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    posted a message on Tinkers Construct
    Might I suggest that miniature yellow hearts become explosion proof like nether starts? It's a bit annoying when I kill a wither boss and just before it dies it shoots a skull which blows up the heart. :P BTW I can't wait for green hearts to be a thing. I will be unstoppable with 40 hearts! I wonder how they'll be obtained though. No doubt it'll have to be harder than killing withers like killing withers is harder than killing normal mobs. Maybe TiC will add its own boss? ;)
    Posted in: Minecraft Mods
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    posted a message on Tonius's Mods - Simply Jetpacks - NEI Integration - FancyGrass
    Quote from Miradae

    IC2 has the same kind of compatibility as most other mods, which isn't build as an Addon (namely forge oredict).
    GregTech has even more than most other mods (special generators for Thaumcraft, extra grinder recipes for other mod ores, machines can accept steam, not that long ago even MJ etc)

    Not anymore. These days a lot of mods are a lot more compatible than that. I can take Extra Utilities generators, hook them up to Thermal Expansion conduits, and run MineFactory Reloaded machines. I can take a wrench from Applied Energistics and break down machines from TE or MFR. Most tech mods now run on ONE power system (RF, including on-the-fly MJ conversion) and use ONE type of wrench (originally the BuildCraft wrench, granted). IC2 and GT (well, TBPH I don't know what GT is doing) are some of the few exceptions.

    As far as versatility, neither IC2/GT nor BuildCraft can stand up to the unified TE system or its various sub-mods. Itemducts + pneumatic servos are much more powerful and intuitive than Buildcraft pipes, allowing you to set up a sorting system by simply running itemducts over a row of barrels, no need for a ton of diamond pipes specifically configured for each individial item type. IC2 has no pipes at all and relies on another mod like TE or BC for automation. TE and MFR both have fast autocrafting systems, IC2 doesn't and BC's one is incredibly slow. TE and OpenBlocks (which admittedly doesn't integrate with RF because it doesn't have powered machines yet) allow the faces of their machines to be configured to allow for compact automation.

    Quote from Miradae

    You clearly like the easier way to play (which is ok), but should there also be a mod pack for those who like the more challenging way? If we abandon one playstyle for the easy public use (namely ftb)(easy in terms of easy to use the pack, Item IDs, configs etc) more and more mods will only develope for this kind of playstyle and the others lose the ability to play their style.
    There should be both play styles directly supported in FTB.


    Sure, I'm not saying that you can't have a more difficult system if you want. But that's part of the reason why the FTB team makes multiple modpacks (although the 1.6 packs don't reflect that much). Just like there used to be Ultimate w/ GT and Ultimate w/o GT and then there was Unleashed and Unhinged, you can set up multiple modpacks with different playstyles. If you want to suffer, play GT or IC2e (or TFC if you're really a masochist), but what most people want out of FTB is to be empowered by the mods to do greater things, not bogged down by realism. I'm gonna go out on a limb and guess the reason that the Unhinged pack (which Greg personally helped put together) has no 1.6 analog is that very few people wanted to play it (Sure enough, when I looked up Unleashed and Unhinged YouTube videos there were 16 times as many Unleashed videos). FTB players don't want to be "leashed" by mods, they want to be empowered. But if you want to play hard mods, there's nothing stopping you, just don't expect mainline FTB packs to keep including them when FTB players don't want them.

    And while we're on the subject of different playstyles, there's a whole other playstyle (if not more) we havn't mentioned, the style of the adventurer/LPer who just wants to explore and crawl dungeons. You don't see modpacks like the Mad Pack or Hexxit hosted by FTB, but no one complains because that's not what FTB is about. FTB was founded on the playstyle of allowing you to do more awesome things (in a fairly balanced way), and a lot of the older mods aren't fullfiling that purpose any more.
    Posted in: Minecraft Mods
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    posted a message on Tonius's Mods - Simply Jetpacks - NEI Integration - FancyGrass
    Quote from NJM1564

    Bit more than talks. And a bit more than just going solo from IC2. Latest news is that he's going for something like total conversion.
    Here's the new repost that suggest that.
    http://forum.feed-th...-77#post-625684

    And with how well he gets along with other mod devs GT will probably end up a stand alone mod that actively blocks the use of other mods.


    Oh *censored*, that sounds like TFC (TerraFirmaCraft) all over again. Leave it to Greg to make things difficult.

