Here are a few things I have learned in TU12. Please add more.
1- To tame an ocelot you have to be still in the jungle (best to crouch?) and let it come to you then feed it raw fish. From experience it can take 1 fish or 7+ fish.
2- A cocoa farm can be made with just a single block of jungle tree and placing cocoa seeds on each side of it. Fully mature cocoa beans give 3 seeds when harvested.
3- To make a giant jungle tree place four saplings together. When the tree grows it will already have some vines on it.
4- Tamed cats do not repel creepers 100% of the time. With 2 cats following me (5 blocks behind) I have had a creeper approach me and blow up. I think if they see the cat first then they run away and cats have repeled some creepers.
I learned about redstone lamps and thought they were going to take the wiring expertise of an electrician....until I found out how to power one, then take away the power source, and it was still lit up ...very useful for lighting small rooms! Goodbye glowstone forever...you ugly git!
I learned about redstone lamps and thought they were going to take the wiring expertise of an electrician....until I found out how to power one, then take away the power source, and it was still lit up ...very useful for lighting small rooms! Goodbye glowstone forever...you ugly git!
The light isn't actually there so hostile mobs can still spawn. I noticed this happening in my skeleton spawner and they still spawned.
I can definitely attest that Ocelots can spawn in forest and field biomes.... after checking my entire map TWICE, I have no jungle wood from the update. But I ran into an island on the outskirts of the map that had two Mooshroom cows. I also want to add that one of the things I enjoy most from TU12, is the ability to take screenshots and upload to Facebook (did this because a friend didnt believe me about the Mooshroom cow).
I also want to add that one of the things I enjoy most from TU12, is the ability to take screenshots and upload to Facebook (did this because a friend didnt believe me about the Mooshroom cow).
the screenshot feature has been around since I have played this game ( sometime between TU7 & TU8), I can not say if it has been a feature from the beginning, bUt it has been there as long as I have played. as for the Mooshrooms, I believe they were added in TU8 or 9, cant remember which.
one thing I have discovered is that I am probably going to become a mass murder or serial killer of Villiagers. they constantly go in and out of their houses and that door sound effect can get EXTREEMLY annoying when played 20 times in 5 min. they also seem to LOVE get in my way when I am working on a project either standing right in front of me when I am mining or getting in the way of placing blocks.
I have yet to see a cat spawn in or out of the jungle biome. it is becoming very frustrating for me as this was the feature I was anticipating the most.
I can definitely attest that Ocelots can spawn in forest and field biomes.... after checking my entire map TWICE, I have no jungle wood from the update. But I ran into an island on the outskirts of the map that had two Mooshroom cows. I also want to add that one of the things I enjoy most from TU12, is the ability to take screenshots and upload to Facebook (did this because a friend didnt believe me about the Mooshroom cow).
When was your world created? If it was in an earlier update it's possible that although the land had already generated, the biomes had changed allowing for this mobs to spawn. I don't believe that ocelots can spawn any where but jungles and I know that mooshrooms can't spawn anywhere but a mushroom biome unless it's a glitch.
Also you could always upload screenshots to Facebook.
I can definitely attest that Ocelots can spawn in forest and field biomes.... after checking my entire map TWICE, I have no jungle wood from the update. But I ran into an island on the outskirts of the map that had two Mooshroom cows. I also want to add that one of the things I enjoy most from TU12, is the ability to take screenshots and upload to Facebook (did this because a friend didnt believe me about the Mooshroom cow).
must be an old world you are talking about. Well far as I know. I know they only spawn in jungles in the maps. If on an old map, it could be that the generation now considers that area jungle... who knows I might be wrong. If you see wolves still spawning in that forest, then it is actually a forest. else it is not, well not according to the game. This is known as a biome shift that is to be expected in most old worlds. In other words has happened before.
OP: actually they do repel them 100% of the time. it has nothing to do with which they see first. they just have to be in range of the kitties. well from my experience. In the case of you running along, back off so the kitties will be between you and creeper and then the creeper will back off. It is more of thinking tactically with the cats and not assuming that the kitties will have infinite range for them.
