All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
"Monster eggs take the same amount of time to break with any tool.
…
Monster eggs will typically take longer to break than their normal stone counterparts, which may be helpful in identifying and avoiding them."]
The 1.13 change is an exceedingly poor idea: careful and attentive play will no longer be rewarded and "Monster Eggs" will become step-and-die traps avoidable only with Silk Touch…
Rollback Post to RevisionRollBack
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Believe it or not, this appears to be a bug fix, as seen from the code for 1.6.4:
public BlockSilverfish(int par1)
{
super(par1, Material.clay);
this.setHardness(0.0F);
this.setCreativeTab(CreativeTabs.tabDecorations);
}
Note that they set the hardness to 0 - which means the block should break instantly. However, this is overridden when the block is initialized and I believe in error (e.g. they copied+pasted the line for another block):
public static final Block silverfish = (new BlockSilverfish(97)).setHardness(0.75F).setUnlocalizedName("monsterStoneEgg");
Silverfish are also hardly "step and die" traps; they are very easy to kill with minimal gear. I've even fixed this bug in an upcoming version of TMCW, and added more variants so you can find them in other stone blocks (in vanilla they will appear as normal stone if they generate in granite, etc. More fun, Silk Touch does not stop them from spawning, which was not changed until 1.8):
Believe it or not, this appears to be a bug fix, as seen from the code for 1.6.4:
public BlockSilverfish(int par1)
{
super(par1, Material.clay);
this.setHardness(0.0F);
this.setCreativeTab(CreativeTabs.tabDecorations);
}
Note that they set the hardness to 0 - which means the block should break instantly. However, this is overridden when the block is initialized and I believe in error (e.g. they copied+pasted the line for another block):
public static final Block silverfish = (new BlockSilverfish(97)).setHardness(0.75F).setUnlocalizedName("monsterStoneEgg");
Silverfish are also hardly "step and die" traps; they are very easy to kill with minimal gear. I've even fixed this bug in an upcoming version of TMCW, and added more variants so you can find them in other stone blocks (in vanilla they will appear as normal stone if they generate in granite, etc. More fun, Silk Touch does not stop them from spawning, which was not changed until 1.8):
Even if it was unintentional, I think the old behavior should be restored, and maybe silverfish should become more dangerous.
I think silverfish stone should be able to spawn in all biomes, because you don't run into it very much unless mining for emeralds. I think it would also be really cool if there was "scorpion sandstone." It could be used for the desert temples instead of normal sandstone.
Believe it or not, this appears to be a bug fix, as seen from the code for 1.6.4:
Based on the code you quote it would appear you are correct about the origin of the behavior.
However, based both on the length of time this has been part of the game and its salutory effect [rewarding careful and attentive play], I still feel it should be retained.
Quote from TheMasterCaver »
Silverfish are also hardly "step and die" traps; they are very easy to kill with minimal gear.
"step-and-die" [hyphenated] was not intended to be read literally. [My age/background is showing :blush:]
This is a term used in many paper&pencil role-playing games to indicate a trap that one cannot avoid by careful play.
[The archetypal example being a tiled room where stepping on some tiles, which are entirely indistinguishable from the safe ones, triggers some form of instantly lethal trap; hence step-and-die].
My objection to the change is not that silverfish are a particularly tough monster, but that 'good' (i.e. careful & attentive) play offers no means of avoiding them.
.
.
@ Wolftopia
I'd prefer to keep silverfish much as they are (weak except in large numbers and a special part of Extreme Hills Variants), but like the idea of a tougher similar mob ("scorpion sandstone") as a challenge for desert structures (possibly also structures generating in beach biomes).
Rollback Post to RevisionRollBack
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
They could at least reduce the mining time, e.g. so it mines as fast as if you used an Efficiency V diamond pickaxe on stone, which I might actually change it to (with the current hardness it is easier to detect when you use highly enchanted tools to mine, at which point you'll likely have good armor and weapons as well; this would also give a slight disadvantage to using better gear).
The Meaning of Life, the Universe, and Everything.
Join Date:
4/23/2011
Posts:
241
Minecraft:
Sarinilli
Member Details
Just putting this out there but I disagree with the statement that silverfish should be more dangerous. Imagine being in a new hardcore single player map.. you spawn in extreme hills. You need iron, so you go into the depths... only to find a hoard of silverfish, and still have a stone sword, no armor, and your first couple hits don't kill the first one because now they're too OP for your level and gear. They swarm you, rather than vanish into the rocks. You die. You didn't even get a chance...
Sounds annoying, doesn't it? Now, that didn't really happen to me because they aren't too hard and I was able to kill the first one, scaring the others off.
I think if they were any harder to kill / anymore dangerous, it would be rather discouraging in cases like this.
I do think them breaking instantly is a little much though; if you're like me and sudden things popping up in game makes you jumpy (sure it's funny since it's just a game, but if you're in hardcore suddenly everything is more serious), it's unnerving having a bunch of silverfish pop up seemingly out of nowhere.
Also, the instance I had happen...turned out to be a block over a lava lake. UMM... NOPE.
Buffing silverfish doesn't mean they'll be extremely deadly. I don't think they would be any more dangerous than a zombie, if that.
Do you mean a single silverfish? Because hitting one silverfish, if it doesn't die, will call an entire swarm out from nearby blocks to attack you. If it was one or two, it'd be little more than an annoyance. But four, five, even six? No thanks!
Also, by instant block breaking, I assume it's the block breaking speed seen in creative. That seems alright. It fits the idea of a monster "egg".
The rare spawning is a good thing in my opinion. Its current spawning areas are rarer and usually for more higher leveled players, unless you just happened upon a woodland mansion or extreme hills biome. Otherwise, it could turn what's intended to be a slight deterrent and annoyance into a full-on threat that appears out of nowhere from an instantly-broken block.