    On the main topic, I think the accusations are probably groundless. Unless tonius actually copied IC2 code I think he's perfectly justified in having somewhat similar code. He's no more endebted to IC2 than Minecraft is to Infiniminer (Yeah, I went there).

    Not to mention I want to see RF powered jetpacks become a common thing because I love TE and the new RF system and I've always disliked IC2, especially IC2e where the recipes are ridiculously complex and you STILL can't safely break an IC2 machine with a non-electric wrench. I went directly to MPS Power Armor in my latest world because I wanted to steer clear of IC2e entirely. I wouldn't mind if IC2e, GT, and Buildcraft (With the exception of the quarry. RF powered quarry anyone?) were removed from FTB entirely like the Horizons pack is doing. They're just not up to the new standards of compatibility and versatility.
    Posted in: Minecraft Mods
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    posted a message on [13w36b] Make Mega Taiga, Ice Spikes, Mesa and Jungle more common
    Quote from kwerti

    1)Those were three out of six seeds. The only really rare biome seems to be Mesa (hence the coords), and Ice Spiks is actually extremely common in tundra areas. Mega Taiga is neither overly common or overly rare, but they are HUGE in size, and jungles seem to spawn next to these "medium" biomes like Ex Hills and Taiga.

    Well, if you've only explored 6 seeds and haven't gone far from spawn chances are you just got incredibly lucky. In my experience ice spikes may be common relative to the others but certainly not compared with the average biome. I have yet to find a Mega Taiga in the wild, and as mentioned I've explored a massive area, so I think I'm justified in saying they're quite uncommon. And it's not just Mega Taiga that's huge in 1.7, all biomes are huge. I'ts rather a pain when you're trying to explore. It's like Mojang is ignoring the existence of the large biomes option and forcing us all to have large biomes. I don't think Taiga is a medium biome, I think it's a cold one. I mean, that's basically what "taiga" means in terms of real-life biomes. And what else is more qualified to be a cold biome when the snow-covered ones are ruled out? If you happened to find a taiga next to a jungle it was probably on a meta-biome border. Ex. hills on the other hand is probably also medium, so it would make sense to be next to jungle.
    Quote from kwerti

    2) Of course not, but that's what Mojang is trying to avoid with the new generation. Sorry, but if you want lots of biomes, you'll have to travel :(

    I'm not compaining about having to travel, I'm complaining about having to travel a ridiculous distance. A 2000 block radius (square, because this is MC), my example distance, equates to about 4 fully explored maps on the maximum size. While this is doable, it is difficult, and I feel there should at least be a decent chance of finding all main biome types (with the exception of mushroom) in that area. If the biomes are much rarer than that then it simply won't be very practical to explore for them unless you have an inordinate amount of time to waste.
    Quote from kwerti

    edit: Read your post again, and I think Jeb meant "variation" as applied to the world at large. As of now, biomes are a mix-and-mash of large islands, with ocean being predominant. With the snapshot, (0,0) is different from (100,100) which is different from (1000,1000) which is different from (100000,100000), biome-wise (as a bonus, none of these coords were smack in the middle of the ocean in the seed that I tested). So there is more overall variation.

    The part about making ocean less rare was one of Jeb's other points, not the meaning of this point. My impression is that these are supposed to be biomes that can be found in survival mode without the need to dedicate an entire Let's Play to finding them. You've got to admit that the mushroom biome doesn't add variation to maps, it's simply an interesting goal to strive for or an extremely lucky find. These biomes are approaching that level of rarity, maybe not in actuality but in functionality - the point where you're probably not going to find them unless you search long and hard.
    Posted in: Suggestions
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    posted a message on Falling Fire Entities
    Interesting concept, and it would make Minecraft fire more realistic. Support.
    Posted in: Suggestions
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    posted a message on [13w36b] Make Mega Taiga, Ice Spikes, Mesa and Jungle more common
    Quote from kwerti

    I've actually found all three inputting random strings of numbers as seeds.

    But I understand. They're new, look cool, so naturally people would want them to be fairly common. Think back to 1.0 and mushroom biomes.


    Mushroom biomes are a different story, a large part of the reason they were added was to make something that was extremely rare. And I woudn't mind if they were made more common too. :P

    The point of these new biomes, and I quote Jeb's post on mojang.com, is to adress the problem of "Not enough variation." If they're too rare to reasonably find on survival mode, they're not acomplishing their stated purpose of adding variation. To add variation they should be not only possibly to find in survival but also likely to be stumbled across if exploring far enough.

