I'm using MC:EE on classroom iPad with iOS 13, newest updates. Is it intended that if I switch from MC:EE to let's say a browser app and back to MC:EE, my game session gets disconnected? Is there a fix in settings allowing more multitasking? It is annoying to connect again with Join Code and all just because the user need to check something in a different app. This is not multitasking as it meant to be.

In Windows or Mac OS switching to other apps is no problem. But in school, if the teacher use an iPad to host multiplayer games, it turns very bad if the teacher switches to necessary apps like Safari or Classroom app since to hole game disconnects kicking all students. So they need to join again with the Join Code. That issue makes the teacher look like a noob!


How To Download Minecraft On Switch


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I just noticed that im not able to select which line i want to write on when writing on the sign... has it always been that way in the switch or bedrock versions and i never noticed? Because i do know i have selected specific lines for text before. On pc and ps4. Its a small thinf but a nuisance.

I am sure you have heard of Cloud Computing and how awesome it is to have everything centrally working in one place. But how about a different approach: Putting computing workload on to networking devices like a switch for example. In many cases this might be actually very beneficial!

Basically, it is really simple: You can install docker containers on several Cisco networking hardware and manage them remotely or directly on the box via a web UI, CLI or API. For the Minecraft server I used a Cisco Catalyst 9300 switch and used the Cisco DNA Center to install the application on the switch. Here are the action steps in detail:

#1 Create the Docker package file (.tar)

This was actually pretty simple as there is already an awesome docker image available on dockerhub:

After a , I exported the docker image with into a .tar file which is the package that will be installed on the switch.

You can install containerized applications also on other Cisco hardware platforms such as other switches, routers and even access points. Depending on the hardware you can also deploy virtual machine images (e.g. OVAs).

For one of my clubs, we are creating a local minecraft server using an ethernet switch. So we have the server pc plugged into the ethernet switch along with the computers we will be playing on. So after connecting all the devices, we tried pinging the server pc, but no luck. We talked to a tech-guy and he mentioned something about dhcp or something like that. So practically my question is, how do we create a minecraft server using an ethernet switch.

You don't need to have an online minecraft server with the server files i assume you download from mojang. you may have forgoten to port forward. It should be a simple matter of opening the world to lan in gameand it should work over ethernet (even wifi should be fine). If that doesn't work check you network setting (Control Panel\Network and Internet\Network and Sharing Center\Advanced sharing settings), make sure you computers have these settings enabled, so it detects the server.

You need to either manually assign the IP address to all the computers so they are on the same subnet or plug a port from the switch to the router so all the computers can get a DHCP address from the router. No port forwarding or anything else is needed.

Try plugging your switch into your router. I'm guessing the switch you bought is unmanaged, which means it pretty much only redirects traffic. Your router has DHCP, which assigns IP addresses to computers connected to it. If you only plug computers into the switch, the switch will have no idea where to redirect traffic because nothing has an IP address. It's like trying to deliver a letter without having any concept of what addresses are.

Mob spawning can be irritating and dangerous; however, with the creation of a mob switch, you can disable mob spawning in a certain area without lighting anything up, or covering everything in slabs. In Java Edition, mob spawning can even be disabled in an entire dimension with the help of chunk loading. Without further ado, let's look into the mechanics of how to create one in your world or server!

The basic premise of a mob switch is to keep a certain number of hostile mobs loaded in the world, so that the game fails to spawn more hostile mobs. This mechanic can already be demonstrated by passive mobs: In a singleplayer world, the mob cap for passive mobs is 10, but normally there are way more than 10 animals within the player's render distance, meaning it is practically impossible for passive mobs to spawn naturally after a chunk has been loaded. Passive mobs in Java Edition don't despawn, but count towards the mob cap, meaning their presence acts as a natural "mob switch" for passive mobs.

Unlike passive mobs, it is very difficult to create or find a hostile mob that doesn't despawn, but also counts towards the mob cap. This is because mobs no longer count toward the mob cap if they are marked persistent. The most common way to prevent a mob from despawning is to use a name tag on a mob, but doing so removes the mob from the mob cap, and therefore cannot be used in a mob switch. Similarly, a mob may pick up an item or enter a minecart or boat, all of which prevents it from despawning but also removes it from the mob cap. Only a few hostile mobs are exempt from this rule: for more information, see the "Choice of mob" section.

Note that the mob switch is specific to each dimension, depending on the dimension that the mobs are stored in. Mob switches can be built in both the Overworld and the Nether, but because there is no practical means to load chunks permanently in the End, a mob switch cannot be created in the End.

The best place to store mobs in Overworld is on the edge of the spawn chunks, so that mobs can be moved in and out of the spawn chunks, turning the mob switch on or off. On the image to the right, the mobs need to be stored in the light blue colored chunks, and moved into the gray colored chunks to turn the mob switch off.

The best place to store the mobs used in the mob switch is on the border of the 7x7-chunk loaded area: When mobs are placed in the 3x3 chunks centered on the portal, their AI is constantly loaded, which adds a lot of lag to the server. When they are stored in the outermost ring of chunks in the 7x7-chunk area, their AI is no longer processed, but they still count towards the mob cap.

As mentioned above, most hostile mobs are removed from the mob cap once they are marked persistent, meaning they can't be used for the mob switch. However, some mobs are an exception to this rule, and can therefore be used in a mob switch. They are zombie villagers, shulkers, wardens and withers.

To build such a mob switch, you will need a villager breeder, a job site block, and a zombie to zombify the villagers. Make sure to put blocks over the head of zombie villagers, so they do not burn in the sun (unless they are stored in water).

A zombie villager mob switch usually consists of a large room to contain at least 70 zombie villagers. If built around the spawn chunks, there needs to be a system that pushes the zombie villagers in and out of the spawn chunks; water is usually the best method, as zombie villagers don't drown unlike normal zombies, and the water additionally prevents them from burning in the sun. Once the first zombie villager is put into the holding chamber, it is typically faster to move more villagers directly into the holding chamber, so that they can be zombified by the zombie villagers already there.

Shulkers are special in that they count towards the hostile mob cap, but do not despawn naturally. This makes them perfect for mob switches. A shulker-based mob switch usually consists of a large chamber where at least 70 shulkers are stored, enclosed on all sides so they do not see nearby players.

To set up a shulker mob switch, one has to transport at least one shulker from the End to the Overworld, transport them to the location where the mob switch will be built, and duplicate them in a shulker farm. More information about transporting and duplicating shulkers can be obtained from the shulker farming tutorial mentioned above.

Wardens are another type of mob that counts toward the hostile mob cap, but can be prevented from despawning. The way to do so is to constantly distract them: when a warden does not detect any vibrations, it despawns after one minute; however, when a vibration is detected nearby, the warden refreshes its despawn timer, and will not despawn for another minute. This behavior can be utilized to create a mob switch. e24fc04721

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