to the movement restriction.
    • The following things are immune to the Entity Activation Range:
      • Sheep that are missing wool
      • Animals/mobs that...
        • are brand new and/or babies
        • are in water (and not a water mob)
        • are aggressive to a player
        • are on fire
        • are riding in a vehicle
        • are in a vehicle with a passenger
        • are climbing/jumping/not on the ground (and not a flying mob)
        • are dying
        • have special effects
        • are in love
        • have recently traveled by portal
        • are leashed to a player
        • are jumping, climbing, dying are immune
    • Raids keep the entire village immune from EAR during the raid to maintain gameplay mechanics.
    • Waking up inactive entities for work/actions
      • Animals, Villagers, Monsters (Includes Pillagers), and Flying Monsters will now wake up for a few seconds every so often after staying inactive for a very long time.
      • This means that even if you are outside the EAR, villagers will occasionally wake up to perform work for a short time.
      • Inactive mobs wake up in increments so as to reduce load on the TPS.

    Entity quantity limits(top)

    • SMP Town:
      • You can have up to 100 mobs, such as animals, per residence.
      • For Miscellaneous entities: armor stands, boats, and minecarts, there is a maximum of 150 entities allowed. This combines both mobs and Miscellaneous entities. If the number of mobs plus these Miscellaneous entities are equal to or greater than 150, no more can be placed.
      • There is currently no limit on other entities, such as paintings, item frames, and dropped items.
    • Utopia Town:
      • You can have up to 150 mobs per residence.
      • There is a limit of 225 Miscellaneous entities per residence.
    • Frontier/Wastelands (All Servers):
      • Measured in 5x5 chunk squares. That includes the center chunk and 2 chunks (32 blocks) in each direction.
      • There is a limit of 75 mobs in this area. This is spread across animals and monsters.
      • There is a limit of 125 Miscellaneous entities per area in the Frontier/Wastelands.
      • If any of the other chunks in this 5x5 chunk area are over the limit themselves, new entities will not be able to be placed and/or spawned in the chunk you are measuring.
        • To put this into simpler terms, if any of the areas displayed with the command /entc are red, new entities cannot spawn or be placed in that vicinity. If any of the areas are yellow, it is at close to getting to the limit where new entities cannot spawn.
      • The mobs are not per player. They are per area, meaning another player can put an area up to its cap if they are very close to you.
    • Use the command /entc current to see the number of mobs within your current area, and /entc to see a per-chunk view of mobs within your current area.

    Mob spawning distance(top)

    • On Empire Minecraft, mobs can spawn up to 64 blocks away from you. This does not check vertical distance. Your render distance settings do not impact mob spawning distances.

    Mob spawning limits and density checks(top)

    • In Vanilla Minecraft, the formula to calculate how many mobs can spawn is 70 times amount of chunks available under Mob Spawning Distance (these limits are per player).
    • On EMC, the formula to calculate how many mobs can spawn is the same. However, there is a cap of 90 mobs (this limit is per player).
      • If there are under 90 mobs in the area, it checks that there are not too many of that same mob in the current area.
        • Mobs are limited to spawning in clusters of two.
        • A cluster size is 20 blocks X/Z, and 16 Y.
        • If there are two monsters within the cluster of where an entity is trying to spawn, the spawn will be cancelled.
      • Natural spawning will continue until every player has 90 monsters in their range.

    Mob despawning and autokill(top)

    • Monsters will despawn if, for at least 15 seconds, they are further than 64 blocks from a player across the X/Y/Z axis.
      • Monsters that have picked up a player's items will not despawn.
    • NOTE: This is currently temporarily disabled. If an area exceeds entity limits by any means (by logic cases that cannot be prevented, such as two players being near each other and loading chunks full of monsters that push them over, or monsters moving into range), the system will automatically kill entities until it is at the limit.
      • Monsters are targeted first before animals/villagers.
      • Withers are immune.
      • Monsters that have picked up player items are immune.

    View distance(top)


    • The view distance is the amount of chunks that you can see. On Empire Minecraft servers, this distance is capped at 8 chunks in all Worlds to to prevent lag.
    [Source]

    Ticking distance(top)


    • The ticking range is 4 chunks in Town and 5 in the Frontier and Wastelands. You will be able to view chunks past this range (see view distance), but entities won't be fully registered and blocks won't tick.

    World-oriented gameplay/functionality changes(top)


    Patrols and raids(top)

    • Patrols and raids are enabled only for the Wastelands world. The reason for this change is due to the general absence of natural villages in the Frontier world due to the age of the world.

