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    posted a message on Creepers overpowered or bugged?
    Quote from Eniliad

    I might suggest a few things to say to your members. For one, inform them that when a creeper starts sizzling, the proper course of action is to sprint away, whip out a sword and prepare to charge-attack it, not grab it and try to dry-hump the thing until it explodes.

    In order for that creeper to kill me on Easy, I had to jump into it; the creeper actually backs off slightly while preparing to blow. A couple steps back removes about half of its damage capabilities.


    My problem with creepers isn't killing them, but that I have to kill so many of them.

    On my server, (1.8.1) Creepers spawn at least 2:1 and more like 4:1 more than any other mob. Almost every morning there are 4-6 of them walking around just outside of torch range.

    I was working on a slime spawner (incorrectly, but that's not the point) and creepers would spawn twice as often as other mobs. I don't know what the 'code says about it' but there are WAY too many of them.


    And fighting them, you not only have to protect yourself, but if you slip up, they can destroy your buildings. I spend way too much time filling in potholes in the yard. (Typically I try to lead them into the water and deal with them there.)

    Given their special "I can ruin your stuff" nature, I really think their spawn rate needs to be turned down quite a bit.
    Posted in: 1.0 Update Discussion
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    posted a message on So way too much coal up in here in 1.9 pre release 2
    I get more excited finding a vein of coal than I do for Iron, Gold, or Redstone. There's no such thing as 'too much coal.'
    Posted in: 1.0 Update Discussion
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    posted a message on 1.9 Updates: New Character Screen!
    I can't imagine why they'd want to change their awesome building game into a crappy RPG.

    Exploring in Minecraft is only fun because it's 'extra.' If you had two games about 'exploring' and one looked like Minecraft and one looked like Oblivion, guess who wins?

    Killing mobs in Minecraft is only fun because it's 'extra.' If you have two games about killing mobs, and one is Minecraft and the other is Diablo 2, guess who wins?

    Survival in Minecraft is only fun because it's 'extra.' If you have two games about not getting killed by all the monsters and one is Minecraft and one is Dead Island, guess who wins?

    These extras are great. They made the game better, but ONLY because they are extras. They were little bits of interest on top of a game about building. Without mobs, Minecraft is still about building. Without building Minecraft is a pile of blocky terrain generation that wouldn't keep someone interested for 30 minutes.

    I don't think there's anything wrong with introducing new things. However, I do think this 'Adventure Update' direction is WAY off course and it is rapidly getting to the point that it'll be detrimental to Minecraft in general.
    Posted in: Minecraft News
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    posted a message on Poorly implemented difficulty setting
    I don't do much single-player.

    My vote is that for Multiplayer servers every one of those options should be configurable. Inside the server.properties file instead of choosing difficulty 1-5, the server admin instead sets a bunch of options.

    Mob Health
    Mob Damage
    Mob Frequency
    Day/Night ratio
    Hunger (and what happens when you run out.)


    Pretty much every aspect of our world should be configurable based on the kind of server we want to host. That might be asking a lot...but it's pretty consistent with the forums. :smile.gif:
    Posted in: 1.0 Update Discussion
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    posted a message on Day Night Cycle Control
    I was expecting to be able to configure the day/night ratio for my SMP server in 1.8. Does anyone know if that was an actual feature that got pushed off, or an unvalidated rumor?

    I'd also like to change how often and how long it rains. Are there plans to allow this kind of fine-grained control for server admins?
    Posted in: 1.8 Update Discussion
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    posted a message on Fix furnaces NOW
    Is this a new 1.8.1 bug? I've been doing fine with furnaces in preview and in 1.8
    Posted in: 1.8 Update Discussion
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    posted a message on Why hunger upsets me
    On my SMP server (vanilla) it defaults to where you only go down to half health when you run out of food.

    For the first while I frantically tried to get a sustainable wheat farm going. Then I remember fishing and that's a whole lot better. Finally I got some melon seeds and that gives you so much easy food I expect it to be nerfed.

    I really enjoyed how it brought food and farming into the game, when before their only real use was almost religated to 'role-playing.' They they had real purpose and real affect. In that light, hunger was a definite success. (It also got me to build more stairs instead of jumping. It definitely seems to me jumping makes your hunger bar go down faster than simply walking. I don't know if that's true or not though.)

    Then I realized it's so much easier just to play the game with 5 hearts and zero food, and I've never really cared to eat anything again. So, in that case hunger is a fail.

    The other thing is that animal farming is broken. There no pigs/cows/sheep on my server. Well, if you want to go explore you might find one, but I've never touched an animal on the server and there are none around. So my biggest meal is a cooked fish. If I could raise and butcher pigs and cows, like I'm supposed to be able to, then once again I'd say hunger is a win. (BTW, Mojang, if you're reading, you also need a rope, to get those animals into your pen in the first place.)
    Posted in: 1.8 Update Discussion
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    posted a message on 1.8 Dislikes
    Quote from Guattanator

    I agree with most of what you said UltimateTobi except for this part

    you are forgetting it's use as sky lights :biggrin.gif: since glass panes just look like total **** if you try to make them into a sky light, I tried :c, ssssssssoooooo unless that's a bug and Notch fixes it still need normal glass if you want a sky light or live underground and want a roof window(it's a damn skylight anyway at that point)



    They are still great for making glass walls, like for holding back lava or water, but still seeing it. They are great for when you want to stand/walk on glass.

