I just found out that summoning Ender Crystals riding Shulkers is pretty neat. It's basically a proximity bomb: walk near it, and the Shulker fires a projectile, which hits the Ender Crystal and causes it to explode. I assume Shulkers riding Ender Crystals would have the same result. Also, shulkers riding bats are very dangerous. Starting in 15w33c, Shulkers no longer glitch-out when they are riding something, and can be moved around like any other mob if they are in a Minecart of riding another mob.
Oh, and shulkers riding large slimes will cause the Slime to take damage and levitate, since the shulker is inside the slime when it is that huge. As always, stacking mobs is fun.
I strongly agree! Perhaps an enchantment that has a chance of deflecting projectiles?
Heh heh don't worry I have way more ideas for shield enchants than just that. Here's one of them:
Disintegrate I and II: This enchantment adds a 5% chance (Disintegrate I) and a 10% chance (Disintegrate II) that fired projectiles will disintegrate right before it hits the shield.
Rollback Post to RevisionRollBack
GENERATION 36: The first time you see this, copy it into your signature
on any forum and add 1 to the generation. This is a Social experiment.
I'm interested to see how tomorrow's snapshot runs for people with lower end computers. In one of his tweets Dinnerbone mentions a 15% increase in TPS on render distance 16, that seems pretty significant to me.
A little disappointed with this snapshot. The only new combat thing I've noticed is that swords have a different swinging animation.
Actually, there has been quite a significant change. If you attack several times in a row, the damage you deal is less than if you wait a second. This strength-decrease/reload can be seen if you turn on the Attack Indicator in video settings. So now you have to time your hits to deal the most damage, and spamming left-click isn't nearly as effective anymore. Zombies also have new attack animations.
Also, I can't wait to see how compact and efficient the "command block vanilla mods" are going to become once people start using the new command blocks.
And all that they still haven't fixed mobs de-aggroing after taking damage, which is more obvious than ever now that Zombies have animations based off if they are aggro or not.
Actually, there has been quite a significant change. If you attack several times in a row, the damage you deal is less than if you wait a second. This strength-decrease/reload can be seen if you turn on the Attack Indicator in video settings. So now you have to time your hits to deal the most damage, and spamming left-click isn't nearly as effective anymore. Zombies also have new attack animations.
Also, I can't wait to see how compact and efficient the "command block vanilla mods" are going to become once people start using the new command blocks.
The main thing that's changed is that the order of execution for chain command blocks is much more reliable, and they can be laid out (even zigzagged) without gaps indefinitely. Also /fill clocks are obsolete with the new repeating command block, which doesn't even need a command to power chain blocks.
The main thing that's changed is that the order of execution for chain command blocks is much more reliable, and they can be laid out (even zigzagged) without gaps indefinitely. Also /fill clocks are obsolete with the new repeating command block, which doesn't even need a command to power chain blocks.
The main thing that's changed is that the order of execution for chain command blocks is much more reliable, and they can be laid out (even zigzagged) without gaps indefinitely. Also /fill clocks are obsolete with the new repeating command block, which doesn't even need a command to power chain blocks.
Which is amazing for a redstoner like me - 1.9 is even better now!
Updated the topic.
Rollback Post to RevisionRollBack
Badprenup said:
"Ignore the people saying that [x] will be the end of Minecraft and that [developer] is basically Satan + Hitler."
Not sure how I feel about armor dropping to virtually nothing when it's half damaged. You might as well cut the durability in half. But at least this gives you the opportunity to repair it, I guess.
Oh, and since the Haste effect is now much more useful, I predict we'll be getting the ability to brew it.
I also predict we'll be seeing enchantments to improve the Attack Speed. And that axes will be further fleshed out as alternative weapons to swords.
If someone could decipher the hearts=damage ratio thingy you could make an vanilla damage indicator without mods, just with a texture pack. All that you need to do is get what the hearts mean in damage and then make the hearts texture into numbers.
As for the durability armor thing, if they introduce damage armor textures i could bear with it but if not. Begone!
I've now had a chance to try the new combat mechanics, and they are indeed a lot more challenging. Get cornered by a couple mobs, and you're dead. I rather like it! You'll definitely want to pick things off with a bow before they get close.
Not at all sure I like the new map mechanic, though. Sometimes you *want* close-in maps, and having to cut down bigger maps to get the small map you want is fiddly.
That could actually be a neat enchantment...
Wish placing blocks directionally was easier? Check out this suggestion!
