These idiotic horses need a disable button! Maybe it's better now, but these skeleton traps completely ruined the game for me. I was setting up a pixelmon server and had to stop, or completely ruin the feel for the game by turning it to peaceful. No fun! Thanks mojang for considering the modding community.. Whoever implemented this disaster needs to be fired.
These idiotic horses need a disable button! Maybe it's better now, but these skeleton traps completely ruined the game for me. I was setting up a pixelmon server and had to stop, or completely ruin the feel for the game by turning it to peaceful. No fun! Thanks mojang for considering the modding community.. Whoever implemented this disaster needs to be fired.
They can't afford to fire anyone. Only five people are actually working on the game.
They could make horse traps easier to deal with though. They have made them rarer recently.
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I just had a thunderstorm where 4 separate traps spawned around my house.
The percentage chance to spawn is way too high. Is it possible that that chance is every time minecraft checks to see if a mob can spawn? The area we have is well lit up (or water, we are on an island). We don't get any regular hostiles but we see lots of them in the water (which is pretty stupid. they shouldn't spawn on water blocks at all imo). I haven't resorted to counting lightning strikes, but they seem to spawn, under those conditions, with just about every strike.
How often should they spawn/how can you fix this? They should never spawn in water deeper than what they can walk in (since that dismounts the rider right away). The attacks in 'secured' areas are frustrating, but the sheer number of horses afterwards is overwhelming too. If you like projecting some role playing into the game you can't go around killing all the neutral mobs just for the fun of it, so now you have horses everywhere. In my opinion, they also shouldn't spawn in lit areas. I don't think more than one trap should spawn per thunderstorm on a server.
So, open sky for a lightning strike, thunderstorm, not in water deeper than 1 block, not in well lit areas, only in biomes horses naturally spawn in. Maybe make it so they despawn after a while if you don't A) leave a saddle on them, use a name tag on them. Maybe make it so they are burned by the sun (but not if they have a saddle on, or let them where horse armor and make that the requirement to not burn, since it covers more than a saddle does). This would take care of most of them every morning and make a little challenge to get one. Maybe make it so you have to tame them, maybe with nether wart? Right now there seem to be two varieties- I think one is the 'original' and the others the ones that get spawned when the trap triggers. Some only have normal horse like statistics. The others seem to have WAY more hp, and they do seem to heal (or at least, I've thought they were damaged and gone to check and found them at full health). I haven't tested their speed but they seem to be as fast as the fastest horses and jump well. That would make regular horses (aside from being able to wear armor) redundant.
Actually, ideally I think, they should spawn like charged creepers- a stroke of lightning has to hit a horse that is already in the world. If the horse is already tame, it stays tame, otherwise it has to be retamed for us mere mortals with netherwart. Use the horse that got hit's stats but say add +3 hp and +1 speed and +1 jump. This would make the breeding mechanic still useful, and people would figure out how to get their favorite horse hit by lightning. It would limit their spawning to biomes with horses (or biomes where players put horses). It would limit their frequency and make them rare enough to actually get excited to see instead of dreading. (It would be funny to see undead mules and donkeys too).
They need to be less frequent, but not so conditional/limited as to what charged creepers are.
Then you'll have people complaining that they're too rare.
Also, firing someone over one thing like that would not only be shooting yourself in the foot because a potentially useful team member is lost, but that would also ruin your public image as a company. Mojang firing people for trivial things would be sending this message: "Mojang can and will fire you for making a single mistake, generally a stupid one. Did you hear about the guy that got fired for making a certain type of mob spawn event occur far too often?" Also, in such a small team, I can almost guarantee more than one guy may be working towards adding/changing a certain feature. So, who do you blame for that one thing? Do you blame everyone involved?
Also, what of the new snapshots as people have said?
Also, making the statement Mojang doesn't care for the modding community is a pretty bold move. In a way, some of their actions have made it difficult, but they aren't doing anything to intentionally make modding difficult. Resource Packs? That's a different story... Someone there does seem to enjoy imposing art limitations. (fun fact: if there wasn't some other stuff with texture sizes going on behind the scenes, HD mob skins are actually fairly simple to add. By default, the code for generating the UV maps by itself is compatible with any size texture. But that's for another topic. Point is, Mojang is trying to make it easier for modders, and probably modded players/server owners. A single feature having unintended consequences does not constitute them "not caring". They'd also be stupid to intentionally harm the modding community, as the modding community is what helped build MineCraft up in the first place.)
