So I was reading the update list on the wiki when I saw that creepers explode when they fall. Don't you think this is another way to stop mob farms? Now Mob farms that have fall traps have to be changed. What do you think about this update?
So I was reading the update list on the wiki when I saw that creepers explode when they fall. Don't you think this is another way to stop mob farms? Now Mob farms that have fall traps have to be changed. What do you think about this update?
They explode IF THEY FALL ON YOU. Not if they fall period.
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Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
No, they shouldn't, what it they accidentally fall off a cliff or you knock one of while fighting, they already leave enough craters in my world, now they're going to leave even more. Its a nice idea to make fighting them harder, but all it does is make it harder to get their drops and become an annoyance to the player.
Just the idea that creepers might explode on impact led me to come up with an upgrade design for my in-base item grinder. Now instead of dropping down my main ladder/skylight shaft and going splat on the central intersection of mining tunnels on the top level of my 3-story bedrock-level diamond mines, mobs go slightly less splat one level up in their own dedicated drop shaft, into a shallow flowing-water pool that in turn pushes them into a lava blade that finishes off any mobs that survive the drop. No more getting pegged by falling skeletons just as I get off the ladder on the top mining level. No more having to keep inventory space free to pick up their drops coming back from a mining run. And yet it still uses the old darkrooms and canals just fine.
I haven't actually had any creepers blow up on impact yet, but then again I haven't been exploring ravines since the update came out. That should get...interesting.
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"I think I'm starting to like this `programming' thing. It's about four times as fun as shaving." -- Notch, June 12, 2011
Creepers only explode upon falling in a VERY specific set of circumstances. Ie - you jump off the edge of a cliff or something and the creeper follows you down. As you remain somewhat inside the creeper's range for its timer to be set off, its timer is set off and thus when you and the creeper land, assuming you both don't die from the fall, a significant portion of the timer has gone and thus it seems to explode almost instantaneously.
There's no need for an ENTIRE UPDATE to be removed for this. Even so, I'm fairly sure this is something that is restricted to Hard, though I might be wrong.
I voted no, because creepers don't explode when dying from a fall. They explode when falling and landing on the player. Creepers may now perform kamikaze dives. They are sneaky, death from above, exploding ninjas.
They explode IF THEY FALL ON YOU. Not if they fall period.
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
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I haven't actually had any creepers blow up on impact yet, but then again I haven't been exploring ravines since the update came out. That should get...interesting.
1. People complain Minecraft isnt hard enough.
2. Mojang updates to fit needs.
3. People complain about Minecraft being too hard.
The main problem is step 1... Thats what happened to Endermen. Ya'll are just too cowardy.
Creepers only explode upon falling in a VERY specific set of circumstances. Ie - you jump off the edge of a cliff or something and the creeper follows you down. As you remain somewhat inside the creeper's range for its timer to be set off, its timer is set off and thus when you and the creeper land, assuming you both don't die from the fall, a significant portion of the timer has gone and thus it seems to explode almost instantaneously.
There's no need for an ENTIRE UPDATE to be removed for this. Even so, I'm fairly sure this is something that is restricted to Hard, though I might be wrong.
And that's good.
The people wanted a harder minecraft, and you got it, stop complaining.