Enhancing Hand-eye Coordination through Holger Runr Double Bounce Training

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Holger Runr Double Bounce is a term that refers to a specific technique used in the sport of badminton. This technique involves a player performing two consecutive bounces on their racket before hitting the shuttlecock over the net. The Holger Runr Double Bounce is named after Holger Runr, a former professional badminton player who popularized the technique in the 1980s. Runr was known for his agility and quick reflexes on the court, and he often used the double bounce to confuse his opponents and gain an advantage during matches. To execute the double bounce, the player must first hit the shuttlecock into the air using an upwards swing of the racket. As the shuttlecock comes back down, the player then catches it on the strings of their racket, allowing it to bounce once before hitting it again.

Witchcraft java pods

As the shuttlecock comes back down, the player then catches it on the strings of their racket, allowing it to bounce once before hitting it again. The player can then choose to hit the shuttlecock over the net, into another area of the opponent's side of the court. The Holger Runr Double Bounce requires a high level of hand-eye coordination and timing.

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I created an iron golem farm according to a tutorial. The problem is my villagers frequently and mysteriously disappear. I have no idea how it's possible. Recently, near by, in my villager trading hall, three also went missing. They are completely sealed off. Practically inside 1x1x2 boxes within a room that's totally sealed and very well lit. Is it common for villagers to glitch out like minecart rails and die? It's not entity cramming because there's only 2 in this pool and it's large. Anyone know how they could be dying? It's really killing my iron output when they do.

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I have experienced the same thing, even in my underground iron farm, and I don't know the cause.

However, with the type of iron farms I build it's not a problem. Since moving villagers into the pods is the biggest hassle, I make my villager pods carrot farms and place only 2 villagers into each pod, one of which is a farmer class villager. The farmer will tend the crop and feed the other villager(s) allowing them to self-breed until there are enough for iron golems to spawn. The advantage to this is that when one mysteriously dies, they just breed a replacement, so iron output is never affected.

My 6 village iron+gold farm was built back in version 1.8 and has been running since then without maintenance.


The only change I have made was replacing the pigman spawner with a creeper spawner for gunpowder.

I know that villagers have died because I now have nitwits in the pods, and they didn't exist when I built it.

It has been speculated that lightning could turn a villager into a witch that would later despawn.

That could not happen in my underground iron farm, and I still have villagers die there.

So I can't help you solve the mystery of why they die, but the fix is to make your villager pods into carrot farms and place a farmer class villager into each pod. Villagers will still die, but iron output will not stop.

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I heard about this problem, and there are a couple scenario.

It is possible to have a zombie siege even in a light up area. It happened when you are busy and they despawned, but I don't think this is the case.

They glitched into the walls and suffocated to their deaths.

I heard this was a bug once.

Overall, I'm not sure. Try to remove the water?

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#4 Feb 23, 2018
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  1. Zombie Siege does not apply to your typical iron farm, because the village diameter is too small. There is a minimum radius to a zombie siege, and that's larger than most mock village golem spawners.
  2. Glitching into/through walls is unlikely, because I would find villagers in the water under my overworld (over ocean) iron farm, and that has never happened. That farm has glass walls on the villager pods, so they couldn't suffocate either.

Lightning turning villagers into witches is a possibility in my overworld farm, but not in my underground farm, and if that was the case in my overworld farm, I would expect all the villagers in a pod to be affected, but I only seem to lose the occasional villager.

This has been discussed many times before on the forums, and it still remains a mystery. No single theory I have seen proposed works for both of my iron farm designs, other than villagers randomly disappearing for no reason whatsoever.

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Quote from Courageous_Marinade»

I have experienced the same thing, even in my underground iron farm, and I don't know the cause.


However, with the type of iron farms I build it's not a problem. Since moving villagers into the pods is the biggest hassle, I make my villager pods carrot farms and place only 2 villagers into each pod, one of which is a farmer class villager. The farmer will tend the crop and feed the other villager(s) allowing them to self-breed until there are enough for iron golems to spawn. The advantage to this is that when one mysteriously dies, they just breed a replacement, so iron output is never affected.


My 6 village iron+gold farm was built back in version 1.8 and has been running since then without maintenance.


The only change I have made was replacing the pigman spawner with a creeper spawner for gunpowder.

I know that villagers have died because I now have nitwits in the pods, and they didn't exist when I built it.

It has been speculated that lightning could turn a villager into a witch that would later despawn.

That could not happen in my underground iron farm, and I still have villagers die there.


So I can't help you solve the mystery of why they die, but the fix is to make your villager pods into carrot farms and place a farmer class villager into each pod. Villagers will still die, but iron output will not stop.

In the underground iron farm, there's little room for the villagers. Two blocks wide is too small.

That's why villagers are stuck in the wall and die.

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#6 Feb 23, 2018
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Is it really possible for villagers to get stuck in a wall and die in my design? They are treading water in a 1-deep pool that has water sources in all four corners. They never really touch the walls and they can't really drown either.

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quote=LambdaCube
Is it really possible for villagers to get stuck in a wall and die in my design? They are treading water in a 1-deep pool that has water sources in all four corners. They never really touch the walls and they can't really drown either.

