Maybe there could be a cap on the number of iron golems that would spawn in an area at once (like 3 or something.) Making golems immune to lava would make them harder to kill.
This would slow down the insane rate that you can gather iron.
If the area for detecting nearby golems was big enough to encompass the loaded chunks then it wouldn't be an issue. Transportation would take quite a bit of time, so making the area just as big as the spawn area might even be enough to still slow things down a bit.
i just love the iron golem update in general and having the ability to farm them just adds another use for this new mob.
Awesome job.
I am in agreement. My favorite thing about minecraft is that it gives players such freedom that they can actually farm item drops from monsters. I used to play a ton of MMORPGs and it was always frustrating to me that other people seemed to have better stuff. Well, in minecraft I can build a mob farm that does the work for me - if minecraft was real life, I guarantee you that mob farms would not only be common, they would be big business (MobDrops INC.).
Is it "fair" to make mob farms? Maybe. Is it sporting? Certainly not. Is it in keeping with the minecraft principle of "do anything you want in this game as long as you follow the internal rule system"? I think so.
I value creativity enough that I think grinders should be left in the game - it is logical that they should be possible to make, so I say keep them in. Otherwise it seems like the designers are breaking the internal consistency of the game because (presumably) they feel that we should play the game in a different way.
If they didnt feel that way and were just trying to combat SMP lag, why wouldnt they just have released two different jar files? One for SMP, one for single player?
yeah, its not clearly exactly what the developers position is on mob farming, due to the fact that any "nerfs" to mob farming have had other purposes, such as to reduce lag or improve AI.
the only nerf that i saw that was clearly intentional was having spiders only drop "spider's eye" when killed by the player, the same for blazes with "blaze rods" and having endermen teleport when they come in contact with water. all of which, i disagree with (except for endermen teleporting when coming in contact with water).
I personally believe that these mobs should drop items irregardless of how they are killed. the player already losses out on the xp if they are mob farming for items. plus mob items are low grade anyhow.
That's why I think this is one of those rare things that actually would deserve a slider, a choice made at the starting of a new world.
This is a good suggestion, but having mobs player-kill only for drops doesn't stop mob farming. you just have to make different traps that allows you to one-hit-kill the mobs you collect.
personally i've never experience a big problem with mob farms on any server, especially pvp bceuase you can always find and destroy their traps. i find mob traps add more strategy to pvp, since they are often a factions supply lines. also pvp is a small part of the overall game.
and 80 minutes is quite quick to find a npc village, get your materials, and build a mob farm.
Well finding a village is luck: You can search for them for hours or you can spawn next to them (when creating a new world.).
If the area for detecting nearby golems was big enough to encompass the loaded chunks then it wouldn't be an issue. Transportation would take quite a bit of time, so making the area just as big as the spawn area might even be enough to still slow things down a bit.
Mostly moved on. May check back a few times a year.
Of course, they nerfed it so it's all good now. But before...
Awesome job.
I am in agreement. My favorite thing about minecraft is that it gives players such freedom that they can actually farm item drops from monsters. I used to play a ton of MMORPGs and it was always frustrating to me that other people seemed to have better stuff. Well, in minecraft I can build a mob farm that does the work for me - if minecraft was real life, I guarantee you that mob farms would not only be common, they would be big business (MobDrops INC.).
Is it "fair" to make mob farms? Maybe. Is it sporting? Certainly not. Is it in keeping with the minecraft principle of "do anything you want in this game as long as you follow the internal rule system"? I think so.
I value creativity enough that I think grinders should be left in the game - it is logical that they should be possible to make, so I say keep them in. Otherwise it seems like the designers are breaking the internal consistency of the game because (presumably) they feel that we should play the game in a different way.
If they didnt feel that way and were just trying to combat SMP lag, why wouldnt they just have released two different jar files? One for SMP, one for single player?
the only nerf that i saw that was clearly intentional was having spiders only drop "spider's eye" when killed by the player, the same for blazes with "blaze rods" and having endermen teleport when they come in contact with water. all of which, i disagree with (except for endermen teleporting when coming in contact with water).
I personally believe that these mobs should drop items irregardless of how they are killed. the player already losses out on the xp if they are mob farming for items. plus mob items are low grade anyhow.
This is a good suggestion, but having mobs player-kill only for drops doesn't stop mob farming. you just have to make different traps that allows you to one-hit-kill the mobs you collect.
personally i've never experience a big problem with mob farms on any server, especially pvp bceuase you can always find and destroy their traps. i find mob traps add more strategy to pvp, since they are often a factions supply lines. also pvp is a small part of the overall game.