    Mob hostility(top)

    • Passive and neutral animals that can turn hostile are never hostile in Town. If they do become hostile, they will not cause damage.
      • Or where the player damage flag is false.

    Treasure maps(top)

    • In vanilla Minecraft, treasure maps will forever point to a location based on the location of the villager it was traded from. However, given that the destinations and villagers are often in different Worlds on EMC, this would be an issue.
    • Therefore, villagers will give the player pending maps, which can be used in the appropriate world.
    • When a map can find a destination to guide to (so when it is in the Wastelands and Frontier), it will be consumed.
    • The emerald costs have also been increased for maps.

    Eyes of Ender and stronghold End teleporter(top)

    • In the Wastelands, Eyes of Ender will work as usual, directing the player to the nearest stronghold, of which there are approximately between 9-19 per SMP.
    • In the Frontier, strongholds are harder to come by, but at least three will be directed to through an Eye of Ender. You will be alerted if a stronghold is further than 5,000 blocks away when using them.
    • See the End page for more information.

    Fire-spread and destruction(top)

    • Fires do not spread or burn blocks in the Frontier and Wastelands. This is the case even for flammable blocks, and for fires caused by natural (e.g. lava waterfalls) and unnatural (e.g. flint & steel) sources.
    • In Town, you can use the firespread flag to toggle whether or not fire spreads across flammable blocks. It is off by default.

    Other functionality/gameplay changes(top)


    Conditions for phantom spawning(top)

    • Phantoms spawn after 1 hour, 72000 ticks, or 3 in-game days. On EMC, this figure resets when relogging, setting your spawn with a bed, and when leaving protected areas (i.e. Frontier and Wasteland spawn outposts).

    Mob AI changes(top)

    • After 12 Mobs spawned from mob spawners, new spawner mobs do not attack players.
    • Enraged Silverfish can spawn from some ores.
    • Other enraged monsters can spawn in the wilderness Worlds.

    Mob head additions(top)

    • All creatures have a chance of dropping a head when they are killed. See the Heads wiki page for more information.

    Nametag limits(top)

    • Players are allowed up to six (6) named monsters per area.
    • You cannot rename a Ghast or guardian.

    Beds & respawn anchor spawns(top)

    • Bed respawn locations can be set in the End, but will still explode if used in the Nether.
    • If you engage in combat, there is a one-minute cooldown timer until you can set your spawn.
    • Player Settings give you an option to toggle spawning at the nearest outpost instead of your respawn point when you die.
    • /deletespawn will delete your bed or respawn anchor spawn.
    • A wider (compared to vanilla) safe radius to respawn in is checked for, reducing the likelihood you'll get the "Your bed is obstructed" message.

    EXP(top)

    • The amount of EXP dropped after death scales according to your difficulty level (see Player Settings).
      • This is 0% on difficulty 1, 10% incrementally for each difficult thereon, until 100% at difficulty 10.
    • In addition, some dropped EXP is lost after difficulty 7.
      • 7: 20%; 8: 30%; 9: 40%; 10: 50%.
    • People in your group (see Groups) can trigger EXP pickup on your behalf (all of it will go to you). No one else can.

    Fireworks(top)

    • On Empire Minecraft, Fireworks are conditionally infinite. When you fire them, Fireworks will not be consumed. This applies to Fireworks launched by all methods, except those launched:
      • with a crossbow
      • while gliding with an elytra.
    • Fireworks in dispensers are limited to one launch every two seconds.
    • Custom Item Fireworks cannot be fired from a crossbow.

    TNT limits(top)

    • TNT explosion rates are changed so that there is a limit allowed to explode per second.
    • TNT only explodes common blocks in the Frontier and in the Wastelands, including but not limited to dirt, stone, sand, and netherrack. See the Anti-Griefing System page for more information.
    • Dispensers can not activate TNT outside of Town.

    Spawn egg mechanics(top)

    • Spawn eggs cannot be used to change the mob spawned by mob spawner blocks.

