Hoglins are afraid of warped fungus, how would one even end up in the warped forest lore wise?
I mean it's a zombie at that point, so I don't know that it would care. Zoglins in-game don't flee from Warped Fungus, so I guess that behavior is lost on them.
That said, I'd rather the Warped Forests stay as-is. It's kind of nice that they're a somewhat more "peaceful" biome as far as the Nether goes. Perhaps Zoglins could just be a rare spawn in the Nether Wastes instead.
Hoglins are afraid of warped fungus, how would one even end up in the warped forest lore wise?
Once undead, they feel the need to avoid living hoglins, piglins, and ziglin, so they head for the only area free of all these creatures and relatively naturey.
NO. Warped Forests are meant to be the safest of all nether biomes, and how are they meant to be safe with super-hostile juggernaut undead boars roaming it?!
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
NO. Warped Forests are meant to be the safest of all nether biomes, and how are they meant to be safe with super-hostile juggernaut undead boars roaming it?!
Well that's a strong response, but yeah you can argue that. I don't claim that warped forests are supposed to be peaceful. I just like the idea that if a red forest has red hogs, blue forest has blue hogs. Red oni blue oni kinda deal
Well that's a strong response, but yeah you can argue that. I don't claim that warped forests are supposed to be peaceful. I just like the idea that if a red forest has red hogs, blue forest has blue hogs. Red oni blue oni kinda deal
Firstly, Zoglins are pink-and-green, not cyan.
Secondly, these biomes are not meant to be equivalents.
Warped Forest is safe biome to move through and to set first bases, headquarters in. And ender pearl farms.
Crimson Forest is hazardous place, place to build resource outposts and make woodcutting/hunting/trading excursions into.
Even Crimson Forest mobs have weaknesses that render them not entirely dangerous with appropriate equipment, while Hoglins are fearless, relentless and without inhibitions.
Mind that endermen can be countered more cheaply and efficiently than crimson mobs - both gold armour and soul equipment are just (not-so-cheap) soft barriers that don't give a real edge in combat, warped fungus have to be collected on-spot and placed down, while pumpkins are readily available in the overworld, while roofs allow you to slash endermen to gibs with stone sword with absolute impunity.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Firstly, Zoglins are pink-and-green, not cyan.
Secondly, these biomes are not meant to be equivalents.
Warped Forest is safe biome to move through and to set first bases, headquarters in. And ender pearl farms.
Crimson Forest is hazardous place, place to build resource outposts and make woodcutting/hunting/trading excursions into.
Even Crimson Forest mobs have weaknesses that render them not entirely dangerous with appropriate equipment, while Hoglins are fearless, relentless and without inhibitions.
Mind that endermen can be countered more cheaply and efficiently than crimson mobs - both gold armour and soul equipment are just (not-so-cheap) soft barriers that don't give a real edge in combat, warped fungus have to be collected on-spot and placed down, while pumpkins are readily available in the overworld, while roofs allow you to slash endermen to gibs with stone sword with absolute impunity.
You kinda lost me in that last sentence but okay?
I never understood how warped fungus works - so you have to place it down to scare hoglins, holding it in hand doesn't work?
And in the second last line i guess you meant "zoglin" not "hoglin". They still do have one weakness which is that you can leash them.
I never understood how warped fungus works - so you have to place it down to scare hoglins, holding it in hand doesn't work?
And in the second last line i guess you meant "zoglin" not "hoglin". They still do have one weakness which is that you can leash them.
Yeah, I meant that "Zoglins are fearless, relentless and without inhibitions."
Warped fungus has to be placed down, yes.
And leashing is much harder to utilise properly, since you have to approach Zoglin first and then move it near a fence to bind it. It'd probably be easier to create a conventional universal trap than doing this. Lead isn't that common either, one has to find a swamp or slime chunk. And this weakness also applies to living Hoglins.
And the issue is still that zoglins are mobs of hostile, unless class, rather than hostile, if class Endermen belong in as mobs that are meant to be present in semi-peaceful Warped Forest.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Yeah, I meant that "Zoglins are fearless, relentless and without inhibitions."
Warped fungus has to be placed down, yes.
And leashing is much harder to utilise properly, since you have to approach Zoglin first and then move it near a fence to bind it. It'd probably be easier to create a conventional universal trap than doing this. Lead isn't that common either, one has to find a swamp or slime chunk. And this weakness also applies to living Hoglins.
And the issue is still that zoglins are mobs of hostile, unless class, rather than hostile, if class Endermen belong in as mobs that are meant to be present in semi-peaceful Warped Forest.
Makes sense, yes.
Leads can be obtained cheaply through wandering traders.
Leads can be obtained cheaply through wandering traders.
Hm, good to know.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Have them be rare and make it so they ignore endermen.
Hoglins are afraid of warped fungus, how would one even end up in the warped forest lore wise?
I mean it's a zombie at that point, so I don't know that it would care. Zoglins in-game don't flee from Warped Fungus, so I guess that behavior is lost on them.
That said, I'd rather the Warped Forests stay as-is. It's kind of nice that they're a somewhat more "peaceful" biome as far as the Nether goes. Perhaps Zoglins could just be a rare spawn in the Nether Wastes instead.
Once undead, they feel the need to avoid living hoglins, piglins, and ziglin, so they head for the only area free of all these creatures and relatively naturey.
Except they don't avoid them. The hoglin will actively seek out those mobs to kill, and those mobs won't attack back until they're hit by the zoglin,
It was a suggestion for a change.
NO.
Warped Forests are meant to be the safest of all nether biomes, and how are they meant to be safe with super-hostile juggernaut undead boars roaming it?!
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Well that's a strong response, but yeah you can argue that. I don't claim that warped forests are supposed to be peaceful. I just like the idea that if a red forest has red hogs, blue forest has blue hogs. Red oni blue oni kinda deal
Firstly, Zoglins are pink-and-green, not cyan.
Secondly, these biomes are not meant to be equivalents.
Warped Forest is safe biome to move through and to set first bases, headquarters in. And ender pearl farms.
Crimson Forest is hazardous place, place to build resource outposts and make woodcutting/hunting/trading excursions into.
Even Crimson Forest mobs have weaknesses that render them not entirely dangerous with appropriate equipment, while Hoglins are fearless, relentless and without inhibitions.
Mind that endermen can be countered more cheaply and efficiently than crimson mobs - both gold armour and soul equipment are just (not-so-cheap) soft barriers that don't give a real edge in combat, warped fungus have to be collected on-spot and placed down, while pumpkins are readily available in the overworld, while roofs allow you to slash endermen to gibs with stone sword with absolute impunity.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
You kinda lost me in that last sentence but okay?
I never understood how warped fungus works - so you have to place it down to scare hoglins, holding it in hand doesn't work?
And in the second last line i guess you meant "zoglin" not "hoglin". They still do have one weakness which is that you can leash them.
Yeah, I meant that "Zoglins are fearless, relentless and without inhibitions."
Warped fungus has to be placed down, yes.
And leashing is much harder to utilise properly, since you have to approach Zoglin first and then move it near a fence to bind it. It'd probably be easier to create a conventional universal trap than doing this. Lead isn't that common either, one has to find a swamp or slime chunk. And this weakness also applies to living Hoglins.
And the issue is still that zoglins are mobs of hostile, unless class, rather than hostile, if class Endermen belong in as mobs that are meant to be present in semi-peaceful Warped Forest.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Makes sense, yes.
Leads can be obtained cheaply through wandering traders.
Hm, good to know.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out