Well, the launcher makes all past versions available. So not only does one not need to use any of the features they don't like... you don't have to play on a a version in which they exist. Beta 1,6 is right there for the using. I have gone back to Beta 1.7.3 (my first) once or twice to reminisce.
- zeel
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Member for 12 years, 7 months, and 19 days
Last active Wed, Jul, 11 2018 13:41:16
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Sep 16, 2015zeel posted a message on Snapshot 15w38a Ready for Testing!Posted in: News
Forests, plains, oceans. That's what I get.
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Sep 16, 2015zeel posted a message on Snapshot 15w38a Ready for Testing!Posted in: News
I don't think that's actually what the description means though:
"Skeleton horses now spawn with thunder and lightning. When hit by lightning, they turn into three armored skeletons riding skeleton horses"
That sounds like two things to me. First, that when they spawn, lightning will happen. So they spawn normally, if rarely. Second, is that if they are hit by lightning, you get three Riders. Now, I'm not sure if that means the Skelly horses spawn riderless to start, and need to be struck to have Riders appear... or if it's a one Rider first, then possibly three.
However, since the lightning is caused by the spawn, I assume the chances if it hitting them is pretty high - basically always happens unless they are under something.
I could be misinterpreting, but I don't think I am.
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Sep 16, 2015zeel posted a message on Snapshot 15w38a Ready for Testing!Posted in: News
I had a run-in with a Spider Jokey already... It moves very fast, and circles around you to get past your defenses. The ability to shoot and move at the same time has made the SJ one of the most difficult to deal with normal mobs in the game. I have yet to see the Skeletal Riders yet, but I imagine they are probably worse (but possibly less maneuverable?).
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I was reading through a thread that was complaining about how endermen can destroy stuff, and people don't want to have them pick up blocks. Other people flamed back about how the added challenge is good, just build a mote, and the complainers didn't like how motes look. . . blah blah blah. . .
Guess what? they were all right! and all very wrong. . .
Someone mentioned the idea to craft something with ender pearls, that would help, but nothing came of the comment.
SO!
Let us craft: "Ender totem"
(diamond is a pearl)
(perhaps stone version as well?)
This placeable object will cause all endermen within 16 blocks to telleport outside that area. And will prevent them from spawning in that area.
This is the best solution, since it fits with the nature of the game (crafting) it gives us a crafting use for ender pearls, and the totem can be hidden underground so that your enderman repelant isn't obtrusive like a mote can be.
To protect a large area you will need lots of them, so you will need to kill lots of endermen. This means it isn't OP.
They would basically look like a ender pearl on top of a single fence post. You could put them on top of fence posts to make them taller. I would suggest that they take up two vertical blocks, but look like 1.5.
EDIT:
As it has come up, I will add: Endermen need a combat buff, more HP, better attack/throwing blocks. Endermen are weak as can be, and while they are incredibly annoying when you don't even see them, there massive list of vulnerabilities would be compounded by the Ender tortem. So were this item to be added (or even if it is not) Endermen must be far more powerful mobs.
Furthermore the new nerf placed on block picking abilities is ridiculous, this does not really fix the problem, since people still build dirt houses, and now we have lost a great portion of a fun game element. Give the endermen back there power, make them tougher, and let use craft our own protection.
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(diamond is a pearl)
This place-able object will cause all endermen within 16 blocks to telleport outside that area. And will prevent them from spawning in that area.
This is the best solution, since it fits with the nature of the game (crafting) it gives us a crafting use for ender pearls, and the totem can be hidden underground so that your enderman repelant isn't obtrusive like a mote can be.
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How about they have X number of charges, and the longer they sit on the shelf the more they have. If they run out they revert to normal books.
And instead of throwing the book, you cast a spell.
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I like that they are so large, they are a nice contrast to caves, while remaining underground.
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But how would one grief that much with lava? You have to: craft a bucket, find lava, grab it, dump it somewhere. And it is pretty easy to stop lava with water.
I guess give the option, but any of the things that could be disabled should toggle independently. And include water, you can drown miners and wipe out lighting (lets monsters spawn!) easy with it.
Another option is that players can "own" plots of land (inverse of the OP) and if they want to be grief free they build on there plot, anyone else (that isn't an OP) would not be able to place/destroy anything within its area. Open areas are fair game, so if you want your work to be safe get an OP to protect it. Or perhaps the ability to let players "claim" up to 9 chunks when they join, they can get more from an OP, or an OP can take them away from those not using them/banished/don't want em.
BTW I would implement it by allocating chunks to a certain player, that way you get everything from bedrock to sky, in nice uniform. . . chunks. . .
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At all. . .
But I do like the idea of a block with one deadly surface
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Instead of the OP letting you out of the cage make it so other players have to okay you. Perhaps if 10% of online players say your cool then you get unlocked.
No OP needed, but jerk players can't kick someone just to be idiots.