    Anvil cost(top)

    • Every repair of an item will increase the repair cost for you. You may sell this item to another player, and they will start from zero on the repair cost.
    • If you get an item back from the player, even if they have repaired it themselves, your original repair cost will still be on the item. Repair history is permanent on an item for everyone who has repaired it, even if a player has changed his or her username.
    • Repair costs are capped at 39 levels for all items. This eliminates the "too expensive" repair cost on some items if they have been extensively repaired.
    • The formula for repairing items is...
      • REPAIR COST: Vanilla Cost + EMC Personal Repair Cost + 5
      • NEXT PERSONAL REPAIR COST: FLOOR((EMC Personal Repair Cost + ( 3 to 9) * 1.2)
        • 3 levels per raw ingredient used to repair, or 9 levels if combining with another item of same type.
    • Renaming stacked items costs 1 EXP level per item in the stack, with a capped cost of 15 levels. For example, if there are 3 items in the stack, renaming will cost 3 levels; if there are 32, it will cost 15 levels.

    Hopper(top)

    • Items will only fall into hoppers once every 1/4 of a second.

    Compass(top)

    In vanilla Minecraft, the Compass will always point to the player's spawn point. However, Empire Minecraft changes where it is pointing based on several factors.
    • When teleporting to the wilderness, any Compass will automatically point to the outpost you teleported to, thus making it easier to find your way back.
    • If you die, the Compass destination will be automatically set to your death point, making it easier to find and retrieve your lost items.
    • You can also manually change where it points to. See the full page for more information.

    Combat(top)

    • The Thorns enchantment does not apply to ranged attacks (bow and arrows).
    • Monsters that die without having taken any player based damage will not drop XP.
      • If a monster dies when most of the inflicted damage wasn't caused by a player, it will drop a reduced amount of XP.
    • If you set your difficulty to 6 (or higher), the wither can occasionally teleport after being hit.
    • If you set your difficulty to 6 (or higher), Elder Guardians will take 66% less damage when they are out of the water.

    Item despawning/player death mechanic & entity pickup(top)

    • The following conditions must be met before items despawn:
      • One hour of time has passed where you are connected to the SMP, not dead, and not set to away. This 'active time' is per SMP; being on SMP2 will not accrue active time on SMP1, and will not put your items at risk;
      • The chunk containing the items is loaded;
      • The 15 minute despawn timer has passed.
        • This final event is triggered by the first two.
    • This means, if you die far away, and no one else is around your items, you can take longer than 1 hour to get back to the items, and then once you load the chunk, you have 15 minutes of time in the chunk being loaded to get the items.
    • If you are online, you'll receive a notification that your items despawned.
    • Players are unable to pick your items up for 1 real life day.
      • Unless you vouch for them (when online).
      • When you're offline, friends can pick up your belongings.
      • After 1 IRL day, if a player loads the chunk, the item will despawn whenever it hits the standard 15 minute despawn timer.
    • Entities cannot pick up items dropped upon a player's death. This more specifically applies to villagers and foxes.
    • Items dropped upon a player's death will not burn in lava or fire.

    Item frames(top)

    • Item frames will send items directly to a player's inventory instead of dropping the items to the ground.
    • Item frames do not automatically pop off blocks and require player interaction to break.

    Pistons(top)

    • Pistons cannot push or pull blocks outside of Town unless the blocks are placed in /noprotectmode.

    Perched parrot changes(top)

    • Parrots which are perched atop a player's shoulders will only dismount when you use a command on your residence, one you have the admin flag on, or in the Wastelands or Frontier. See the Animal Controls: Parrots section for more information.

    No dragon egg drop(top)

    • When a dragon is killed on EMC there will be no dragon egg drop.
      Instead, a dragon head can be found on the pedestal where an egg would usually be found.

    Luck attribute and loot tables(top)

    • Certain Custom Items carry luck.
    • The luck attribute applies to:
      • Fishing treasure
      • Loot chests (which cannot be broken, and can refill — see below)
      • Custom Mobs and their loot bonuses
        • Factored in per attack on not based on luck carried upon the mob's death
        • This logic also applies to the looting enchantment. The effects of having both looting and luck stacks.

    Loot chests(top)

    • Loot chests in the Wastelands will refill once per player. If you have accessed a certain loot chest previously, it will not refill, but may refill upon another player opening it.
    • Loot chests cannot be broken. Refills may overwrite existing items in a loot chest, so these should not be used for long-term storage.

    World changes(top)

    • The Wastelands has a limited world size (8000 x 8000).
      • In the Wastelands, there is a 1:1 block travel distance between the overworld and the Nether. One traveled block in the Nether is equal to one traveled block in the overworld.
    • Players are not able to access or build on the top of the Nether, which is above the bedrock.

