Wouldn't settling next to a desert be good? You can build your windmill in the desert and there's often a river on biome borders. Is there anything discouraging that?
Wouldn't settling next to a desert be good? You can build your windmill in the desert and there's often a river on biome borders. Is there anything discouraging that?
I dunno about a machete, but an axe works just as well. Or you could burn the jungle down, which often a safer, but world-scarring option. Good think you mentioned the Large Biomes thing. But yeah, if FC is going to update setting structures to always on, fixing the world size would be a good idea too.
Although I understand the thought behind "Large Biomes" I've always felt the game went from one extreme to the other. Default can seem too small sometimes, and large biomes is just silly. A nice "medium-sized biomes" would have been perfect, but never happened.
By golly! I wasn't suggesting that we add in machetes! All my days
heheh. I wonder about burning a jungle down, though. I remember Notch stopped fires spreading a while ago. Would a jungley fire burn down an entire biome of jungle?
I haven't played btw in a week. I done been without a computer that doesn't suck eggs, and will be for another couple of days. I feel like a sad addict on withdraws :(, but as days go by I find myself thinking about how much I'm looking forward to my next session of learning a lesson in cutting one's losses. Seriously would never have thought that I would stop playing don't starve for this. I was freaking passionate out the ass for that game.
By golly! I wasn't suggesting that we add in machetes! All my days
Well, the point he made about axes is valid however: I've set them up so they effectively act as machetes when clearing a path through brush, and the better the quality of axe, the more pronounced the effect.
Like stone axes for example don't take any damage/consume durability cutting through grass. Iron axes don't consume any hunger while doing the same. I'd need to verify, but if I remember right you can cut through leaves with a diamond axe without hunger or durability being affected, making them a great way to clear a path through jungles
EDIT:
Actually, no, sorry, I got that a bit messed up. Here's the relevant change log entry:
-Added a little more progression to axes: now, iron axes and better will not consume hunger when you are chopping through zero toughness vegetation like grass and flowers, making them ideal for clearing paths for yourself as you move about above ground. In addition to this, diamond level axes and better will not consume durability when destroying leaf or vine blocks, which means you can use them to carve paths through jungles or other dense vegetation without them ever wearing out. This gives a significant boost to the usefulness of axes in general as they were still rather underpowered relative to other tools, as well as further encouraging path and road building. Note that gold axes are considered "worse" than iron for the purposes of this, and thus get no bonuses.
heheh. I wonder about burning a jungle down, though. I remember Notch stopped fires spreading a while ago. Would a jungley fire burn down an entire biome of jungle?
Unlikely to burn down an entire jungle, but if I remember right I also increased the effectiveness of fire relative to vanilla. Still, that's a rather extreme solution which is likely to be quite messy if all you want to do is clear a path.
I've been playing this on a server with my buddy since a week ago. He had started a world in the 10 beta around the same time, and in only a few days he had a giant elaborate base. Now we still don't have enough iron for two ingots, not in one place anyway. If this were vanilla I would probably be at the End by now. Actually, I don't know if there was ever even one time when I kept one world for long enough to get to the End legitimately, and I've had the game since they added it. I have gotten bored and deleted the world every time I have played vanilla survival. Deleting a world and creating a new one was refreshing, but it's the same feeling when you die in BTW and respawn in a different area.
I do regret not being able to put signs on every landmark, I think only a few places have signs. There are times when I was getting my bearings in non-forest areas and I wished I could write down the surrounding biomes and locations, and leave more notes for myself and the other player. When I'm in that situation I think that the sign recipe is uneconomical for Hardcore Wood. Although I don't have a problem when I happen to be in the woods, except for when the two extra signs from the recipe just go in a chest unused. I guess it was intentional to leave the sign recipe the same as vanilla, or else it wouldn't have been left the way it is at the same time as adding a simpler saw-exclusive recipe.
