• 1

    posted a message on Farmable Everything
    Quote from GorgeousTaylor

    For anyone interested, I killed 100 zombies.
    The average number of zombies between drops at most stages of my experiment (including the end), was 13.
    So on average, you will receive an iron shovel, sword, helmet or ingot after every thirteenth zombie.

    I probably be more content if it was every 30th zombie. :\
    Just my opinion.
    Posted in: 1.1 Update Discussion
  • 3

    posted a message on Smelting
    With the introduction of mobs dropping iron and gold items, wouldn't it be nice to smelt the items down to its raw form. Gold items = gold ingots, and Iron items = iron ingots.

    To balance it, two means of doing it:
    1. Smelting takes the same amount of time to operate like cooking smoothstone or charcoal, however you only get half (rounded up) of the material needed to make it. Example: boots will smelt into 2 ingots, pick-axes into 2 ingots, chestpieces into 4 ingots, ect.

    2. Smelting takes the amount of time equal to the number of materials in its creation. Smelting a pick ax will equal 3 operations, shovel 1 operation, and leggings 7 operations, etc. The pay off is that you get the total amount of iron used in the item's production.
    Posted in: Suggestions
  • 7

    posted a message on We need to solve this "Iron issue"
    Iron should stay at it's current rate.
    Posted in: Suggestions
  • 3

    posted a message on Farmable Everything
    Quote from redsand

    I like this idea. I think they should also have the protection of the item because otherwise why would they have it?

    OP: I don't see how iron is "end-game gear." You can go mining and find iron in the first few nights and get more than you can get by killing monsters.

    Having the monsters rear the item (and benefit from it) would be amazing as well. Like early Survival mode

    Posted in: 1.1 Update Discussion
  • 10

    posted a message on Farmable Everything
    To balance out the items, have them pre-damaged/pre-used when you get them as a drop. Somewhere between 25%-50% durability.
    Posted in: 1.1 Update Discussion
  • 9

    posted a message on What happened to secret friday updates?
    It turned into Snappy Thursday!
    Posted in: 1.1 Update Discussion
  • 2

    posted a message on "Villager conversations!"
    If there was every 'lore' to the game, I would want it to be random much like any other Rogue generation game. All random, nothing worth except maybe a clue or two on locations (like mushroom biomes and strongholds).
    Posted in: 1.1 Update Discussion
  • 1

    posted a message on "Villager conversations!"
    Testificates getting small conversations and icon dialogues (like simply emoticons and such), I'm fine with.

    Them giving quests... not so much. Won't mind them giving hints on where strongholds or mineshafts are though.
    Posted in: 1.1 Update Discussion
  • 1

    posted a message on How To Create an On/Off switch
    Looks you made an R/SNOR Latch. :\
    Posted in: Redstone Discussion and Mechanisms
  • 3

    posted a message on Baby heads might be smaller!
    Keep baby head huge... it's adorable! :3
    Posted in: 1.1 Update Discussion
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