The Meaning of Life, the Universe, and Everything.
Join Date:
3/20/2017
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I'm sure this isn't new, but..
I would like a mode without naturally spawning hostile mobs, but that keeps all other aspects of the game intact.
Still have hunger. Need to eat to cure health issues, etc.. just no hostile mobs.
A lot of the food items that you can grow come from hostile mobs, and completely eliminating them would cause instability. As it is, I think Minecraft is already pretty unstable when it comes to food items.
Also, what would you call this new difficulty setting?
A lot of the food items that you can grow come from hostile mobs, and completely eliminating them would cause instability. As it is, I think Minecraft is already pretty unstable when it comes to food items.
Also, what would you call this new difficulty setting?
The Meaning of Life, the Universe, and Everything.
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Herobrine
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Use /kill @e[type=zombie] on an always active-repeating and other hostile mobs. For mobless, just do /kill @e[type=!player] at start of the game then /gamerule doMobSpawning false. Mobless world will remove some of your food sources, so be careful.
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Peace~
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
A new mode seems a bit drastic to me as well. However it can't be bad to decide for yourself which mobs can spawn in your custom world. Perhaps this should be a new tab when creating a custom world.
Partial support
That thing's possible to do this with the command I said above.
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Peace~
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
A lot of the food items that you can grow come from hostile mobs
Actually, very little of the food system comes from hostile mobs and none of the hostile drops are exclusive to mob spawns. Spiders (and occasionally witches) drop spider eyes, but you can also get them in loot chests. Zombies drop rotten flesh but you can also find that in loot chests. Zombies also drop potatoes and carrots as a rare drop, but you can find those in villages. Zombies (dunno if other mobs can as well) will sometimes spawn with pumpklins on their heads on Halloween, but pumpkins generate naturally in the world (plus you can find the seeds in loot chests). guardians drop fish, but you can fish for those (I believe string is a loot chest option, so you wouldn't necessarily have to farm spiders for it).
Actually, very little of the food system comes from hostile mobs and none of the hostile drops are exclusive to mob spawns. Spiders (and occasionally witches) drop spider eyes, but you can also get them in loot chests. Zombies drop rotten flesh but you can also find that in loot chests. Zombies also drop potatoes and carrots as a rare drop, but you can find those in villages. Zombies (dunno if other mobs can as well) will sometimes spawn with pumpklins on their heads on Halloween, but pumpkins generate naturally in the world (plus you can find the seeds in loot chests). guardians drop fish, but you can fish for those (I believe string is a loot chest option, so you wouldn't necessarily have to farm spiders for it).
Those are all pretty rare too...
I wonder why carrots and popatos can't just grow out of the ground and let you pick them up to take to your farm. It would make the game WAY more stable.
I got a better solution. /gamerule doMobSpawning false
This will make it so mobs won't spawn.
That's not always a better solution. doMobSpawning false will prevent all mobs from spawning, including passive mobs, which limiting your food source even more.
Rollback Post to RevisionRollBack
Peace~
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
Use /kill @e[type=zombie] on an always active-repeating and other hostile mobs. For mobless, just do /kill @e[type=!player] at start of the game then /gamerule doMobSpawning false. Mobless world will remove some of your food sources, so be careful.
Wouldn't that still drop the mob drops? I can see that as kind of a problem. Maybe it is possible to also kill certain items that hostile mobs drop? I mean, just imagine the entire world filled with rotton flesh. Gross.
That's not always a better solution. doMobSpawning false will prevent all mobs from spawning, including passive mobs, which limiting your food source even more.
This doesn't really matter unless you want squid and bats though because passive mobs still spawn during world generation, and basically never respawn afterwards unless the player breeds them because of the extremely low mob cap and huge numbers of passive mobs spawned during world generation:
For example, this was just in the initial spawn area of the seed "-123775873255737467" in 1.12 - 258 passive mobs, including more than 100 cows alone - enough for a full set of leather armor (not that anybody would make it) and a full enchanting setup with several dozen left over (each cow drops an average of 1 leather for 24 + 46 leather); when counting each type of mob separately only wolves and llamas did not hit the cap, which is only 10 (in other words, it would not make much difference if each type of passive mob had its own cap):
Even with natural spawning your world will become very empty if you simply kill every mob on sight without breeding them; worse, this includes the spawn chunks so they will never respawn elsewhere unless you can spawn-proof them. This also explains why many people have had difficulty in finding parrots in existing jungles.