I have a confession to make, we have been abusing the disconnect button to get us out of trouble. When we respawn in the middle of nowhere during nighttime, we disconnect, but that at least is fair because BTW adds a feature in single-player to auto progress to day in that situation. But other times we use it like a bed. Getting attacked by zombies and spiders outside when trying to get back to shelter? Disconnect for 10 minutes and then come back to see them burn and go passive. Need to idle the night while indoors without losing hunger or risking a monster coming? Disconnect. Zombie banging on the door? Disconnect and reconnect to make it stop again, although yesterday as I was going back through a tunnel I was digging, a zombie broke my door just as I got close enough to hear it and it killed me anyway. Stuck outside during a new moon? Disconnect! I know it's cheesy but it's hard for me to break the habit because it's saved my stuff more than once. Unfortunately I don't think it's possible for the game to discourage this behavior because it's fundamental that players shouldn't be able to be killed while they can't be on a server.
Well, the point he made about axes is valid however: I've set them up so they effectively act as machetes when clearing a path through brush, and the better the quality of axe, the more pronounced the effect.
I noticed that axes did not destroy so much. But I do gotsta point out that I was only pluckin about, my talkings about jungles and fires and machetes was just my usual making fun. I was never suggesting the need for a machete! I feel the need to disclaim myself and not lose some serious brownie points with you ;P
Unlikely to burn down an entire jungle, but if I remember right I also increased the effectiveness of fire relative to vanilla. Still, that's a rather extreme solution which is likely to be quite messy if all you want to do is clear a path.
I will burn down a jungle one day. Perhaps the one that I keep seeing those little ******* spiders crawling at me as I search for food.
I noticed that axes did not destroy so much. But I do gotsta point out that I was only pluckin about, my talkings about jungles and fires and machetes was just my usual making fun. I was never suggesting the need for a machete! I feel the need to disclaim myself and not lose some serious brownie points with you ;P
Lol, no, you're not losing any brownie points, and I didn't take your comment as a serious suggestion. Was just pointing out that for all intents and purposes, the mod already has a machete in case you weren't aware of that bit and had need of one
One of the things I've tried to do with BTW is ensure that each tool has specific uses, and where possible, that upgrading them to the better materials is worthwhile. Given the axe was generally not an attractive upgrade option, instead of adding what would likely be another underutilized tool to the game with something like a machete, I decided to bake machete-like functionality into an existing tool instead.
I will burn down a jungle one day. Perhaps the one that I keep seeing those little ******* spiders crawling at me as I search for food.
Hehe, yes, I suspect those spiders are the primary cause of deforestation in the BTW world
Are there any more recent quickstart guides to BTW? A quick look around google and youtube has guides that are years out of date and are missing some of the tweaks to early-game difficulty made since.
In particular, I'm still not sure what to do with iron once I get it. I feel like using 27 bits to make an iron pick is the most sensible thing to do since it means faster mining and no more having to lug around a pile of stone picks, but at the same time, it doesn't dramatically change the basic "wander around looking for food" gameplay style. Should my objective just be to keep roaming from day to day until I can scare up some pumpkins to start farming chickens with? Food is invariably the biggest factor and issue and I've found it's mostly impossible to spend more than two full days in any given active area, since by that point absolutely all passive mobs will have been killed and eaten by me or by everything else.
I also find that hoofsies make cows more or less untouchable early on - I sure seem to get hit from the front as well as the back, which makes sense if they're goring me with their horns. One less (viable) food source early on.
I guess the biggest stumbling block for me lately has been finding a way to make the transition from hunter-gatherer into a more stationary playstyle. Would using the first 18 or so bits of iron and using a hoe to dig up hemp seeds for chickens be a better plan if I haven't located any pumpkins by that point?
A wolf just walked off the cliff that my home is in and fell in front of my door, but the fall damage made it want to kill me for some reason. Is this a bug? I didn't do anything to it.
Are there any more recent quickstart guides to BTW? A quick look around google and youtube has guides that are years out of date and are missing some of the tweaks to early-game difficulty made since.
I'd recommend these videos Icy made:
There's only a couple, but they're up to date and should give you a good start.
