- Spawns in ocean or beach biomes
- Only between 60 - 48 altitude, at light levels 11 and below
- And only on or blocks
- Uncommon
- Neutral
- Cannot drown, suffocates and is greatly slowed if beached
- Has 16 health ()
- Does 4 damage ()
- Drops: (0-1), (0-2)
- Basis
- Only between 60 - 48 altitude, at light levels 11 and below
- And only on or blocks
- Uncommon
- Neutral
- Cannot drown, suffocates and is greatly slowed if beached
- Has 16 health ()
- Does 4 damage ()
- Drops: (0-1), (0-2)
- Basis
Like their real life equivalent, these sharks would be non-hostile unless provoked. I'm sure that many of you are scratching your heads wondering why sharks of all things should be implemented as a neutral mob. That premise is based off some things Notch said, where he didn't want to implement hostile sharks [see "Notch's streaming (July 14, 2010)"]. I'm well aware that Notch is no longer an active member of the team, but there's a good reason for no hostile aquatic mobs due to the massive advantage even a small group would have over the player.
Sharks spawn in ocean biomes and only on dirt or sand. Therefore, you're not going to have them invade your cobblestone swimming pool or have to tiptoe around them while picking up crops that fell in the water. They are nocturnal predators and become more active during the night. During this time they feed on their favorite food, squid.
They are resistant to conventional methods for taking critical damage and will also resist being pulled by a fishing rod, but if moved out of the water they will slowly flee and suffocate.
Sharks may drop Shark Skin () which if it is used in a potion, it will create a Potion of Water Breathing, () which adds the unused item and status effect for player use. One interesting aspect is that sharks will rarely spawn with one or two fish () floating alongside them.
If they spawn during the rain, that likelihood doubles. Players can use shears or a fishing rod to pluck the fish right off the shark, but if they do, the shark will be provoked. If killed while having fish float around them, the shark will drop the respective amount of fish. Note: this does not replace the default fishing method.
Sharks spawn in ocean biomes and only on dirt or sand. Therefore, you're not going to have them invade your cobblestone swimming pool or have to tiptoe around them while picking up crops that fell in the water. They are nocturnal predators and become more active during the night. During this time they feed on their favorite food, squid.
They are resistant to conventional methods for taking critical damage and will also resist being pulled by a fishing rod, but if moved out of the water they will slowly flee and suffocate.
Sharks may drop Shark Skin () which if it is used in a potion, it will create a Potion of Water Breathing, () which adds the unused item and status effect for player use. One interesting aspect is that sharks will rarely spawn with one or two fish () floating alongside them.
If they spawn during the rain, that likelihood doubles. Players can use shears or a fishing rod to pluck the fish right off the shark, but if they do, the shark will be provoked. If killed while having fish float around them, the shark will drop the respective amount of fish. Note: this does not replace the default fishing method.
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If you liked this idea, check out my mod idea for Pig Villagers!
While you're at it, go check out joetheantipro's Fantastic Fish Mod Idea, which utilizes this very concept!
Also if you want to use this idea for a mod or something just post a reply or pm me first.[represent]
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1
1. Each tick the sapling has so much of a chance to grow. Trees require light to grow, so this will always be false at night unless you put a torch or other light source near the sapling. When this becomes positive it
2. Picks tree-dimensions randomly (not sure on distribution here, I feel smaller trees are more likely). The dimensions are on the wiki-- spruce and birch are the easiest to make room for because they can never branch and can be fairly short-- then if that tree fits in the alloted space around the tree it
3. Grows into that tree.
So the best ways to increase growth (without use of bonemeal) are:
1) light up the sapling (typically be placing a torch near it) so it can grow in the night / dark places.
2) make sure the sapling has ample room.
3) plant many saplings.
I personally don't like huge oaks because its a pain to track down all the branches. By limiting the amount of space (mostly in the height direction) it limits the number branching oaks that spawn (I use height level of 7 directly above the sapling... so the area is 8 high if you include the sapling level)
1
Otherwise use a dropper/hopper setup like sZ suggested.
EDIT: made my only slightly smaller version:
not sure if it is 100% reliable yet but so far seems to be size is 3x3x5.
Input is the dropper (just run a line into it or a block below it). Output is the torch or redstone dust on the left side (you could also run the redstone dust off under the block with the torch using a repeater and go out that way)
Both pistons are sticky. To save some rs dust you could also replace the RS block with a solid one, and place a torch on the side of the block under the repeater lit in the photo.
EDIT2: it seems my device requires X+1 button clicks... so put one less item in the dropper than you want
1
But I would be happy for now with comparator signal!!!
3
ie)
nothing planted = 0 signal
just planted = 1 signal
fully grown = 2 (or 10, with states in between...)
Just feel like this is begging to be implemented.
1
1
1) directly above the sapplings.
2) Diagonally NW and upwards from the NW corner sapling
3) I also clear the 4x4 square around the blocks, I'm not sure if this is required.
I don't bonemeal... since the update its stupid I just do other stuff until it grows but I guess I have lots of projects ^____^
EDIT:
1
what can't you do with pistons?
2
2