Scorpion sandstone is a nice idea for desert temples. Currently, the temples only have 1 easily avoided trap.
As for ScotsMiser, careful and attentive play will still be rewarded, just in the sense that you'll be able to react faster and deal with it quicker.
Rollback Post to RevisionRollBack
Quote me if you're replying to my comment please.
Check out my maps! Vampire and Hunter PVP - multiplayer PvP map:
Something that does not yet appear to have been discussed:
from 17w17a
"Silverfish-infested blocks will now break instantly, regardless of a[sic] tool that the player is using."
[This is a change from (q.v. https://minecraft.gamepedia.com/Monster_Egg )
"Monster eggs take the same amount of time to break with any tool.
…
Monster eggs will typically take longer to break than their normal stone counterparts, which may be helpful in identifying and avoiding them."]
The 1.13 change is an exceedingly poor idea: careful and attentive play will no longer be rewarded and "Monster Eggs" will become step-and-die traps avoidable only with Silk Touch…
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Believe it or not, this appears to be a bug fix, as seen from the code for 1.6.4:
Note that they set the hardness to 0 - which means the block should break instantly. However, this is overridden when the block is initialized and I believe in error (e.g. they copied+pasted the line for another block):
Silverfish are also hardly "step and die" traps; they are very easy to kill with minimal gear. I've even fixed this bug in an upcoming version of TMCW, and added more variants so you can find them in other stone blocks (in vanilla they will appear as normal stone if they generate in granite, etc. More fun, Silk Touch does not stop them from spawning, which was not changed until 1.8):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my flagship mod which combines my own ideas with 1.7+ features, with emphasis on underground content.
Why do I still play in 1.6.4?
Even if it was unintentional, I think the old behavior should be restored, and maybe silverfish should become more dangerous.
I think silverfish stone should be able to spawn in all biomes, because you don't run into it very much unless mining for emeralds. I think it would also be really cool if there was "scorpion sandstone." It could be used for the desert temples instead of normal sandstone.
Based on the code you quote it would appear you are correct about the origin of the behavior.
However, based both on the length of time this has been part of the game and its salutory effect [rewarding careful and attentive play], I still feel it should be retained.
"step-and-die" [hyphenated] was not intended to be read literally. [My age/background is showing :blush:]
This is a term used in many paper&pencil role-playing games to indicate a trap that one cannot avoid by careful play.
[The archetypal example being a tiled room where stepping on some tiles, which are entirely indistinguishable from the safe ones, triggers some form of instantly lethal trap; hence step-and-die].
My objection to the change is not that silverfish are a particularly tough monster, but that 'good' (i.e. careful & attentive) play offers no means of avoiding them.
.
.
@ Wolftopia
I'd prefer to keep silverfish much as they are (weak except in large numbers and a special part of Extreme Hills Variants), but like the idea of a tougher similar mob ("scorpion sandstone") as a challenge for desert structures (possibly also structures generating in beach biomes).
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
They could at least reduce the mining time, e.g. so it mines as fast as if you used an Efficiency V diamond pickaxe on stone, which I might actually change it to (with the current hardness it is easier to detect when you use highly enchanted tools to mine, at which point you'll likely have good armor and weapons as well; this would also give a slight disadvantage to using better gear).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my flagship mod which combines my own ideas with 1.7+ features, with emphasis on underground content.
Why do I still play in 1.6.4?
Just putting this out there but I disagree with the statement that silverfish should be more dangerous. Imagine being in a new hardcore single player map.. you spawn in extreme hills. You need iron, so you go into the depths... only to find a hoard of silverfish, and still have a stone sword, no armor, and your first couple hits don't kill the first one because now they're too OP for your level and gear. They swarm you, rather than vanish into the rocks. You die. You didn't even get a chance...
Sounds annoying, doesn't it? Now, that didn't really happen to me because they aren't too hard and I was able to kill the first one, scaring the others off.
I think if they were any harder to kill / anymore dangerous, it would be rather discouraging in cases like this.
I do think them breaking instantly is a little much though; if you're like me and sudden things popping up in game makes you jumpy (sure it's funny since it's just a game, but if you're in hardcore suddenly everything is more serious), it's unnerving having a bunch of silverfish pop up seemingly out of nowhere.
Also, the instance I had happen...turned out to be a block over a lava lake. UMM... NOPE.
Updated: Mar. 2 2018 See thread for details
Buffing silverfish doesn't mean they'll be extremely deadly. I don't think they would be any more dangerous than a zombie, if that.
Do you mean a single silverfish? Because hitting one silverfish, if it doesn't die, will call an entire swarm out from nearby blocks to attack you. If it was one or two, it'd be little more than an annoyance. But four, five, even six? No thanks!
Also, by instant block breaking, I assume it's the block breaking speed seen in creative. That seems alright. It fits the idea of a monster "egg".
I don't think this should be too common though.
The rare spawning is a good thing in my opinion. Its current spawning areas are rarer and usually for more higher leveled players, unless you just happened upon a woodland mansion or extreme hills biome. Otherwise, it could turn what's intended to be a slight deterrent and annoyance into a full-on threat that appears out of nowhere from an instantly-broken block.
Scorpion sandstone is a nice idea for desert temples. Currently, the temples only have 1 easily avoided trap.
As for ScotsMiser, careful and attentive play will still be rewarded, just in the sense that you'll be able to react faster and deal with it quicker.
Quote me if you're replying to my comment please.
Check out my maps!
Vampire and Hunter PVP - multiplayer PvP map:
Custom vanilla mobs showcase map:
Collection of two WIP maps (Quad SB and Advanced Village) [MinecraftForum thread]