    As to you being able to find them by searching through seeds, I have two questions for you:
    1) How many seeds did you have to search through to find these?
    and
    2) Have you ever found a seed where all four are near within 2000 blocks of spawn?
    I expect the answers are 1) A lot and 2) No, that's virtually impossible. I won't be happy until you can find these biomes by searching a reasonable distance (Not necisarilly under 2000 blocks, that's just an example) in every single seed. I'm from the school of thought that thinks it should be possible to do everything on a single, randomly generated world. Sure, you can find a seed where you spawn in one of these biomes, but it won't be random and you probably won't be able to find the other 3 without searching a long ways.

    Quote from kwerti

    I'm actually GLAD jungles are rarer now. They were such a great dissapointment in my opinion, and they don't fit the snapshot generation (neither does ice mountains--but there is the ice plains and ice spikes).

    Quote from oCrapaCreeper

    Since melons can now generate in Jungles, I'd be fine with them being a bit more rare than usual. But not impossible to find. But everything else needs to be more common.

    Quote from SongsOfDragons

    RE jungles, I tend to find one eventually in 1.6 worlds. For the availability of cocoa I would say they need to be fairly common now there are lots of other biome IDs jostling for 'airtime'.

    Quote from SVGK

    NOOOOO!!!!!!!!, NOT THE JUNGLES!!!, seriously though, don't make those cursed things more common, 90% of my worlds start inside a massive jungle surrounded by ocean....


    I'm not saying jungles should be as common as they are in 1.2-1.6, I just want them to be more common than they are now. Like I said in the OP, I'd be content if they were 2x as rare as other biomes. In 1.2-1.6 I think they might even be more common than other biomes. I think the fact that they've become this rare is a response to all the complaints about jungles being too common and too hard to navigate, but think they went too far by making them as rare as they are in 13w36a/b. And I personally like jungles. :P
    Posted in: Suggestions
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    posted a message on [13w36b] Make Mega Taiga, Ice Spikes, Mesa and Jungle more common
    We're all exicted by the 13w36 snapshots and all the new biomes, but I'm sure those of you who decided to search for the new biomes discovered that some of them are extremely rare. Roofed Forest and Savanah are actually fairly common, but Mega Taiga, Ice Spikes, Mesa and Jungle are rare to the point of ridiculousness. Jungle isn't even a new biome, but it's worth noting on this list because it has been made about as rare as the other 3. I believe that the fact that there are 4 of these rare biomes is linked to the 4 meta-biomes (biome categories) Jeb posted on https://mojang.com/2...erator-update/:

    Snow-covered - Ice Spikes
    Cold - Mega Taiga
    Medium - Jungle
    Dry/Warm - Mesa

    While I understand that these are the rarest biomes in each meta-biome for a reason, they are far too rare in my opinion. I've performed tests exploring thousands upon thousands of blocks in creative and I've never found a Mega Taiga or Mesa on a random seed. If they take hours of exploring to find on creative mode (with full use of cheats e.g. teleportation), they're virtually impossible to find on survival. I'd be fine if these biomes were, say, half as common as other biomes, but it seems as if they are much more rare than that and I'd preffer than these biomes become even more common than that. Jungle in particular can be seen as a Minecraft version of rainforest, which covered almost 1/7th of the earths surface prior to deforestation; so it hardly seems proper to to make it spawn over less than 1/30th of Minecraft worlds, as the case is from my experience.
    Posted in: Suggestions
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    posted a message on [1.6.2] FreakCraft Mod Pack
    FreakCraft Mod Pack

    I've been running a whitelisted vanilla, survival legit server called FreakCraft for a few months now. But now I'm changing it to a whitelisted vanilla-ish survival legit server. ;D

    Introducing the FreakCraft mod pack. It's goal is to include mods that enhance survival Minecraft but don't replace it by adding their own gameplay elements. This mod pack is primarilly for members of the FreakCraft server, but if other players want to use it I won't stop them.

