Alright so I just started playing this snapshot and went over to one of my furnaces which was cooking some meat. I shift clicked the meat out of the furnace and it actually gave my xp. At first I thought maybe there was just xp behind the furnace but then I went over to one of my other furnaces which was making stone, shift clicked it out and got even more xp. Can someone tell me if this is a glitch in the game or is it a new feature that has been added by Jebb.
Some really cool updates here. Tripwires have incredible potential, Adventure Mode is perfect for you map-makers, and Exp from mining is something I've wanted for a long time now. Some bad things though... That smelting gives you exp doesn't seem right to me in some way. It makes getting exp much too easy. Also, level 30 being the max enchantment level would have been great, but with the addition of mining for exp I feel that level 30 is too low and that level 50 would be more appropriate.
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Hey I have an idea: In adventure mode you can break blocks right? Maybe there should be encoding so that way you can choose what blocks the player CAN and CANNOT brake. Because I know there's maps where you need to brake stuff. Also they should make it so you can choose what difficulty the player can play on.
I have worked out what bothers me about new gravel texture. It is remarkably similar to the stippled metal sheeting on tool boxes and the base of utes ( Ozzie two door light trailer trucks, favoured by tradies and farmers because the stippling stops slippage ). So in my mind it's a metal texture. Odd at the bottom of a lake.
Emerald ore seems much more frequent than the last snapshot. Seed "12w22a" with large biomes, and in the caves at 223,17,218, for instance. I am up to 7 in the inventory. I am enjoying this. It is not a problem. Please don't change a thing.
Haven't tried the snapshot yet, but going off what others have said, making the enchants require fewer levels while also making those levels easier to get seems like a bad idea, imo. It significantly lowers the rarity / value of the enchants. It also breaks the loot structure of my server's dungeon reward system, which is based on the value of the XP points (and was designed partly to compensate for the difficulty of getting high level enchants). It really should be one or the other, not both. OR, leave it as it is, and change the XP-per-Level ratio to compensate.
However, I do think getting XP for things other than killing NPCs is a very good idea for enhancing gameplay.