These idiotic horses need a disable button! Maybe it's better now, but these skeleton traps completely ruined the game for me. I was setting up a pixelmon server and had to stop, or completely ruin the feel for the game by turning it to peaceful. No fun! Thanks mojang for considering the modding community.. Whoever implemented this disaster needs to be fired.
They can't afford to fire anyone. Only five people are actually working on the game.
They could make horse traps easier to deal with though. They have made them rarer recently.
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For those who complain about post-Beta generation, you might want to see this.
this fixed my problem. Its not perfect but it handled 99% of them
http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/command-blocks/2651767-command-to-kill-only-skeleton-horses
http://www.facebook.com/republicofdave2.0
I just had a thunderstorm where 4 separate traps spawned around my house.
The percentage chance to spawn is way too high. Is it possible that that chance is every time minecraft checks to see if a mob can spawn? The area we have is well lit up (or water, we are on an island). We don't get any regular hostiles but we see lots of them in the water (which is pretty stupid. they shouldn't spawn on water blocks at all imo). I haven't resorted to counting lightning strikes, but they seem to spawn, under those conditions, with just about every strike.
How often should they spawn/how can you fix this? They should never spawn in water deeper than what they can walk in (since that dismounts the rider right away). The attacks in 'secured' areas are frustrating, but the sheer number of horses afterwards is overwhelming too. If you like projecting some role playing into the game you can't go around killing all the neutral mobs just for the fun of it, so now you have horses everywhere. In my opinion, they also shouldn't spawn in lit areas. I don't think more than one trap should spawn per thunderstorm on a server.
So, open sky for a lightning strike, thunderstorm, not in water deeper than 1 block, not in well lit areas, only in biomes horses naturally spawn in. Maybe make it so they despawn after a while if you don't A) leave a saddle on them, use a name tag on them. Maybe make it so they are burned by the sun (but not if they have a saddle on, or let them where horse armor and make that the requirement to not burn, since it covers more than a saddle does). This would take care of most of them every morning and make a little challenge to get one. Maybe make it so you have to tame them, maybe with nether wart? Right now there seem to be two varieties- I think one is the 'original' and the others the ones that get spawned when the trap triggers. Some only have normal horse like statistics. The others seem to have WAY more hp, and they do seem to heal (or at least, I've thought they were damaged and gone to check and found them at full health). I haven't tested their speed but they seem to be as fast as the fastest horses and jump well. That would make regular horses (aside from being able to wear armor) redundant.
Actually, ideally I think, they should spawn like charged creepers- a stroke of lightning has to hit a horse that is already in the world. If the horse is already tame, it stays tame, otherwise it has to be retamed for us mere mortals with netherwart. Use the horse that got hit's stats but say add +3 hp and +1 speed and +1 jump. This would make the breeding mechanic still useful, and people would figure out how to get their favorite horse hit by lightning. It would limit their spawning to biomes with horses (or biomes where players put horses). It would limit their frequency and make them rare enough to actually get excited to see instead of dreading. (It would be funny to see undead mules and donkeys too).
They need to be less frequent, but not so conditional/limited as to what charged creepers are.
Then you'll have people complaining that they're too rare.
Also, firing someone over one thing like that would not only be shooting yourself in the foot because a potentially useful team member is lost, but that would also ruin your public image as a company. Mojang firing people for trivial things would be sending this message: "Mojang can and will fire you for making a single mistake, generally a stupid one. Did you hear about the guy that got fired for making a certain type of mob spawn event occur far too often?" Also, in such a small team, I can almost guarantee more than one guy may be working towards adding/changing a certain feature. So, who do you blame for that one thing? Do you blame everyone involved?
Also, what of the new snapshots as people have said?
Also, making the statement Mojang doesn't care for the modding community is a pretty bold move. In a way, some of their actions have made it difficult, but they aren't doing anything to intentionally make modding difficult. Resource Packs? That's a different story... Someone there does seem to enjoy imposing art limitations. (fun fact: if there wasn't some other stuff with texture sizes going on behind the scenes, HD mob skins are actually fairly simple to add. By default, the code for generating the UV maps by itself is compatible with any size texture. But that's for another topic. Point is, Mojang is trying to make it easier for modders, and probably modded players/server owners. A single feature having unintended consequences does not constitute them "not caring". They'd also be stupid to intentionally harm the modding community, as the modding community is what helped build MineCraft up in the first place.)