I guess the biggest stumbling block for me lately has been finding a way to make the transition from hunter-gatherer into a more stationary playstyle. Would using the first 18 or so bits of iron and using a hoe to dig up hemp seeds for chickens be a better plan if I haven't located any pumpkins by that point?
I think you may largely be facing a problem of time management here as when I'm playing I usually don't worry about farming at all for the longest time. There are plenty of animals around to sustain you and still leave time for mining/progressing if you're smart about it and take the occasional overnight hunting trip. I find that generally if you spend your nights mining/cave exploring, and your days collecting whatever supplies you need outside, starvation never really becomes an issue.
The other thing that might be making things difficult for you is excessive jumping or sprinting. Keep an eye on your hunger bar. If it's shaking, then you are expending extra energy in whatever activity you are engaged in. Try to avoid those activities where possible.
Hunger should be a concern and require occasional "maintenance", but IMO, is rarely a limiting factor once you make it through the first night.
A wolf just walked off the cliff that my home is in and fell in front of my door, but the fall damage made it want to kill me for some reason. Is this a bug? I didn't do anything to it.
There are many reasons why wolves would want to kill you in this mod, so I think you might be jumping to conclusions about it being the fall that set it off.
There's only a couple, but they're up to date and should give you a good start.
Excellent, thanks!
I think you may largely be facing a problem of time management here as when I'm playing I usually don't worry about farming at all for the longest time. There are plenty of animals around to sustain you and still leave time for mining/progressing if you're smart about it and take the occasional overnight hunting trip. I find that generally if you spend your nights mining/cave exploring, and your days collecting whatever supplies you need outside, starvation never really becomes an issue.
The other thing that might be making things difficult for you is excessive jumping or sprinting. Keep an eye on your hunger bar. If it's shaking, then you are expending extra energy in whatever activity you are engaged in. Try to avoid those activities where possible.
Hunger should be a concern and require occasional "maintenance", but IMO, is rarely a limiting factor once you make it through the first night.
The issue is that by time I've smelted down 27 or more bits of iron, I'm probably also carrying around a significant amount of other items - or have them stashed in various cubbyholes throughout the surrounding area - and would really prefer to have a single place to store it all in, which usually means the idea of making a home base that I can make more organized searches from, rather than kind of meandering in a single direction like I usually do at the start. This also makes it more likely that I can recover everything that I wasn't carrying at the time in the (highly likely) event that I die somewhere, much later in the game.
Plus... a lot of the fun in BTW is from the concept of mechanical power and how it's all put together, but you can't even get started on that path until you've developed a source of sustainable food. I guess I'm just wanting to finish the "wander around and gather things" and start the "begin building a base" process and having issues making the transition quickly.
I guess I'll give making a hoe and trying to placate some chickens with hemp seeds this time through and see how it turns out.
I was wondering about animal spawns because I recall hearing about a change to spawns on piggies n co. making them remain dead once deaded. I loved the idea that wiping out an area of animals might cause you to have to go on multiple day-long hunting trips. I've sort of noticed that with my life on the plains. Realising that I'd eaten all my friends nearby I would leave to the far reaches of my land to find me some piggies, and this would give me great adventures. But then I found a cow walking about near my hidey hole's entrance. Did he migrate here, or do animals respawn? And why don't cows try to run away when I pour sand on them? Has the apathy and despondency of western society spread to the poor animals of minecraft?
The issue is that by time I've smelted down 27 or more bits of iron, I'm probably also carrying around a significant amount of other items - or have them stashed in various cubbyholes throughout the surrounding area - and would really prefer to have a single place to store it all in, which usually means the idea of making a home base that I can make more organized searches from, rather than kind of meandering in a single direction like I usually do at the start. This also makes it more likely that I can recover everything that I wasn't carrying at the time in the (highly likely) event that I die somewhere, much later in the game.
I'd recommend trying to stay in place right from the start. Unless I respawn in a jungle or something, I don't generally move from my starting or respawn location, except for periodic trips to go hunting. I basically start building up a base right from the start, preferably at initial spawn since you can always find your way back to it after a death once you've worked your way up to a compass.