The real issue with doMobSpawning is that it does not prevent mob spawners from spawning mobs or prevent mobs from spawning as part of a structure (e.g. elder guardians in ocean monuments, witches in witch huts, shulkers in end cities), although that allows you to get some of their drops and otherwise they are generally easy to avoid, and easier to kill the mobs yourself without interference from other mobs if you want to use the structure. Villagers will also still breed given the right conditions, as will passive mobs.
I mean, you could just have some check-options that appear when you switch it to peaceful. One for hunger, one for health.
I would actually like to see this for everything. Mobs, Recipes, Weather and so forth. This would be great for all versions of Minecraft, easier customization without the use of commands or mods.
I'm sure this isn't new, but..
I would like a mode without naturally spawning hostile mobs, but that keeps all other aspects of the game intact.
Still have hunger. Need to eat to cure health issues, etc.. just no hostile mobs.
A lot of the food items that you can grow come from hostile mobs, and completely eliminating them would cause instability. As it is, I think Minecraft is already pretty unstable when it comes to food items.
Also, what would you call this new difficulty setting?
I have no idea how to do that.. some research is in order I suppose, Thank you :-)
Mobless
Super-Easy
Hard-Peaceful
Use /kill @e[type=zombie] on an always active-repeating and other hostile mobs. For mobless, just do /kill @e[type=!player] at start of the game then /gamerule doMobSpawning false. Mobless world will remove some of your food sources, so be careful.
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
That thing's possible to do this with the command I said above.
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
Thank you Fox, Will try that out. I'm just now experimenting with commands.
Actually, very little of the food system comes from hostile mobs and none of the hostile drops are exclusive to mob spawns. Spiders (and occasionally witches) drop spider eyes, but you can also get them in loot chests. Zombies drop rotten flesh but you can also find that in loot chests. Zombies also drop potatoes and carrots as a rare drop, but you can find those in villages. Zombies (dunno if other mobs can as well) will sometimes spawn with pumpklins on their heads on Halloween, but pumpkins generate naturally in the world (plus you can find the seeds in loot chests). guardians drop fish, but you can fish for those (I believe string is a loot chest option, so you wouldn't necessarily have to farm spiders for it).
I got a better solution. /gamerule doMobSpawning false
This will make it so mobs won't spawn.
Those are all pretty rare too...
I wonder why carrots and popatos can't just grow out of the ground and let you pick them up to take to your farm. It would make the game WAY more stable.
That's not always a better solution. doMobSpawning false will prevent all mobs from spawning, including passive mobs, which limiting your food source even more.
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
Wouldn't that still drop the mob drops? I can see that as kind of a problem. Maybe it is possible to also kill certain items that hostile mobs drop? I mean, just imagine the entire world filled with rotton flesh. Gross.
This doesn't really matter unless you want squid and bats though because passive mobs still spawn during world generation, and basically never respawn afterwards unless the player breeds them because of the extremely low mob cap and huge numbers of passive mobs spawned during world generation:
MC-56687 Passive mobs spawn despite /gamerule doMobSpawning false (works as intended)
For example, this was just in the initial spawn area of the seed "-123775873255737467" in 1.12 - 258 passive mobs, including more than 100 cows alone - enough for a full set of leather armor (not that anybody would make it) and a full enchanting setup with several dozen left over (each cow drops an average of 1 leather for 24 + 46 leather); when counting each type of mob separately only wolves and llamas did not hit the cap, which is only 10 (in other words, it would not make much difference if each type of passive mob had its own cap):
Even with natural spawning your world will become very empty if you simply kill every mob on sight without breeding them; worse, this includes the spawn chunks so they will never respawn elsewhere unless you can spawn-proof them. This also explains why many people have had difficulty in finding parrots in existing jungles.
The real issue with doMobSpawning is that it does not prevent mob spawners from spawning mobs or prevent mobs from spawning as part of a structure (e.g. elder guardians in ocean monuments, witches in witch huts, shulkers in end cities), although that allows you to get some of their drops and otherwise they are generally easy to avoid, and easier to kill the mobs yourself without interference from other mobs if you want to use the structure. Villagers will also still breed given the right conditions, as will passive mobs.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
This would work but the mob drops can be an issue.
Remake and extension: Action-packed fantasy adventure fanfic --> It Was a CreepeREMAKE
Entity 42: The Life, The Universe, And, Everything. Maybe even another Entity 42.
I mean, you could just have some check-options that appear when you switch it to peaceful. One for hunger, one for health.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I would actually like to see this for everything. Mobs, Recipes, Weather and so forth. This would be great for all versions of Minecraft, easier customization without the use of commands or mods.