The main downside to the "tunneling" thing is that they can already teleport. I could see them maybe excavating an exploratory hole to give them a line of sight into the room, but it seems a bit... redundant.
I picked the option to turn on or off their block moving ability, but IMO, a combination of that and always allowing them to move blocks to get to the player when angered would be good. But since they can teleport, that option seems to be meaningless - why move blocks to get to a player who has attacked them or stared at one when they can just teleport?
I've found their block moving to be tedious having to clean up after, so much so that I've taken to using MCEdit to restore what they've altered after nearly every game session.
There's a lot of back and forth but little to no solutions offered for endermen. I'm making these suggestions, but feel free to discuss and offer constructive solutions to the problem.
In Short
Currently, Edermen are:
- Landscape noise filters
- Do not destroy based on the player's actions (unlike with creepers)
- Force the player into the chore of building and landscape maintenance
- Destroy adventure maps
Additionally:
- 1 block hole plugging and tree fixing isn't fun, challenging, or "survival".
Why only three options?
Due to a lack of conversation towards solutions, these are currently the only solutions I've seen that actually solve the problems mentioned in the beginning. If you have a suggestion that will solve the above issues, please say so. I will make new polls if need be.
Limit Endermen block lifting to only those full blocks with the top face and one other exposed to the air.
This eliminates the landscape "noise" problem since it will only leave natural looking edges, and tree trunks would no longer fit the criteria (no top face exposed)
This does nothing to address that they do not depend on the player to destroy things, but I think that's a feature to know that the universe continues to act without our presence. That Steve is not the focus of everything I think is just fine.
Building and landscape maintenance could be easily avoided by making structures too tall for them to reach the top, or alternatively, putting some non-full block structure on top. (Fence, torch, stair, half-block, flower, mushroom, redstone wire, etc.) Incidentally, this also handles almost all difficulties they might cause with adventure maps with a minimum of difficulty.
The downside of this is that once again it's possible to entirely eliminate danger from the so-called "survival" mode if you so wish.
The main downside to the "tunneling" thing is that they can already teleport. I could see them maybe excavating an exploratory hole to give them a line of sight into the room, but it seems a bit... redundant.
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Some may think this would be useless as they can just teleport.. but they cannot teleport unless the ceiling is at least 4 blocks high (or so I read.. and tested). So if your ceiling is 3 high, they would teleport as close as possible and start ripping away to get to you, or teleport if you enter a large enough area.
Likewise, if your ceiling is two high, they would end up move blocks at their eye level to get to you. And if it's 1 high, you're choice of death has already been acknowledged.
Building and landscape maintenance could be easily avoided by making structures too tall for them to reach the top,
Endermen only move blocks when they can't get to an enclosed area (such as a house or a perimeter of walls.)
They only try to get to spaces at the same height as themselves (to avoid unnecessary tunneling into caverns.)
There is a limit to how thick a wall they will breach (again to avoid unnecessary tunneling.)
They only shift blocks around one space at a time (instead of carrying them around) meaning the blocks won't go far and the endermen wouldn't die/despawn with them (causing the block to be lost.)
The end result is that endermen will breach defenses, leaving an enderman-sized gap in walls (and letting other mobs in.) You'll only have one gap per sealed-off area and they'll leave the terrain and your artwork alone. The materials won't go far, so it should be an easy repair once spotted.
The only problems I see are:
Endermen will see a tree as a "wall" and pick it apart and place the blocks next to it on the ground.
There is no method to check for what is enclosed and what is open. Having a hole in your ceiling would render the code unable to comprehend this. Walls would effectively prevent them from ever moving a block.
It's possible all these checks would increase the lag since each endermen needs to go through multiple checks on the environment to do something, and some of these checks would require multiple chunk-spanning searches of the environment.
I picked the option to turn on or off their block moving ability, but IMO, a combination of that and always allowing them to move blocks to get to the player when angered would be good. But since they can teleport, that option seems to be meaningless - why move blocks to get to a player who has attacked them or stared at one when they can just teleport?
Shoot, maybe I should have made it so people could vote for multiple options... Well, next poll update, if there is one, I will include that as an option.
As for redundancy, I saw a yogcast video where one wasn't able to move forward in a mineshaft. It never teleported to get to the player and instead just stood there vibrating. It could have easily removed one block and gotten to him too, but it never did... That could be a bug in teleportation, but I don't know.