    Written book limitations(top)

    • A written book can only be copied by its author.
    • A copied written book still has "Original" listed in its lore; there is no distinction between original books, copied books, copies of copies, etc.
    • Written books cannot be transferred through a Vault inside shulker boxes.
    • There is a limit to the number of large books that can be placed inside of one Vault page. The limit is based on the collective data size of the books, meaning there is not an exact quantity of books allowed in one Vault. The calculation is based on 10 maximum size books, but the limit in practice should be higher.

    Miscellaneous blocked or partially-blocked items and features(top)

    The following items and features have their functionality blocked on Empire Minecraft:
    • Skeleton horses eggified after December 19th, 2020 will spawn as tamed. Skeleton horse spawn eggs from before this time may need to be spawned and re-eggified to be ridden.
    • Items with the Curse of Binding enchantment cannot be shot from dispensers.
    • The Totem of Undying cannot be used in Town (to prevent its use during death-focused events).
    • Custom Items with the Unbreakable attribute (such as the Voters Shears) cannot be used from dispensers.
    EMC has many features to take advantage of that revolve around certain aspects of multiplayer Minecraft.

  7. Lol I love you jack! ♥️
  8. LOL I needed this it would've broken almost my entire farm... Thank you for the list!
    ChespinLover77 likes this.
  9. try it
    yeah also there are some redstone changes i didnt see in jack's list, its nothing major just all timing on emc is slightly different than in vanilla, tics arent the time of a standard tic
  10. Getting above bedrock in the nether is actually a bug, since it was not intended to be a thing. They decided to restrict going on top of the nether because of the rule to not exploit bugs or glitches.
    607, Starsphere and We3_MPO like this.
  11. It is not a bug. It originally was, but nowdays it's listed as an intentend feature.

    What is and isn't a bug in minecraft is different as in many other games: since there is no official intentional way to play it. Most redstone features wern't intentent. I actually am alredey composing a thread about it, since many staff mambers don't seem to know and so say I am exploiting bugs when it's listed as intented on the bug tracker. you'll see more about it.

    EDIT: thread has been posted: https://empireminecraft.com/threads/unintended-features-and-bugs.77299/
  12. Well, like Jelle68 said in the thread mentioned above:
    I'll explain the second method I used because the first didn't work and why it wasn't a bug. I enderpearled into a block (bedrock) and climbed/stood on a ladder below me (after I enderpearled into bedrock it was below me) Every component worked fine. I enderpearled into a block (happens sometimes even when casually getting around) and ladders are supposed to be climbed and can be stood on (the top of it) so its not a bug and neither is the first method which is a bit more complicated. It involved, among other things, resetting my player hitbox (an intended feature unpon every relog). And the action of being on top of a solid block (bedrock) isn't a bug or glitch as bedrock, being a solid block is allowing me to stand (and plan to build a pigfarm ;-; RIP diff 10 pigman farm) on it, just as it should. If Mojang didn't like us doing it they'd put in a horizontal world border on top of the nether
    TomvanWijnen likes this.
  13. They put unbreakable/unmineable rock there. The fact that you have to use specific exploits and glitches to get through it should be obvious enough. I remember the previous, simpler trick, making "holes" in it by growing trees, was patched out already.

    I think it's pretty clear they do not intend you to get up there, and has already been stated, Aikar implemented some extra code that's supposed to punt you back down if you do manage it.
    Nickblockmaster, ThaKloned and 607 like this.
  14. There are MANY ways to break it. Once I was above it I was going to use the trick where you break piston heads in block 36 form.
  15. so...by trick you mean exploiting game mechanics...
    607, Kephras and We3_MPO like this.
  16. You would be correct, sir. Maybe we shouldn't be able to break bedrock by exploiting game mechanics but we should be able to get above it. (I may have strayed a bit from the topic with the comment on breaking bedrock anyway)
  17. Maybe I'm just missing something, but I fail to see how glitching your way through solid "unbreakable" block is any better than finding a glitch or exploit that allows you to break it.
    FadedMartian, 607 and JesusPower2 like this.
  18. One of the problems with allowing access to above the bedrock ceiling was players accidentally getting up there. Minecraft had an issue where if you logged out or were disconnected while in a place with a 2 block clearance then there was a chance you would rejoin above the bedrock. This left these players with limited choices 1, walk to the bedrock above the nearest nether outpost and then /town. 2, Starve, die and respawn in your bed minus all your items or 3, request SS to tp you back down. There was also a number of players who purposefully went above the nether and got stuck needing rescued. It was decide above nether would be off limits and anyone who went up there would be sent back down.
  19. The whole wiki page in one post my goodness
  20. Jack, there's this thing called a
    ly bb