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Mar 12, 2013Lyssiechan posted a message on [List] Steelfeathers' texture pack archive (updated 3/17)Eagerly awaiting updates for Feathersong and Enchanted. c: Absolutely beautiful texture packs.Posted in: Resource Pack Discussion
Aug 18, 2012I feel like they shouldn't regain health from baby animals at all, that gets your hunting all mixed up with your farming. I could get behind zombies healing slightly more than skeletons or spiders, but I also like all hostile mobs giving the same amount... hmm.Posted in: Suggestions
Also, I forgot chickens before! I can't decide whether they should heal a small amount and not drop meat if your wolf kills them, or if they should just be ignored for wolf-healing purposes. They're so small and quick to kill I'm not sure there'd be much point to it.
Aug 17, 2012Hmmm, you do make a good point, EnderBorn1. I don't think it would make much sense for them to ONLY heal from pigs, but maybe if pigs offered the most healing?Posted in: Suggestions
That could work well with Bumber's suggestion of letting hostile mobs heal about half a heart. There could be a scale of effectiveness, from hostile mobs (least, not worth the risk just to heal but a nice bonus for successful combat), to cows (okay, they'll do in a pinch but if there's better stuff available you should go for that), to pigs (delicious bacony goodness). I like that.
Aug 17, 2012There's something I've always felt was missing from Minecraft's wolves, and while I found an awful lot of wolf suggestions while searching, I couldn't find any with this particular idea: Why not let wolves regain health when they kill a (passive) mob?Posted in: Suggestions
Think about it - wolves are natural hunters in reality, and in Minecraft they roam about chasing and killing sheep before you tame them. And yet once you turn them into dogs, they become entirely dependent on you for food. I do understand the game balance need for this. Entirely self-sufficient tame wolves would be too overpowered. However, I think my suggestion is a good compromise between "completely dependent" and "unstoppable self-healing god-dogs".
It would work like so:
- The player strikes a cow or pig, setting it as a target for his wolf to aggro on.
- The wolf attacks and kills the cow or pig.
- The cow or pig drops items as normal for the player to collect. The wolf, if it was injured at all, will regain some health.
The idea is that Steve? is able to glean a certain amount of usable meat from the carcass, while the wolf eats some of what he's left behind. (After all, an adult cow definitely contains more than two or three steaks' worth of meat...) To make it more balanced, this ability would not work when attacking hostile mobs: skeletons aren't very nutritious, spiders are mostly crunchy exoskeleton, zombies' decaying flesh is hard to get a good mouthful of, and creepers taste like gunpowder and death. This would prevent your wolf from being an unstoppable juggernaut that heals itself in combat, while still leaving open the option of hunting trips where both the player and the wolf benefit directly.
For me, this would be an enjoyable addition, and it could encourage players to go hunting with their wolves more often. It would make the wolves feel more natural and believable, make it a lot more fun to go hunting with them, and ease the trouble of having to carry meat to heal them.
Of course, this could easily make wolves overpowered - never worry about feeding them again, just go punch a cow! To mitigate this, perhaps it could be more effective to feed them a steak than to have them kill a cow. They would be eating the leftovers, after all, rather than the choice cuts. Maybe you would have to sic your wolf on five cows to get the same healing potential as one steak?
Tell me what you think. Thoughts and suggestions on how to balance this idea are welcome.
Aug 17, 2012I absolutely support this. A major problem with tameable mobs right now is that they're so freaking stupid that it's hard to get attached to them or to use them. I love the wolves and cats, but after some traumatic incidents with beloved critters jumping merrily into lava, I now more or less use them as house decoration. What good is a wolf if it just sits in your house and barks?Posted in: Suggestions
So yes, I'd love to see wolves get smart about heights and lava, and cats just get smart about lava. It wouldn't just make them more useful, it would make them feel much more natural, and a more enjoyable part of the game. Not to mention, it would encourage more exploration if you could take your wolf pack and your creeper-repelling cats with you without worrying about them killing themselves with stupidity.
Aug 17, 2012Lyssiechan posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)You've clearly thought this out, and those sample screenshots are amazing. I never knew how much I wanted natural glowing crystals in Minecraft until just now.Posted in: Suggestions
I also had the colored sand idea, and I definitely think it would be a sensible and elegant way of creating colored glass. Not to mention the possibilities for large scale sand art and colored sandstone.
Voted this up.
May 29, 2012Posted in: Recent Updates and SnapshotsQuote from Awesomebob74
Because I like for the world to stay right as I left it when I hit escape to go take care of things far more important than a video game.
Also, for those of us running on lower-end computers, the ability to tell the game to just shut up and stop processing for a little while is invaluable. Save/quit isn't always an option.