I strongly agree! Perhaps an enchantment that has a chance of deflecting projectiles?
Figured it was time for a change.
I just found out that summoning Ender Crystals riding Shulkers is pretty neat. It's basically a proximity bomb: walk near it, and the Shulker fires a projectile, which hits the Ender Crystal and causes it to explode. I assume Shulkers riding Ender Crystals would have the same result. Also, shulkers riding bats are very dangerous. Starting in 15w33c, Shulkers no longer glitch-out when they are riding something, and can be moved around like any other mob if they are in a Minecart of riding another mob.
Oh, and shulkers riding large slimes will cause the Slime to take damage and levitate, since the shulker is inside the slime when it is that huge. As always, stacking mobs is fun.
Wish placing blocks directionally was easier? Check out this suggestion!
Heh heh don't worry I have way more ideas for shield enchants than just that. Here's one of them:
Disintegrate I and II: This enchantment adds a 5% chance (Disintegrate I) and a 10% chance (Disintegrate II) that fired projectiles will disintegrate right before it hits the shield.
GENERATION 36: The first time you see this, copy it into your signature
on any forum and add 1 to the generation. This is a Social experiment.
[SSSS]
The pillars reset themselves to the same state before the fight, so basically nothing if you didn't destroy them.
I'm interested to see how tomorrow's snapshot runs for people with lower end computers. In one of his tweets Dinnerbone mentions a 15% increase in TPS on render distance 16, that seems pretty significant to me.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
I would rather make the current arrows stick to the shield instead of making you a hedgehog when hit multiple times.
Actually, there has been quite a significant change. If you attack several times in a row, the damage you deal is less than if you wait a second. This strength-decrease/reload can be seen if you turn on the Attack Indicator in video settings. So now you have to time your hits to deal the most damage, and spamming left-click isn't nearly as effective anymore. Zombies also have new attack animations.
Also, I can't wait to see how compact and efficient the "command block vanilla mods" are going to become once people start using the new command blocks.
Wish placing blocks directionally was easier? Check out this suggestion!
And all that they still haven't fixed mobs de-aggroing after taking damage, which is more obvious than ever now that Zombies have animations based off if they are aggro or not.
The main thing that's changed is that the order of execution for chain command blocks is much more reliable, and they can be laid out (even zigzagged) without gaps indefinitely. Also /fill clocks are obsolete with the new repeating command block, which doesn't even need a command to power chain blocks.
Putting the CENDENT back in transcendent!
Hell, it's about time.
Which is amazing for a redstoner like me - 1.9 is even better now!
Updated the topic.
Badprenup said:
"Ignore the people saying that [x] will be the end of Minecraft and that [developer] is basically Satan + Hitler."
To each his own.
So far I'm enjoying PvP. Gives it more strategy!
Badprenup said:
"Ignore the people saying that [x] will be the end of Minecraft and that [developer] is basically Satan + Hitler."
Yes, I tested it with a wooden sword on a cow. With waiting it took two hits, spam-clicking took twelve.
Putting the CENDENT back in transcendent!
I'm chilling in Peaceful mode and hanging with some cows... I'd rather not have to die my first... umm... year playing Minecraft.... xD
Yes I've played it for a year and am still in Peaceful xD
so
All my social media whachamacallsems!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Youtube: youtube.com/c/puppyspirit36teamender
Twitter: twitter.com/kittykqtender
Not sure how I feel about armor dropping to virtually nothing when it's half damaged. You might as well cut the durability in half. But at least this gives you the opportunity to repair it, I guess.
Oh, and since the Haste effect is now much more useful, I predict we'll be getting the ability to brew it.
I also predict we'll be seeing enchantments to improve the Attack Speed. And that axes will be further fleshed out as alternative weapons to swords.
If someone could decipher the hearts=damage ratio thingy you could make an vanilla damage indicator without mods, just with a texture pack. All that you need to do is get what the hearts mean in damage and then make the hearts texture into numbers.
As for the durability armor thing, if they introduce damage armor textures i could bear with it but if not. Begone!
This would have been a good opportunity to make axes a sidegrade to swords.
Instead they nerfed axes. ?????
I've now had a chance to try the new combat mechanics, and they are indeed a lot more challenging. Get cornered by a couple mobs, and you're dead. I rather like it! You'll definitely want to pick things off with a bow before they get close.
Not at all sure I like the new map mechanic, though. Sometimes you *want* close-in maps, and having to cut down bigger maps to get the small map you want is fiddly.