Limit Endermen block lifting to only those full blocks with the top face and one other exposed to the air.
This eliminates the landscape "noise" problem since it will only leave natural looking edges, and tree trunks would no longer fit the criteria (no top face exposed)
This does nothing to address that they do not depend on the player to destroy things, but I think that's a feature to know that the universe continues to act without our presence. That Steve is not the focus of everything I think is just fine.
Building and landscape maintenance could be easily avoided by making structures too tall for them to reach the top, or alternatively, putting some non-full block structure on top. (Fence, torch, stair, half-block, flower, mushroom, redstone wire, etc.) Incidentally, this also handles almost all difficulties they might cause with adventure maps with a minimum of difficulty.
The downside of this is that once again it's possible to entirely eliminate danger from the so-called "survival" mode if you so wish.
The first suggestion would work only until they encounter roads, bridges, roofs, low trees, and certain forms of player made decorations to the landscape...and landscaping in general if you build a garden.
The second suggestion doesn't solve landscape maintenance and is a work around to the problem.
The only problems I see are:
Endermen will see a tree as a "wall" and pick it apart and place the blocks next to it on the ground.
There is no method to check for what is enclosed and what is open. Having a hole in your ceiling would render the code unable to comprehend this. Walls would effectively prevent them from ever moving a block.
It's possible all these checks would increase the lag since each endermen needs to go through multiple checks on the environment to do something, and some of these checks would require multiple chunk-spanning searches of the environment.
Rather than actively looking for enclosed areas, I was thinking that endermen would want to move to a random point (with at least 3 air blocks above it) at their ground level while wandering around. If they can get to this point, no problem, they just walk there. If they can't then the checks are made to see if they can tunnel their way to it, and they do so if possible. If the criteria are not met then the enderman just stays put and does nothing (or a standard mob wander movement) for that movement tick.
Rollback Post to RevisionRollBack
Mostly moved on. May check back a few times a year.
I've found their block moving to be tedious having to clean up after, so much so that I've taken to using MCEdit to restore what they've altered after nearly every game session.
Limit Endermen block lifting to only those full blocks with the top face and one other exposed to the air.
This eliminates the landscape "noise" problem since it will only leave natural looking edges, and tree trunks would no longer fit the criteria (no top face exposed)
This does nothing to address that they do not depend on the player to destroy things, but I think that's a feature to know that the universe continues to act without our presence. That Steve is not the focus of everything I think is just fine.
Building and landscape maintenance could be easily avoided by making structures too tall for them to reach the top, or alternatively, putting some non-full block structure on top. (Fence, torch, stair, half-block, flower, mushroom, redstone wire, etc.) Incidentally, this also handles almost all difficulties they might cause with adventure maps with a minimum of difficulty.
The downside of this is that once again it's possible to entirely eliminate danger from the so-called "survival" mode if you so wish.
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Likewise, if your ceiling is two high, they would end up move blocks at their eye level to get to you. And if it's 1 high, you're choice of death has already been acknowledged.
This, in no way, avoids LANDSCAPE maintenance :\
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
The only problems I see are:
Endermen will see a tree as a "wall" and pick it apart and place the blocks next to it on the ground.
There is no method to check for what is enclosed and what is open. Having a hole in your ceiling would render the code unable to comprehend this. Walls would effectively prevent them from ever moving a block.
It's possible all these checks would increase the lag since each endermen needs to go through multiple checks on the environment to do something, and some of these checks would require multiple chunk-spanning searches of the environment.
Shoot, maybe I should have made it so people could vote for multiple options... Well, next poll update, if there is one, I will include that as an option.
As for redundancy, I saw a yogcast video where one wasn't able to move forward in a mineshaft. It never teleported to get to the player and instead just stood there vibrating. It could have easily removed one block and gotten to him too, but it never did... That could be a bug in teleportation, but I don't know.
The first suggestion would work only until they encounter roads, bridges, roofs, low trees, and certain forms of player made decorations to the landscape...and landscaping in general if you build a garden.
The second suggestion doesn't solve landscape maintenance and is a work around to the problem.
There's a mode for creativity...
I one of the people who dislikes options for everything, and no matter what difficulty tedious things are not fun.
Mostly moved on. May check back a few times a year.