It is all based on a radius around the cats, each individually. The creeper just has to be in that radius looking in the general direction the cats are in. Line Of Sight is important. This is what makes having cats following around tricky. What seems like you are doing is not letting the cats even get within range. or something like that. Granted it doesn't always work, especially when creeper is already in boom mode. Hit and run tactics are better to get them to back off anyway. Hmm...
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
OP: actually they do repel them 100% of the time. it has nothing to do with which they see first. they just have to be in range of the kitties. well from my experience. In the case of you running along, back off so the kitties will be between you and creeper and then the creeper will back off. It is more of thinking tactically with the cats and not assuming that the kitties will have infinite range for them.
Did some more testing in flat beach area. Had a cat sitting and went to get a creeper. Two creepers (one each side). I would draw the creeper in and at about 5 blocks they would turn and scamper away from the cats; coming from either side. They would move away maybe 20 blocks then just meander like normal. The cats just sort of seemed to ignore them.
When was your world created? If it was in an earlier update it's possible that although the land had already generated, the biomes had changed allowing for this mobs to spawn. I don't believe that ocelots can spawn any where but jungles and I know that mooshrooms can't spawn anywhere but a mushroom biome unless it's a glitch.
Also you could always upload screenshots to Facebook.
My world was created somewhere within the last 2 months id say. I was thinking the same that biome was already created and because I had explored it all, the jungle wood was not going to spawn at all. In my friends game, he got only a couple of trees and no Ocelots. Seems to be certain aspects of TU12 didnt transition over.
Did some more testing in flat beach area. Had a cat sitting and went to get a creeper. Two creepers (one each side). I would draw the creeper in and at about 5 blocks they would turn and scamper away from the cats; coming from either side. They would move away maybe 20 blocks then just meander like normal. The cats just sort of seemed to ignore them.
yup that is what is suppose to happen...lol they aren't like the dogs after all. They are more of a repellant... They don't attack, just sit or wander looking pretty...lol Reason why I mentioned using them you would have to tactically do so when moving around with them following.:D
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
I watched zombie chase a villager until he fell into lava on the tutorial world
I watched a zombie pound on a wooden door forever.
So I don't KNOW if they'll attack a villager, but they sure act like it.
I did expect the zombie to break the door down, but that doesn't seem to happen yet.
I was in Creative mode, observing the world, so the zombies were ignoring me.
I believe the actual breaking down of doors only occurs in hard mode. (I haven't played in hard yet since the update, so I can't verify this yet). I also haven't seen yet what the zombies do if they manage to trap a villager while chasing it. Will they just move aside and allow the villager to escape or keep the villager trapped and/or actually attack it?
I have noticed that villagers trapped outside of a village area seem to get really distressed. I tried to free my hermit (trapped underground since he tried to suicide in TU8) by the stairway up I had dug to get down to him when the incident first happened. Due to a ravine, I could not place this stairway on the village side of the hole. However, he simply will not go in a direction away from the village to climb out of the hole. He just runs around in circles spinning his head in front of the barricade I placed to prevent him from falling deep into the ravine and goes in an out of the door to the little house I built for him down there. So, either this distress is part of the new villager AI or just a worsening of whatever psychiatric condition led to his initial suicide attempt.
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1- To tame an ocelot you have to be still in the jungle (best to crouch?) and let it come to you then feed it raw fish. From experience it can take 1 fish or 7+ fish.
2- A cocoa farm can be made with just a single block of jungle tree and placing cocoa seeds on each side of it. Fully mature cocoa beans give 3 seeds when harvested.
3- To make a giant jungle tree place four saplings together. When the tree grows it will already have some vines on it.
4- Tamed cats do not repel creepers 100% of the time. With 2 cats following me (5 blocks behind) I have had a creeper approach me and blow up. I think if they see the cat first then they run away and cats have repeled some creepers.
That is a rather annoying glitch in my case.
The light isn't actually there so hostile mobs can still spawn. I noticed this happening in my skeleton spawner and they still spawned.
the screenshot feature has been around since I have played this game ( sometime between TU7 & TU8), I can not say if it has been a feature from the beginning, bUt it has been there as long as I have played. as for the Mooshrooms, I believe they were added in TU8 or 9, cant remember which.
one thing I have discovered is that I am probably going to become a mass murder or serial killer of Villiagers. they constantly go in and out of their houses and that door sound effect can get EXTREEMLY annoying when played 20 times in 5 min. they also seem to LOVE get in my way when I am working on a project either standing right in front of me when I am mining or getting in the way of placing blocks.