    Mod details:

    Not Enough Items by chicken_bones is an incredibly useful mod. In a nutshell, it allows you to see crafting recipes in-game. This means you no longer have to look up the Minecraft wiki and various mod wikis/forum threads to find crafting recipes and can instead simply search a list of items for the recipe you want.
    Mod forum thread: http://www.minecraft...ckenbones-mods/

    The Barrels Mod by Need4Poop402 is a mod that adds barrels to the game. Barrels allow the storage of a large amount (Up to 4096 stacks for top tier barrel) of a single item type in a single block. They make storing massive amounts of material much easier, as high tier barrels can hold many double-chest-fulls of items. A lot of credit for this mod also goes to neptunepink who invented barrels in the Factorization mod which was not included in the pack due to the other items it adds.
    Mod forum thread: http://www.minecraft...he-barrels-mod/

    Hit Splash Damage Indicators by rich1051414 is a useful mod that gives you information about the mob or player you are looking at and displays numbers above mobs and players when they take damage or heal.
    Mod forum thread: http://www.minecraft...age indicators

    Immibis's Microblocks by immibis adds microblocks (blocks smaller than a full block) similar to those added by RedPower. They're great for making detailed builds.
    Mod forum thread: http://www.minecraft...-in-this-title/

    TreeCapitator by DaftPVF (maintained by bspkrs) again doesn't add any new blocks or items to Minecraft, but it changes the physics of chopping down trees - When you destroy the bottom block of a tree with an axe, all the blocks in the tree are destroyed (Based on TFC tree physics).
    Mod forum thread: http://www.minecraft...-floatingruins/

    Creeper Collateral by denoflions simply adjusts the drop rates of blocks destroyed by explosions so that they always drop items when destroyed. This means that all of the blocks creepers or TNT destroy turn into items. (Items on the ground at the time of explosion are still destroyed)
    Mod forum thread: www.minecraftforum.net/topic/1253666-162152forge-denoflions-mods-threads-condensed/

    Infinibows by Myrathi simply removes the need to have an arrow in your inventory when using an infinity bow.
    Mod FTB forum thread: http://forum.feed-th...mpendium.18505/

    InvTweaks by Kobata allows you to instantly sort your inventory and chests by pressing hotkeys or in game buttons and replaces items in your hotbar as you use them up. Now you can spend less time managing your inventory and more time playing.
    Mod forum thread: http://www.minecraft...-156-august-21/

    Optifine by sp614x has been removed due to lack of permissions. If you want it, you must install yourself it via the (incredibly complicated) "Not so easy" Forge instructions here.

    Permissions

    Not Enough Items: "You are welcome to include any of my mods in modpacks as long as you provide credit. My name and a link to this page is fine." - http://www.minecraft...ckenbones-mods/

    The Barrels Mod: "This mod is completely open-source and anyone is able to redistribute/modify this mod in any way. That means anyone can put this mod into their mod pack with no hassle asking me." - http://www.minecraft...he-barrels-mod/

    Damage Indicators: "Provide credits and a link to my original forum post, and not a problem." - https://lh3.googleus...kuhCLyQLMZ1Ge23\

    Immibis Microblocks: "I'm letting you do whatever you want with them." - http://www.minecraft...-in-this-title/

    TreeCapitator: "These mods are released under the Creative Commons Share Alike non-commercial License." - http://www.minecraft...-floatingruins/

    Creeper Collateral: "DO WHAT THE [****] YOU WANT TO" - https://www.dropbox....anI/LICENSE.txt

    Infinibows: "[A]ny of the mods listed may be added to non-FTB public or private modpacks, without asking me directly for my permission, so long as they adhere to the Creative Commons BY-NC-ND license" - http://forum.feed-th...mpendium.18505/

    InvTweaks: "Feel free to redistribute it! My only request is to provide a link to either this thread or the mod's website." - http://www.minecraft...-156-august-21/


    Future mods?

    I'm considering a number of other mods for addition to this pack, but for a variety of reasons they didn't make this version. Here they are:

    Connected Glass Textures by WingsOfLife. Not included due to old version (still in beta for 1.5.X)

    I'm open to suggestions on other mods to add. No mods that add complicated technology/quests/dimensions will be added - this mod pack aims to preserve the feel of vanilla survival Minecraft.

    Changelog:

    Make sure you are running the latest version before reporting issues or using the FreakCraft server.

    9/4/13 - Fixed config files (I had them in the configs folder instead of the config folder - whoops! :P ). Updated all mods besides Forge (so if you update from the last version you don't have to run the Forge installer or copy the launcher profiles). Added Creeper Collateral, Infinibows and InvTweaks. You must update to this version to use the FreakCraft servers (Servers will be updated ASAP).