Short answer: Yes.

This behavior seems to be a low probability event associated with chunk loading/unloading.

Making the walls of a transparent block (eg. glass) will lower the frequency with which they die as transparent blocks do not cause suffocation and the affected mob has a chance of glitching "back out" on subsequent load/unload cycles.

I wouldn't expect them to drown with that design [they should not], but I've seen enough cases where mobs glitched through walls and fences (including cases where it was only two mobs in a fenced 5x5 clear area) that glitching into and through things may be taken as normal behavior (even where there is nothing pressing the mob against the barrier)…

…if one most players would prefer MS/Mj fix.

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#8 Feb 24, 2018
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Mabye there despawning?

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Glitching into/through walls is unlikely, because I would find villagers in the water under my overworld (over ocean) iron farm, and that has never happened. That farm has glass walls on the villager pods, so they couldn't suffocate either.

By any chance do you use a long-fall (tall enough to cause fall damage) drop shaft to flush your golems away? With glass on all four sides of the pod, it could be your missing villagers glitched into the golem collector, where the fall damage combined with the lava-and-fire damage ends up killing them.

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Quote from DuhDerp»

By any chance do you use a long-fall (tall enough to cause fall damage) drop shaft to flush your golems away? With glass on all four sides of the pod, it could be your missing villagers glitched into the golem collector, where the fall damage combined with the lava-and-fire damage ends up killing them.

Considering how long that farm has been up and running (since early 1.8 series) I'd say the odds of them only glitching inward are highly improbable.

The drop distance varies, depending on the village height, but it ends in water regardless, and then the water flushes the golems to the lava blade. If a villager did glitch inward it would survive the fall (no fall damage due to water) but would end up swimming in lava (also something I have never observed).

In my underground iron farm I have a villager trapped in each corner to keep all of the doors validated. Since those are standing in a 1x1x2 space I'd think that if glitching were the problem, they would be among to first to experience it. Those 4 villagers have never gone anywhere. They are the same 4 originally put there. While several others have gone missing they remain unaffected. Oh, and the underground farm is in my spawn chunks on an SMP server, so there is far less chunk loading/unloading than an SSP world.

Also, in spite of what ScotsMiser said, the villagers in the OP farm could not glitch through walls since they are held away from the walls by water, which is pretty much the point of placing water in the pod.

I'm just not buying the glitch explanation.

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Quote from Courageous_Marinade»

Also, in spite of what ScotsMiser said, the villagers in the OP farm could not glitch through walls since they are held away from the walls by water, which is pretty much the point of placing water in the pod.


I'm just not buying the glitch explanation.


I am as well. But, what could it be? Rollback Post to Revision RollBack #12 Feb 26, 2018
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It could be a bug. I remembered it was a bug, but I'm not sure Mojang fixed it. This also happens to modded Minecraft too.

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#13 Feb 26, 2018
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So my theory is specific to the location the villagers are expected to occupy normally, with respect to being on the edge of a chunk, where the farm in question is outside spawn chunks.

If a villager is in motion from a loaded chunk to an unloaded chunk (or possibly in the context of 'entity-processing chunk to non-entity processing chunk), I suspect the villager is 'leaving' the loaded chunk, but since the unloaded chunk doesn't physically exist, the villager 'code object' simply gets 'lost'. The OP's scenario involves the villagers standing in the center of a pool of 'flowing' water - read: constantly being pushed in one direction or another, thus likely to be 'in motion' when the chunk they reside in (or its neighbor) is loaded/unloaded.

I came up with this hypothesis several years ago; and to counter it, I religiously place all villagers in minecarts, and position them "without rail" below them so the cart can't be moved. This removes all possibility (currently, at least) that the villager could be moving when its chunk of residency (or neighboring chunks) are loaded/unloaded (and obviously prevents crowding/wall-glitching). I strongly believe that this practice has been key to the fact that, WE HAVE NEVER LOST A VILLAGER. This is in an SMP vanilla server (as in, Mojang's default launcher with no Bukkit, etc. server platforms), that has been running non-stop for pretty much 4 years now. We've had villages/auto-farms built throughout the server, both in spawn and out; still, never lost a villager. We breed and maintain crap-ton of villagers too; our mall has 60 villagers alone, and is located in a remote area 5k from spawn.

I'm not saying I've identified the bug; but I can say I've never suffered loss due to villagers despawning, where they were immobile.

Holger runr double bouncw

It can be a challenging technique to master, but it can be a useful tool in a player's arsenal when looking to deceive and confuse their opponent. The double bounce can be used strategically in a game of badminton. It can be used to create unexpected shots and angles, catching opponents off guard and leading to a winning point. It can also be used to counter a fast-paced shot from the opponent, providing the player with more control and time to react. In conclusion, the Holger Runr Double Bounce is a technique used in badminton that involves a player performing two consecutive bounces on their racket before hitting the shuttlecock over the net. It requires skill and precision, but when executed correctly, it can be a powerful tool in a player's game..

Reviews for "Holger Runr Double Bounce: How to Adapt to Different Playing Surfaces"

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