Anyways, just to say a nomadic existence at start is in no way necessary, and you might want to consider just settling down wherever you find yourself instead of lugging everything around with you.
Plus... a lot of the fun in BTW is from the concept of mechanical power and how it's all put together, but you can't even get started on that path until you've developed a source of sustainable food.
I personally don't find that to be the case either.
Animals don't ever respawn in BTW but cows tend to survive longer in the wild because they defend themselves when attacked. It's not uncommon to find the occasional one here and there after all the other wildlife has been wiped out as a result.
And why don't cows try to run away when I pour sand on them? Has the apathy and despondency of western society spread to the poor animals of minecraft?
I have some changes coming that will make that whole thing a little more interesting. I haven't checked out the sand thing in particular, but now that you've mentioned it, will make sure to do so before next release.
This confirmation makes me very happy. To think that one day I will have to travel very far from home to find me some steaks. I'm lookin forward to my first farming project, too.
I have some changes coming that will make that whole thing a little more interesting. I haven't checked out the sand thing in particular, but now that you've mentioned it, will make sure to do so before next release.
Good on you To see such a respectable beast die at the hands of gravity saddens me
Quote from Liquid_Metal_Slime>>
I have a confession to make, we have been abusing the disconnect button to get us out of trouble. When we respawn in the middle of nowhere during nighttime, we disconnect, but that at least is fair because BTW adds a feature in single-player to auto progress to day in that situation. But other times we use it like a bed. Getting attacked by zombies and spiders outside when trying to get back to shelter? Disconnect for 10 minutes and then come back to see them burn and go passive. Need to idle the night while indoors without losing hunger or risking a monster coming? Disconnect. Zombie banging on the door? Disconnect and reconnect to make it stop again, although yesterday as I was going back through a tunnel I was digging, a zombie broke my door just as I got close enough to hear it and it killed me anyway. Stuck outside during a new moon? Disconnect! I know it's cheesy but it's hard for me to break the habit because it's saved my stuff more than once. Unfortunately I don't think it's possible for the game to discourage this behavior because it's fundamental that players shouldn't be able to be killed while they can't be on a server.
Players on the server I play on have been abusing the hell out of this. I've witnessed various instances of this, like "player gets a squid attached to them, then they disconnect and reconnect when it's daytime, and the squid is no longer attached so they are able to swim away safely", and "a jungle spider is trying to attack them, so they disconnect, then reconnect and move 2 feet, then disconnect, etc, until they've managed to get away from the spider", and the list of exploits goes on.
While one person has been removed from the server because their abuse was extremely flagrant and the admin was present at the time, the fact is that there's no way to track this and no way to prevent it. Unless they're being really stupid about it, it's not behavior that can be punished or even detected.
If anyone has the knowledge to create a BTW-compatible mod that can keep players' characters in-game for X seconds after they disconnect (and keep their chunk loaded during that time so whatever's there has a chance to kill them; even just 10 seconds might be long enough), I'm 100% positive my server's admin would implement it in a heartbeat. I imagine there's some technological limitation here, but in a perfect world people who were faced with certain death would not be able to escape it by disconnecting
Players on the server I play on have been abusing the hell out of this. I've witnessed various instances of this, like "player gets a squid attached to them, then they disconnect and reconnect when it's daytime, and the squid is no longer attached so they are able to swim away safely", and "a jungle spider is trying to attack them, so they disconnect, then reconnect and move 2 feet, then disconnect, etc, until they've managed to get away from the spider", and the list of exploits goes on.
While one person has been removed from the server because their abuse was extremely flagrant and the admin was present at the time, the fact is that there's no way to track this and no way to prevent it. Unless they're being really stupid about it, it's not behavior that can be punished or even detected.
Apparently it's called "combat logging" and it's a big deal on vanilla PvP or hardcore servers. It seems that the only way that vanilla servers have been able to prevent abuse is by using plugins, but I can't speak for the quality of their solutions.
It is possible to track every time a player disconnects (for any reason) because it's in the server log. Maybe not as simple to distinguish abuse.
