I partially wonder if this is why Jeb released the snapshot earlier than usual; it was so he could pin down these sort of bugs and get them worked out for a quick-release snapshot afterwards.
I partially wonder if this is why Jeb released the snapshot earlier than usual; it was so he could pin down these sort of bugs and get them worked out for a quick-release snapshot afterwards.
I haven't played around with anything but the superflat yet. All of my overworld adventures have been too short to extend into nighttime.
I'd probably dislike a higher density of mobs, but I'd love for there to be a difference in mob spawning rates between the difficulties.
I imagine that for any type of established and walled off 'town', every night would feel like a 'blood moon' event. Given the traditional chunk load distance; and only surface level terrain of that distance being viable spawning ground.
Makes for a perfect environment for an RP type of town; anyone wishing to play a town guard* would have a veritable horde of monsters to battle after each sun down.
*:
Obligatory 'arrow to the knee' reference, just for Krova.
-EDIT- for math!
The spawn formula; from wiki's best guess, appears to be:
cap = constant * chunks / 256
Where the hostile 'constant' should be 79 or so. Time to run some numbers to see just how many invaders one might expect to find in a given night!
I imagine that for any type of established and walled off 'town', every night would feel like a 'blood moon' event. Given the traditional chunk load distance; and only surface level terrain of that distance being viable spawning ground.
Makes for a perfect environment for an RP type of town; anyone wishing to play a town guard* would have a veritable horde of monsters to battle after each sun down.
*:
Obligatory 'arrow to the knee' reference, just for Krova.
See, the thing is, if you wall off a town and light it up, I think that would just prevent the sieges from ever occurring (since the zombie clusters I saw spawned inside the village, not on the outskirts).
See, the thing is, if you wall off a town and light it up, I think that would just prevent the sieges from ever occurring (since the zombie clusters I saw spawned inside the village, not on the outskirts).
*twitch* the quote is "arrow in the knee". <3
... I just had the most twisted vision of an undead invasion happening under that setup.
Imagine if this 'blood moon' mechanic allowed mob spawning to temporarily ignore light level restrictions. It would be as if they were almost literally clawing their way up out of the ground! Perhaps some type of soft-block detection could be added so they are only able to spawn on dirt / gravel / sand. (Things they might be able to actually claw through)
Barring that... might take the idea for an adventure map. Something similar could be achieved by hiding dispensers filled with zombie eggs in the walls; then maybe use a hidden piston door to conceal them.
The issue isn't the quantity of caves necessarily but the structure. I wish caves were more organic and less "swiss cheese" as the person above said. I used the term "honecombed". Cave systems are endless now.
I'm all for lots of quality cave systems, but what we have currently is a single endless underground cave system
It gets a result.
Snapshots of snapshots?
...
The end is nigh.
Snap-ception.
O_o
in·cep·tion /inˈsepSHən/
Noun: The establishment or starting point of something; the beginning.
Considering that this is not the beginning of snapshots, I would say that this is not "snap-ception".
Dear everyone,
Please stop making this nonsensical reference.
Your friend,
Krova
(Nothing personal, I just hate that... joke? Meme? Whatever it is.)
Oh it was simply a harmless jest. Someone needs to un-knot their trousers this morning.
On topic:
Accidental generation change, or perhaps testing the "there needs to be less caves" idea that has been so popular these past few weeks?
Probably accidental, since it wasn't announced.
Perfect opportunity for Locklear and Kyro to go on about how this would be superior world generation.
If someone is able to play at the moment: How does the mob density feel now that spawns aren't wasted in underground pockets?
I haven't played around with anything but the superflat yet. All of my overworld adventures have been too short to extend into nighttime.
I'd probably dislike a higher density of mobs, but I'd love for there to be a difference in mob spawning rates between the difficulties.
I imagine that for any type of established and walled off 'town', every night would feel like a 'blood moon' event. Given the traditional chunk load distance; and only surface level terrain of that distance being viable spawning ground.
Makes for a perfect environment for an RP type of town; anyone wishing to play a town guard* would have a veritable horde of monsters to battle after each sun down.
*:
-EDIT- for math!
The spawn formula; from wiki's best guess, appears to be:
cap = constant * chunks / 256
Where the hostile 'constant' should be 79 or so. Time to run some numbers to see just how many invaders one might expect to find in a given night!
See, the thing is, if you wall off a town and light it up, I think that would just prevent the sieges from ever occurring (since the zombie clusters I saw spawned inside the village, not on the outskirts).
... I just had the most twisted vision of an undead invasion happening under that setup.
Imagine if this 'blood moon' mechanic allowed mob spawning to temporarily ignore light level restrictions. It would be as if they were almost literally clawing their way up out of the ground! Perhaps some type of soft-block detection could be added so they are only able to spawn on dirt / gravel / sand. (Things they might be able to actually claw through)
Barring that... might take the idea for an adventure map. Something similar could be achieved by hiding dispensers filled with zombie eggs in the walls; then maybe use a hidden piston door to conceal them.
To the planning board!
Oh this is a treat...
Sorry friend, but I already touched on that joke last page.
The issue isn't the quantity of caves necessarily but the structure. I wish caves were more organic and less "swiss cheese" as the person above said. I used the term "honecombed". Cave systems are endless now.
I'm all for lots of quality cave systems, but what we have currently is a single endless underground cave system