    7/26/13 - Updated the Barrels Mod to 2.2.1 to fix multiplayer support.

    7/26/13 - Removed Optifine due to lack of permissions. May be related to the fact that this is a new forum thread and my account now has 1 infraction. ;) I plan to add Connected Glass Textures (permission already obtained) when it updates to 1.6.2 to replace some of Optifine's function.

    7/25/13 - Added The Barrels Mod and Not Enough Items. Also updated a lot of the other mods to newer versions. Notable - Optifine and Immibis Microblocks no longer have compatibility issues.

    7/13/13 - Added Hit Splash Damage Indicators and Immibis's Microblocks.

    7/12/13 - Installation fixed. Discovered Hit Splash Damage Indicators is now compatible. Asked the mod creator for permission to add it. Still waiting on The Barrels Mod to update to 1.6.2.

    7/10/13 - FreakCraft Mod Pack released. Contains Optifine and Treecapitator on Minecraft 1.6.2. Installation is broken.

    Installation:

    This mod pack uses Forge and the new 1.6 launcher for easy installation.

    Installation/updating
    • Download the latest FreakCraft mod pack here (mirror) and extract the folder.
    • Run the Forge installer, select your .minecraft folder if not already selected (It should be), and click "OK".
    • Delete your .minecraft/mods folder if you previously installed any of these mods. It will not work to run multiple versions of the same mod!
    • Copy the contents of the "FreakCraft Mod Pack/.minecraft" folder into your .minecraft directory.
    Starting the FreakCraft mod pack
    • Start the 1.6+ Minecraft launcher.
    • Select the FreakCraft Mod Pack profile.
    • Log in and you should be good to go.
    If you want to play vanilla Minecraft with the FreakCraft Mod Pack installed, don't sweat it. Just select the (Default) profile instead of the FreakCraft Mod Pack profile and you'll launch the latest vanilla Minecraft version.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X]CgT : Connected Glass Textures
    Very nice mod sir. I've been looking for a connected glass mod that's fully compatible with Forge because Optifine interferes with some things. :D

    I have a few questions though:

    1: If you load up a world with this mod and then switch back to vanilla Minecraft, will your glass disappear because you overwrote it with modded glass? This is of course undesirable but if it's unavoidable users should be aware of it.

    2: Can I add this to my FreakCraft Mod Pack when it updates to 1.6.2? I will give you full credit and link to this thread in the mod pack forum thread. If you want more information on the mod pack the forum thread is here: http://www.minecraft...craft-mod-pack/
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Could I have your permission to include this in a mod pack? I consider it one of the most essential Minecraft mods and it's a hassle to install with forge (requires 3rd party launcher or archive editor, several step process) so I'd like to include a pre-installed version in my server's mod pack so server members (and YouTube fans who want to try out the pack) can install it easily. The mod pack will be entirely non-commercial (no adf.ly or other monetization), it's simply a service to my server members and YouTube fans (As are my YT videos, which intentionally have no ads). I'll try to meet any terms you set, and I'll certainly give you full credit, but I see no feasible way to reimburse the tiny fraction of your adf.ly revenue this might replace. If by some unlikely series of events the pack becomes popular enough that it impacts your revenue I would be happy to let you host the pack on your adf.ly account and let you receive the same revenue you'd receive if Optifine was downloaded separately.

    I hope you will take this sincere proposal seriously. I am quite determined to get this mod pack to work and I consider Optifine an important part of the pack, so even if you don't give me permission to publicly distribute there's a good chance I'll still distribute a version with Optifine directly to FreakCraft members. This permission would allow me to publicly post the pack and give you public credit for it, so it could only help your publicity (albeit in tiny way).
    Posted in: Minecraft Mods
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    posted a message on Fix the "Vines prevent tree growth" bug
    Thanks for the support guys. Remember to vote for this bug in the Minecraft issue tracker at https://mojang.atlassian.net/browse/MC-13431 so that Mojang knows we want it fixed.
    Posted in: Suggestions
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    posted a message on Fix the "Vines prevent tree growth" bug
    I know this belongs in Mojang's bug tracker - and it is in there - but I'm starting this thread to get a bit of publicity for it because this issue is becoming a huge problem for me. Let me start from the beginning:


    There's an inconsistency in Minecraft that's been bugging me recently. In fact, I've come to the conclusion that it is a bug. The problem is that vines block tree growth. Let me spell out some details in Q&A format:

    What does "blocking tree growth" even mean?