There are many reasons why wolves would want to kill you in this mod, so I think you might be jumping to conclusions about it being the fall that set it off.
I didn't see the wolf before it attacked me so it probably was already angry at me. I was worried about it killing me but a stone axe finished it off.
I got a couple chickens from eggs, but at some point they died inside the pen I had them in. Since I wasn't around, I'm not sure what killed them. Do chickens require tall grass to eat, or what? I put fences on top of dirt blocks - that should prevent spiders from getting in and eating them, right? I can't find any specifics on whether or not animals need tall grass to avoid starving or not, but I seem to remember it being important for cows, though maybe that was just for milk production.
IDo chickens require tall grass to eat, or what? I put fences on top of dirt blocks - that should prevent spiders from getting in and eating them, right?
So then it'd probably be recommended to make a fully enclosed coop with some fence-walls and a torch for light sources? Do chickens require grass on the ground at all, or do I just need to feed them periodically to prevent them from starving?
Wouldn't settling next to a desert be good? You can build your windmill in the desert and there's often a river on biome borders. Is there anything discouraging that?
Nope, that's perfectly valid.
By golly! I wasn't suggesting that we add in machetes! All my days
heheh. I wonder about burning a jungle down, though. I remember Notch stopped fires spreading a while ago. Would a jungley fire burn down an entire biome of jungle?
I haven't played btw in a week. I done been without a computer that doesn't suck eggs, and will be for another couple of days. I feel like a sad addict on withdraws :(, but as days go by I find myself thinking about how much I'm looking forward to my next session of learning a lesson in cutting one's losses. Seriously would never have thought that I would stop playing don't starve for this. I was freaking passionate out the ass for that game.
I used to have toes
Well, the point he made about axes is valid however: I've set them up so they effectively act as machetes when clearing a path through brush, and the better the quality of axe, the more pronounced the effect.
Like stone axes for example don't take any damage/consume durability cutting through grass. Iron axes don't consume any hunger while doing the same. I'd need to verify, but if I remember right you can cut through leaves with a diamond axe without hunger or durability being affected, making them a great way to clear a path through jungles
EDIT:
Actually, no, sorry, I got that a bit messed up. Here's the relevant change log entry:
Unlikely to burn down an entire jungle, but if I remember right I also increased the effectiveness of fire relative to vanilla. Still, that's a rather extreme solution which is likely to be quite messy if all you want to do is clear a path.
I've been playing this on a server with my buddy since a week ago. He had started a world in the 10 beta around the same time, and in only a few days he had a giant elaborate base. Now we still don't have enough iron for two ingots, not in one place anyway. If this were vanilla I would probably be at the End by now. Actually, I don't know if there was ever even one time when I kept one world for long enough to get to the End legitimately, and I've had the game since they added it. I have gotten bored and deleted the world every time I have played vanilla survival. Deleting a world and creating a new one was refreshing, but it's the same feeling when you die in BTW and respawn in a different area.
I do regret not being able to put signs on every landmark, I think only a few places have signs. There are times when I was getting my bearings in non-forest areas and I wished I could write down the surrounding biomes and locations, and leave more notes for myself and the other player. When I'm in that situation I think that the sign recipe is uneconomical for Hardcore Wood. Although I don't have a problem when I happen to be in the woods, except for when the two extra signs from the recipe just go in a chest unused. I guess it was intentional to leave the sign recipe the same as vanilla, or else it wouldn't have been left the way it is at the same time as adding a simpler saw-exclusive recipe.
I have a confession to make, we have been abusing the disconnect button to get us out of trouble. When we respawn in the middle of nowhere during nighttime, we disconnect, but that at least is fair because BTW adds a feature in single-player to auto progress to day in that situation. But other times we use it like a bed. Getting attacked by zombies and spiders outside when trying to get back to shelter? Disconnect for 10 minutes and then come back to see them burn and go passive. Need to idle the night while indoors without losing hunger or risking a monster coming? Disconnect. Zombie banging on the door? Disconnect and reconnect to make it stop again, although yesterday as I was going back through a tunnel I was digging, a zombie broke my door just as I got close enough to hear it and it killed me anyway. Stuck outside during a new moon? Disconnect! I know it's cheesy but it's hard for me to break the habit because it's saved my stuff more than once. Unfortunately I don't think it's possible for the game to discourage this behavior because it's fundamental that players shouldn't be able to be killed while they can't be on a server.