May 26, 2012Lyssiechan posted a message on Multiplayer lag problems in a singleplayer game...So I'm having lag issues.Posted in: Recent Updates and Snapshots
Actually, I'm always having lag issues. The only way I can play Minecraft is on a laptop with one gig of RAM, so it's a persistent problem. But I've always had different kinds of lag problems in SMP and SSP.
For instance, on a multiplayer server, say I encounter a creeper and just as I'm about to start swording it to death, Minecraft chokes up on lag. I'm left staring at a still frame of a creeper for 10-30 agonizing seconds, waiting to be able to respond. Then the lag clears, my client catches up with what happened in the world while I stood there helpless and unable to input anything, and I find the creeper has blown me to kingdom come.
Frustrating. But on SMP, I can grit my teeth and accept it. That's just what happens when you try to play multiplayer with a crappy computer, right? The world can't stop for my lag.
On SSP, it used to be a different story. When Minecraft would lag up on me, I could generally count on being able to resume where I left off when the lag cleared. After all, it was my lag in my world; the world was lagging with me.
Not so anymore, however. Now if I see a creeper coming towards me in SSP, and the client chooses that moment to have a lag seizure, I'm dead; while I'm lagging out, that creeper has walked up to me and exploded, and too bad for me if I was far from spawn and/or carrying anything valuable. This is... really unpleasant. I can understand it working like this in multiplayer, but when my own singleplayer world does this to me - and remember lag is a constant problem for me - it really rankles.
It's made even worse by the fact that I can't even pause anymore. Pausing the game used to be an incredibly important way of managing lag for me, if it started to get unbearably slow I could just hit escape to pause and let the client calm down and get itself straightened out before resuming. The loss of this feature is really frustrating; paired with the other problem, it could make Minecraft unplayable for me. I've almost entirely stopped playing SMP because of those issues, I really didn't want them to follow me to singleplayer.
I do understand the reasoning behind merging the singleplayer and multiplayer logic, and agree that it should be done. But is there any way to fix these issues? Singleplayer should play like singleplayer.
May 25, 2012Lyssiechan posted a message on Emeralds: Revolutionary or "Doesn't-Fit"? [snapshot 21]I'm really excited about the emeralds. My only wish is for them to also be craftable into a decorative block form, but I'm fine with them being a currency too.Posted in: Recent Updates and Snapshots
The thing is, Minecraft was starting to feel a little stale for me, and a lot of items were frustratingly unobtainable. Emeralds, along with the other changes like cocoa plants and pyramids, are exciting - now we have a legit way to get chainmail and exp potions, an easier way to get glowstone (which is the #1 reason I ever bother entering the nether), and an easier way to get melon seeds (I suck at mineshafts), while at the same time getting rid of a lot of useless stuff that accumulates. I love it! I love the idea of bringing a bunch of rotten flesh and selling it off to save up for diamond armor or whatever. All I need now is for villagers to buy seeds, and I'll be happy. XD
Basically I find it fresh, exciting, and overdue. Finally, villagers do something!
May 21, 2012Posted in: Survival Mode
My island, shortly after starting. My tree is on the left.
My first root: destroy the infidel tree!
(Why do I have records? Well... I'm playing with TooManyItems, and the first few days are really slow, so I cheated in a record player and records to make it slightly more entertaining. Everything else is legit, and the record player doesn't affect actual gameplay.)
My underground shelter. I'm not standing on wood here, but with a log adjacent at eye level I figure I'm okay.
My tree so far! It's a little... boxy...
And my bedroom. It's since been ripped open a bit to add in a branch.
May 11, 2012Started this (again) a couple days ago. I got a lovely picturesque spawn on a small island in the middle of the ocean, with two small oak trees on opposite ends! Rough start, but it made for a nice narrative. No sugarcane or vines so my options are a little limited, but I've got the basics to eat and build.Posted in: Survival Mode
I've bent the rules for myself a few times, but I'm keeping it within reason and it was mostly to make the early challenge easier. For instance:
- I didn't have enough logs to make a shelter, and my sapling was taking far too long to grow, so I allowed myself to step off the wood as long as I was still adjacent to and at eye level with a log. Like my tree spirit was still keeping a hand on the root.
- No skeletons were coming anywhere near me and I really needed bones, so I made a run directly at them, running back to the tree the instant I had their attention. This was very early on, so I ruled it acceptable and made a story justification for it (the tree spirit was desperate to help the mother tree grow and also was still weakly bonded so leaving wouldn't kill her, etc. etc.)
- To differentiate between slave wood and mother-tree wood, after I converted the rival tree to planks I replanted a birch sapling there with TMI, ensuring there would be no confusing my saplings/wood with the slave saplings/wood.
- Related: due to shortage of slave wood on the island, if the slave birch fails to produce saplings I can use TMI to replant it.
That's it, though, and now that I have a good supply of bones and saplings and a good root network, I don't foresee myself needing to bend the rules any further.
By the way, this is really fun to play with PeacefulPack. Flax is a very pretty and useful crop to have around.
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