And so, the theory put forth in the OP, that many of those who will answer a thread will not actually have any idea what the OP was about, is verified.
I think it's nonsense. You aren't being eco-friendly. It's a game with a virtual environment. Strip mine and move to a new region and you won't notice the difference, but you'll have resources aplenty.
And every time that you delete a world and move on to a new one, you are (by your logic), destroying vast environments. Shame on you
It's a game.
If you really want, open-pit strip mine in a single region far from your base. haul all the resources back to your base. delete the region from the save folder. (learn which region is which first) Then re-enter the region in game. The region will be generated again in a 'pristine / un-touched / unsullied / virgin' state as if you had never been there. But you'll still have all the resources from it.
Your 'eco-friendly' sentiment is silly and un-necessary.
It's just a game.
The eco friendly bit was just a figure of speech, I'm sure. It's more the natural look of the game that he wants to preserve, and I somewhat agree. I try to make my castles and such conform to the land rather than terraform the land around it, because it makes them look more natural and less obtrusive.
I came across a slime ball next to a lava pool at the bottom of a cavern I was spelunking. A minute later, I was lucky enough to see my first slime hop out from around a corner and into the lava pool to its death.
Iron ore. It means I can make more useful tools. Iron will chew through anything short of obsidian, and it's common enough to not feel guilty about it. (unlike diamond tools, which get placed aside for special occasions.)
I generally dig a long staircase beneath my castle, then branch out from there. If I'm near water, and don't want to tunnel into the ocean, I will occasionally substitute this method with a spiral staircase.
I think that snow should be brought back, but to make i worthwhile the biomes should be bigger.
I agree that biomes should be made larger. Much larger, in fact.
As for snow, I would like to see it in snowy biomes such as taiga and tundra, but only occasionally; only happening on certain days, and only occuring on and off during a given day. Snow would replenish snow on the ground that's been scooped up by the player, as well as any broken or melted ice.
Once snow is implemented in this way, I think rain would be a nice addition to the other biomes. (with the exception of desert) Rain, as opposed to snow, could have several different "intensities," as well.
Light rain: slight particle effect, no build up on ground or change in clouds.
Moderate rain: heavier particle effect, random shallow puddles (formed in the same way as snow, on top of normal blocks), overcast sky that blocks the sun out slightly.
Storm: Very thick particles, with the possibility of a "rain" source block being rezzed in exposed areas. (think a water half block.) Without adequate drainage, this sort of rain could lead to the flooding of buildings. Rain source blocks linger for about a half day after the rain stops, then decay. Clouds become thick and dark, and the light level in the effected biome drops enough for monsters to spawn. There's a very rare chance that lightning could strike a tree, mountain or other tall structure, causing fires if it hits flammable material that may or may not be put out by the rain.
Of course, this is probably too much to hope for. XD I can't imagine how difficult this would be to code.
I would love this - it would make for an interesting challenge to defend your previously safe homes from invasion...
If Zombies do wind up being drawn to light, though, I think I would make sure none of my constructions are lit from the outside, and build a strategically placed doom fortress with traps and arrow dispensers, lit up like crazy to force zombies to it, and ride out the night in a blaze of glory.
You, sir, get one for using the term "Doom Fortress."
I've also determined that the only reason zombies want to get into your house is because they're cold.
<Buuuuuuuuuurrr...
I think this would be pretty cool, though. A massive zombie siege that would choke your mob traps and put your defenses to the test.
I wouldn't support creeper sieges though, because they'd be there forever, even after the sun came out! (Cue dramatic creeper stage dive, followed by a 32-kiloton creeper mass suicide)
While I'm all for increasing difficulty, I don't think torches should die on peaceful.
That said, I don't think it would really add that much difficulty at all. It would just add tedious grind, where you have to sweep through your base and relight all of your torches every few ingame weeks. That doesn't sound hard. It doesn't even sound fun. It just sounds irritating.
I don't mind gravel, but I wish there was some sort of recipe to convert it to flint, rather than grinding away at it again and again until it drops what I want.
Ohsnap son. You appear to have an infestation problem. :I
You could say that. I swear, for three or four days, nothing but creepers seemed to spawn around me. (With the exception of one lucky spider that jumped my 2-high wall and made me pay dearly for my hubris. (5-high walls with spider-belting from now on! >:ohmy.gif: )
Crazyzig is correct. In rainforest biomes, there's a random chance for a tree to grow with leaves all the way to the ground, presumably to give it more of a "thick" feeling, as opposed to a normal forest, where you can see a fair distance between tree trunks.
I had a megatree grow this way once. The effect was that of a giant cube of leaves in front of my fort. XD
My first house was built "Conveniently" atop a small cavern on the surface. I wasn't able to wall the cavern in properly before nightfall, and for the next few days, I had to find a way to contain and destroy the creepers that inevitably wandered into the pit.
0
And so, the theory put forth in the OP, that many of those who will answer a thread will not actually have any idea what the OP was about, is verified.
0
The eco friendly bit was just a figure of speech, I'm sure. It's more the natural look of the game that he wants to preserve, and I somewhat agree. I try to make my castles and such conform to the land rather than terraform the land around it, because it makes them look more natural and less obtrusive.
0
0
0
0
0
I agree that biomes should be made larger. Much larger, in fact.
As for snow, I would like to see it in snowy biomes such as taiga and tundra, but only occasionally; only happening on certain days, and only occuring on and off during a given day. Snow would replenish snow on the ground that's been scooped up by the player, as well as any broken or melted ice.
Once snow is implemented in this way, I think rain would be a nice addition to the other biomes. (with the exception of desert) Rain, as opposed to snow, could have several different "intensities," as well.
Light rain: slight particle effect, no build up on ground or change in clouds.
Moderate rain: heavier particle effect, random shallow puddles (formed in the same way as snow, on top of normal blocks), overcast sky that blocks the sun out slightly.
Storm: Very thick particles, with the possibility of a "rain" source block being rezzed in exposed areas. (think a water half block.) Without adequate drainage, this sort of rain could lead to the flooding of buildings. Rain source blocks linger for about a half day after the rain stops, then decay. Clouds become thick and dark, and the light level in the effected biome drops enough for monsters to spawn. There's a very rare chance that lightning could strike a tree, mountain or other tall structure, causing fires if it hits flammable material that may or may not be put out by the rain.
Of course, this is probably too much to hope for. XD I can't imagine how difficult this would be to code.
0
You, sir, get one for using the term "Doom Fortress."
I've also determined that the only reason zombies want to get into your house is because they're cold.
<Buuuuuuuuuurrr...
I think this would be pretty cool, though. A massive zombie siege that would choke your mob traps and put your defenses to the test.
I wouldn't support creeper sieges though, because they'd be there forever, even after the sun came out! (Cue dramatic creeper stage dive, followed by a 32-kiloton creeper mass suicide)
0
That said, I don't think it would really add that much difficulty at all. It would just add tedious grind, where you have to sweep through your base and relight all of your torches every few ingame weeks. That doesn't sound hard. It doesn't even sound fun. It just sounds irritating.
0
Then again, you generally don't blast wool off of sheep using the shockwave of a supersonic punch, so realism doesn't really enter into it.
0
0
You could say that. I swear, for three or four days, nothing but creepers seemed to spawn around me. (With the exception of one lucky spider that jumped my 2-high wall and made me pay dearly for my hubris. (5-high walls with spider-belting from now on! >:ohmy.gif: )
0
I had a megatree grow this way once. The effect was that of a giant cube of leaves in front of my fort. XD
0
0