I noticed that axes did not destroy so much. But I do gotsta point out that I was only pluckin about, my talkings about jungles and fires and machetes was just my usual making fun. I was never suggesting the need for a machete! I feel the need to disclaim myself and not lose some serious brownie points with you ;P
I will burn down a jungle one day. Perhaps the one that I keep seeing those little ******* spiders crawling at me as I search for food.
I used to have toes
Lol, no, you're not losing any brownie points, and I didn't take your comment as a serious suggestion. Was just pointing out that for all intents and purposes, the mod already has a machete in case you weren't aware of that bit and had need of one
One of the things I've tried to do with BTW is ensure that each tool has specific uses, and where possible, that upgrading them to the better materials is worthwhile. Given the axe was generally not an attractive upgrade option, instead of adding what would likely be another underutilized tool to the game with something like a machete, I decided to bake machete-like functionality into an existing tool instead.
Hehe, yes, I suspect those spiders are the primary cause of deforestation in the BTW world
Are there any more recent quickstart guides to BTW? A quick look around google and youtube has guides that are years out of date and are missing some of the tweaks to early-game difficulty made since.
In particular, I'm still not sure what to do with iron once I get it. I feel like using 27 bits to make an iron pick is the most sensible thing to do since it means faster mining and no more having to lug around a pile of stone picks, but at the same time, it doesn't dramatically change the basic "wander around looking for food" gameplay style. Should my objective just be to keep roaming from day to day until I can scare up some pumpkins to start farming chickens with? Food is invariably the biggest factor and issue and I've found it's mostly impossible to spend more than two full days in any given active area, since by that point absolutely all passive mobs will have been killed and eaten by me or by everything else.
I also find that hoofsies make cows more or less untouchable early on - I sure seem to get hit from the front as well as the back, which makes sense if they're goring me with their horns. One less (viable) food source early on.
I guess the biggest stumbling block for me lately has been finding a way to make the transition from hunter-gatherer into a more stationary playstyle. Would using the first 18 or so bits of iron and using a hoe to dig up hemp seeds for chickens be a better plan if I haven't located any pumpkins by that point?
A wolf just walked off the cliff that my home is in and fell in front of my door, but the fall damage made it want to kill me for some reason. Is this a bug? I didn't do anything to it.
I'd recommend these videos Icy made:
There's only a couple, but they're up to date and should give you a good start.
I think you may largely be facing a problem of time management here as when I'm playing I usually don't worry about farming at all for the longest time. There are plenty of animals around to sustain you and still leave time for mining/progressing if you're smart about it and take the occasional overnight hunting trip. I find that generally if you spend your nights mining/cave exploring, and your days collecting whatever supplies you need outside, starvation never really becomes an issue.
The other thing that might be making things difficult for you is excessive jumping or sprinting. Keep an eye on your hunger bar. If it's shaking, then you are expending extra energy in whatever activity you are engaged in. Try to avoid those activities where possible.
Hunger should be a concern and require occasional "maintenance", but IMO, is rarely a limiting factor once you make it through the first night.
There are many reasons why wolves would want to kill you in this mod, so I think you might be jumping to conclusions about it being the fall that set it off.
Excellent, thanks!
The issue is that by time I've smelted down 27 or more bits of iron, I'm probably also carrying around a significant amount of other items - or have them stashed in various cubbyholes throughout the surrounding area - and would really prefer to have a single place to store it all in, which usually means the idea of making a home base that I can make more organized searches from, rather than kind of meandering in a single direction like I usually do at the start. This also makes it more likely that I can recover everything that I wasn't carrying at the time in the (highly likely) event that I die somewhere, much later in the game.