    If you attempt to grow a sapling while a it is blocked, it will never grow. A sapling is blocked from growing when blocks of certain types are in a location that it would occupy if it grew. Exactly where these blocks need to be placed to block tree growth varies greatly and is beyond the scope of this summary, but suffice it to say that if one of these growth-blocking blocks is placed directly above any sapling it will never grow.

    Which blocks block tree growth?

    Wood and leaves, which are generated on all trees, do not block tree growth, meaning you can grow trees through most other trees. Most solid blocks - like cobblestone, dirt, and wood planks - do block tree growth, meaning trees will not grow through your walls. This is all good so far! The problem is that vines - which cannot be used to build walls and are generated on some trees - block tree growth.

    So what if vines block tree growth? The wiki even documents that they do!

    I see this as a major inconsistency in the game and a hindrance to creative building.

    Why is this inconsistent?

    Wood, which is a whole lot more solid than vines, doesn't stop tree growth, while vines do. Furthermore, vines don't block trees from growing at all in real life, while wood might. Imagine if you could grow a real tree right through a log cabin but couldn't grow it through a curtain of vines!

    How does this hinder creative building?

    Anyone interested in terraforming a jungle has likely run into this issue as jungles are rife with vines and trees. I'm sure quite a few people have been confused about why their tree won't grow when the answer is the vine hanging down above it! Furthermore, this throws a huge damper on anyone who wants to grow stuff with large jungle trees as vines are generated whenever you grow one. If you wish to grow a jungle tree near another jungle you have to first shave off all the vines!

    Here's a video I made that sums things up:


    (Why does this refuse to become an embedded video? I've tried the method everyone recommends.)



    Please encourage Mojang to fix this bug by supporting this thread and voting for the issue in the Minecraft issue tracker (https://mojang.atlas...browse/MC-13431). Thank you for your time and support!
    Posted in: Suggestions
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    posted a message on Allow Endermen to be hit by arrows and splash potions
    Thank you Randomwaffle23, someone who actually understands.

    Badprenup, it isn't an issue of endermen sometimes not being able to dodge fast enough. They never dodge. As I stated in a previous post, "Go into creative mode and shoot an enderman point-blank with a bow and listen. Now fire an arrow into blank space and compare the sound. There's a major difference (besides the teleport sound)- you can actually hear the arrow hit the enderman. That's because the game actually registers the hit, but the enderman doesn't take damage and teleports on impact. Not before impact, ON IMPACT. They get hit, and then they teleport."

    Endermen don't EVER teleport before they get hit. They get hit, they take no damage, and they teleport, in that order.

    Moriki, you don't even need that much gear to take on a Wither. Just spawn him in a 2x1 tunnel and retreat down the tunnel where he can't hit you. Gear required - iron sword and armor. Everything else is optional to speed up the fight.
    Posted in: Suggestions
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    posted a message on Allow Endermen to be hit by arrows and splash potions
    STOP TALKING ABOUT ME WANTING TO MAKE ENDERMEN EASIER. I DON'T. THIS DOESN'T. SHUT UP AND ACTUALLY READ WHAT I POST BEFORE YOU MAKE YOURSELF LOOK LIKE AN IDIOT.

    This is about a problem with the way the game works- endermen can't dodge, but they don't take damage. You only think they can dodge. I refer you to my last post, which clearly none of you read (I'm talking to you, rikoLash, SouthernPotato, and Wircea). Endermen DO get hit by arrows, you can actually hear them get hit. They just take no damage and throw the arrow along the path it was taking.
    Posted in: Suggestions
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    posted a message on Allow Endermen to be hit by arrows and splash potions
    "But when they evade a projectile harmful to them.. does it not count as a dodge?"

    Yes, if they evade the projectile before it hits them. That is not the case. They get hit by the projectile, then that hit is discounted and they teleport. They always get hit, but the hit never counts because it is assumed that the teleport avoided it.

    Here's an easy test to confirm - go into creative mode and shoot an enderman point-blank with a bow and listen. Now fire an arrow into blank space and compare the sound. There's a major difference (besides the teleport sound)- you can actually hear the arrow hit the enderman. That's because the game actually registers the hit, but the enderman doesn't take damage and teleports on impact. Not before impact, ON IMPACT. They get hit, and then they teleport.
    Posted in: Suggestions
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