I have yet to see a cat spawn in or out of the jungle biome. it is becoming very frustrating for me as this was the feature I was anticipating the most.
When was your world created? If it was in an earlier update it's possible that although the land had already generated, the biomes had changed allowing for this mobs to spawn. I don't believe that ocelots can spawn any where but jungles and I know that mooshrooms can't spawn anywhere but a mushroom biome unless it's a glitch.
Also you could always upload screenshots to Facebook.
must be an old world you are talking about. Well far as I know. I know they only spawn in jungles in the maps. If on an old map, it could be that the generation now considers that area jungle... who knows I might be wrong. If you see wolves still spawning in that forest, then it is actually a forest. else it is not, well not according to the game. This is known as a biome shift that is to be expected in most old worlds. In other words has happened before.
OP: actually they do repel them 100% of the time. it has nothing to do with which they see first. they just have to be in range of the kitties. well from my experience. In the case of you running along, back off so the kitties will be between you and creeper and then the creeper will back off. It is more of thinking tactically with the cats and not assuming that the kitties will have infinite range for them.
It is all based on a radius around the cats, each individually. The creeper just has to be in that radius looking in the general direction the cats are in. Line Of Sight is important. This is what makes having cats following around tricky. What seems like you are doing is not letting the cats even get within range. or something like that. Granted it doesn't always work, especially when creeper is already in boom mode. Hit and run tactics are better to get them to back off anyway. Hmm...
it took me at least 30 raw fish before i could tame my first one. the ocelot i have now took 11 fish to tame it! what a fatty
Relaxed Survival Community Realm (NO KIDS)
Did some more testing in flat beach area. Had a cat sitting and went to get a creeper. Two creepers (one each side). I would draw the creeper in and at about 5 blocks they would turn and scamper away from the cats; coming from either side. They would move away maybe 20 blocks then just meander like normal. The cats just sort of seemed to ignore them.
My world was created somewhere within the last 2 months id say. I was thinking the same that biome was already created and because I had explored it all, the jungle wood was not going to spawn at all. In my friends game, he got only a couple of trees and no Ocelots. Seems to be certain aspects of TU12 didnt transition over.
Yea that is a sweet perk. using them a lot.
Slabs can be placed at the top of a block, same process as stairs.
Glowstone can have redstone placed on it, allows signal to pass upwards & not downwards. So exciting!been waiting ages for this.
Creepers scared of tamed cats & villagers scared of hostile mobs.
Loads of glitches, with light & block meshes.
yup that is what is suppose to happen...lol they aren't like the dogs after all. They are more of a repellant... They don't attack, just sit or wander looking pretty...lol Reason why I mentioned using them you would have to tactically do so when moving around with them following.:D
Does that mean that if you attack villagers that zombies will attack villagers also?
I watched zombie chase a villager until he fell into lava on the tutorial world
I watched a zombie pound on a wooden door forever.
So I don't KNOW if they'll attack a villager, but they sure act like it.
I did expect the zombie to break the door down, but that doesn't seem to happen yet.
I was in Creative mode, observing the world, so the zombies were ignoring me.
I believe the actual breaking down of doors only occurs in hard mode. (I haven't played in hard yet since the update, so I can't verify this yet). I also haven't seen yet what the zombies do if they manage to trap a villager while chasing it. Will they just move aside and allow the villager to escape or keep the villager trapped and/or actually attack it?
I have noticed that villagers trapped outside of a village area seem to get really distressed. I tried to free my hermit (trapped underground since he tried to suicide in TU8) by the stairway up I had dug to get down to him when the incident first happened. Due to a ravine, I could not place this stairway on the village side of the hole. However, he simply will not go in a direction away from the village to climb out of the hole. He just runs around in circles spinning his head in front of the barricade I placed to prevent him from falling deep into the ravine and goes in an out of the door to the little house I built for him down there. So, either this distress is part of the new villager AI or just a worsening of whatever psychiatric condition led to his initial suicide attempt.