Plus... a lot of the fun in BTW is from the concept of mechanical power and how it's all put together, but you can't even get started on that path until you've developed a source of sustainable food. I guess I'm just wanting to finish the "wander around and gather things" and start the "begin building a base" process and having issues making the transition quickly.
I guess I'll give making a hoe and trying to placate some chickens with hemp seeds this time through and see how it turns out.
I was wondering about animal spawns because I recall hearing about a change to spawns on piggies n co. making them remain dead once deaded. I loved the idea that wiping out an area of animals might cause you to have to go on multiple day-long hunting trips. I've sort of noticed that with my life on the plains. Realising that I'd eaten all my friends nearby I would leave to the far reaches of my land to find me some piggies, and this would give me great adventures. But then I found a cow walking about near my hidey hole's entrance. Did he migrate here, or do animals respawn? And why don't cows try to run away when I pour sand on them? Has the apathy and despondency of western society spread to the poor animals of minecraft?
I feel dirty with this method of slaughter.
I used to have toes
I wonder if anyone has a better than wolves server atm.
I'd recommend trying to stay in place right from the start. Unless I respawn in a jungle or something, I don't generally move from my starting or respawn location, except for periodic trips to go hunting. I basically start building up a base right from the start, preferably at initial spawn since you can always find your way back to it after a death once you've worked your way up to a compass.
Anyways, just to say a nomadic existence at start is in no way necessary, and you might want to consider just settling down wherever you find yourself instead of lugging everything around with you.
I personally don't find that to be the case either.
Animals don't ever respawn in BTW but cows tend to survive longer in the wild because they defend themselves when attacked. It's not uncommon to find the occasional one here and there after all the other wildlife has been wiped out as a result.
I have some changes coming that will make that whole thing a little more interesting. I haven't checked out the sand thing in particular, but now that you've mentioned it, will make sure to do so before next release.
This confirmation makes me very happy. To think that one day I will have to travel very far from home to find me some steaks. I'm lookin forward to my first farming project, too.
Good on you To see such a respectable beast die at the hands of gravity saddens me
I used to have toes
Players on the server I play on have been abusing the hell out of this. I've witnessed various instances of this, like "player gets a squid attached to them, then they disconnect and reconnect when it's daytime, and the squid is no longer attached so they are able to swim away safely", and "a jungle spider is trying to attack them, so they disconnect, then reconnect and move 2 feet, then disconnect, etc, until they've managed to get away from the spider", and the list of exploits goes on.
While one person has been removed from the server because their abuse was extremely flagrant and the admin was present at the time, the fact is that there's no way to track this and no way to prevent it. Unless they're being really stupid about it, it's not behavior that can be punished or even detected.
If anyone has the knowledge to create a BTW-compatible mod that can keep players' characters in-game for X seconds after they disconnect (and keep their chunk loaded during that time so whatever's there has a chance to kill them; even just 10 seconds might be long enough), I'm 100% positive my server's admin would implement it in a heartbeat. I imagine there's some technological limitation here, but in a perfect world people who were faced with certain death would not be able to escape it by disconnecting
Apparently it's called "combat logging" and it's a big deal on vanilla PvP or hardcore servers. It seems that the only way that vanilla servers have been able to prevent abuse is by using plugins, but I can't speak for the quality of their solutions.
It is possible to track every time a player disconnects (for any reason) because it's in the server log. Maybe not as simple to distinguish abuse.
I didn't see the wolf before it attacked me so it probably was already angry at me. I was worried about it killing me but a stone axe finished it off.
I got a couple chickens from eggs, but at some point they died inside the pen I had them in. Since I wasn't around, I'm not sure what killed them. Do chickens require tall grass to eat, or what? I put fences on top of dirt blocks - that should prevent spiders from getting in and eating them, right? I can't find any specifics on whether or not animals need tall grass to avoid starving or not, but I seem to remember it being important for cows, though maybe that was just for milk production.
I don't think fences stop spiders, no.
So then it'd probably be recommended to make a fully enclosed coop with some fence-walls and a torch for light sources? Do chickens require grass on the ground at all, or do I just need to feed them periodically to prevent them from starving?