    I thought the same thing at first. "Why are there still blocks?" I'm glad there are. Different uses, different needs.
    Posted in: 1.8 Update Discussion
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    posted a message on 1.8 Dislikes
    Quote from Trenix

    Our melons ingame are clearly not watermelons since they have a yellow outerlayer, but once broken they yield watermelon slices because they are red on the inside and have a green outerlayer. It doesn't make any sense...


    Um, my watermelons are green. Looks just like a watermelon to me. It's not a solid dark green, but it's definitely a green melon.
    Posted in: 1.8 Update Discussion
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    posted a message on Vines and their spread
    Quote from Hal9000

    Maybe perhaps not being able to generate on sand.


    I think vines are friggin' awesome. I took one vine and placed it on a tree. Now my entire structure and cave system and everything is covered by vines. I love it.

    If they were hard to get rid of, then I'd vote for nerfing them, but they break so easily, if they grow too much, just cut them back a bit. You'll be able to see that they are going the wrong direction and take steps to prevent it.

    That being said, there has to be a way to take those steps. Making it so they don't generate on certain types of blocks seems to be the best way.

    Sand is a good choice. Other obvious ones (but not useful) Metal blocks (iron, gold diamond), Obsidian, Glass. Those aren't that useful because you can't build your fortress out of them.

    It might make sense that they can grow on cobble, but not on smooth stone.

    I did notice that they can't occupy the same block as a torch. So you could probably make redstone 'vine blocker' lines. Fences might stop them. (Except it's easy to jump the fence if there's an overhang). And that's actually too bad because making a vine covered lattice out of fences could have been cool.

    So, my vote is keep their unimpeded growth the same as it is. However, make some sort of impediment that you can use to stop it with.

    Also...I haven't tried burning vines, but I think they should burn like wildfire, (heh). However, fire on a vine can only spread to another vine, not to anything else. So you could always just burn the vines off.
    Posted in: 1.8 Update Discussion
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    posted a message on 1.8.1 Exp orbs lag server
    There was a user-patch for the preview that turned the orbs off completely. I liked that solution since they don't do anything.

    Although I guess it's a good idea to get the problem fixed for the time when XP actually means something.

    There was a bit in the patch notes that said he fixed it, but if you're still having problems I guess he didn't fix it very well. I haven't gotten enough orbs in 1.8 yet to notice, but I definitely had the 'crash the server' problem in the Preview.
    Posted in: 1.8 Update Discussion
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    posted a message on ravines.....
    I have a cool 'canyon' type ravine right next to my base. Open air, small, safe.

    Then I opened up one from an abandoned mineshaft that had poison spiders and was deep, but also had parts that broke the surface.

    Finally I went deeper, and I broke into this huge underground crack that goes on forever in both directions. I'll have to somehow build stairs down cause jumping would be suicide.

    Except that they mess up the orderly mining operations I'm used to, they certainly are awe inspiring.
    Posted in: 1.8 Update Discussion
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    posted a message on How to grow melons?
    Also, the melons will ruin the cultivation of the square they appear on. So take a hoe with you when you harvest them so you can re-plow the ground for the next harvest.

    I have a feeling melons will be nerfed. Although it's kind of a pain to have to eat so many of them (each slice gives one corndog) They are BY FAR the quickest and easiest way to to get food. (Once you find seeds that is.)

    With just 4 plants, watermelon became my main food source, producing more food, faster, than a wheat farm and spending a day fishing. (which are numbers #3 and #2 respectively.) There were basically NO animals on my SMP server...even though I never killed anything.
    Posted in: 1.8 Update Discussion
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    posted a message on Studies in Animal Husbandry.
    I've started several SMP maps.

    On a couple maps I've seen 5 million sheep. (It's always sheep, never lots of pigs or lots of cows.) On the current map there are no animals at all. (Luckily I FINALLY remembered you can eat fish.)

    I've trapped animals in pens and never had them reproduce. I have had them despawn on their own. I sheared some sheep and gave them LOTS of grass, but they never grew wool again. (I really wanted to know if my gray sheep would grow gray wool again and if my yellow sheep would stay yellow....but no new wool ever grew.)

    Since they say 1.9, I'll stop messing with animals and just keep fishing, (and wheat farming). They definitely made a use for food this time. :smile.gif:
    Posted in: 1.8 Update Discussion
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    posted a message on birds in minecraft?
    Quote from Yuni

    It's probably mo' creatures.


    Speaking of Mo' Creatures, the little tweety birds there give excellent ambiance while not affecting gameplay 'much'. Of all the things in Mo' Creatures, the birds are what I would put in vanilla first. (If I were moving things to vanilla.)

    (Of course, they are kind of lame when they steal the seeds you were trying to harvest.)
    Posted in: Discussion
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