Okay, I've seen people come up with a bunch of different crafting recipes for bait, some even have different types for enemies than for neutral mobs, but no one really goes into major detail on how the whole concept should work for balancing issues. So I figured now was the time to delve into that subject: (apologies ahead of time if this comes across condescending, I just have one of those cheesy black and white training video parody spiels running through my head, and it only got worse the further I got. Please treat it as the humorous writing style it was intended.)
Bait
How do I use it?
Why, it's very simple. Do you have an item that a mob is attracted to? You don't need to craft it into anything special, just DROP it on the ground, and if it's within range of that mob (enemy or neutral) and in a place that mob can reach, that mob will begin moving towards that item. Be careful though, even if you're using it as bait, it still follows the rules of any other dropped item, which means it can eventually disappear, can be destroyed by fire, lava, or cacti, and as bait will be destroyed if the mob it is attracting touches it for long enough.
Wait, so different mobs need different bait?
That's absolutely right. After all, you don't expect a pig or cow to be interested in a piece of meat, do you?
Well?
Well what?
Which bait is needed for which mobs?
Experiment and find out for yourself. It's pretty logical so it shouldn't take you that long to figure it out.
That's a complete ripoff. Just tell me what they are.
Oh, okay, fine. Here's the breakdown:
Sheep & Cows = Wheat, Flowers & Apples - Any grazing Herbivore loves wheat and flowers. If Grazing mobs are added, wheat may be more effective for some mobs and flowers more effective than for others. If horses are implemented, they will be attracted by wheat, but will be attracted even more by apples and will move faster to get to them.
]" title="-<->" /> Chickens = Wheat Seed & Fish Bait(worms/grubs/slimeballs) - Chickens will be attracted to any seed or worms mealy insect on the ground. Future Non-Predatory Avian & Fish mobs may also be attracted by these.
Pigs = Brown Mushrooms - Pigs are too smart to be attracted by simple grass and seeds. Only their favorite Brown Mushrooms will be able to convince them to go anywhere. Just be careful, because when a pig sees one nearby, he'll move a lot faster than he usually does.
This can also be used while riding a pig in order to get it to move where you want it to go. Don't worry about losing the mushroom, you'll pick it up automatically when he moves over it. Just make sure to right click to actually place the mushroom every so often so he can actually eat it, or he'll get jaded.
Zombies & Spiders = Raw Meat - That's right, there may be a benefit to not cooking that meat when it can save you from taking any of the damage that you would have needed it to heal if you hadn't used it to distract that spider or bunch of zombies. Any future predatory mobs (sharks, hawks, bears, wolves, non-undead monsters) will also be attracted by raw meat.
Skeletons & Zombies = Gold & Gold Block - Skeletons have no stomach or tongue, so they have little attraction to meat. Fortunately all undead are highly attracted by gold. Hunger may only be a mortal need, but Greed is eternal. Any future undead or demonic mob will be attracted by gold, including ghasts (gold dropped as an item is still high risk for burning, better to actually PLACE gold blocks for better durability)
Creepers = Gunpowder & TNT blocks(only if not connected to a switch, lever or other activation method) - Yep it's a little unfair that you can't bait them until you've already killed one, but really, they blow themselves up in order to attack you. If that was a hunting method, they'd never eat. They aren't undead either, what do they even want with you? Did you insult their honor or something? Whatever the case, the reason they are attracted by gunpowder is plenty obvious; all the better to blow you to smithereens with, my dear.
If any future insect based mobs are added, they will be attracted by torches and lanterns, but only in dark caverns or at night time, and they will neither remove the torch/lantern, nor will they get Jaded, they still can become Wary.
So riding Pigs can finally be useful. Why can't we just use reigns to make it go where we want?
You can't even craft a saddle, and you want reigns now? Besides, it's a pig, not a horse.
Wait, hold on, what do you mean by "Jaded"?
Oh good, you noticed that part. That's right, all mobs can become "Jaded" if you try to lure them too far without them actually getting to pick up some of the bait you dropped for them.
How this works is that when you drop bait for a mob, as soon as the mob notices that bait, it will designate the place it is standing as a Bait Base. Once designated, the mob will only be attracted to bait that has been placed within a certain distance of that Bait Base. If no bait is in range of the Bait Base, the mob will wander or attack normally.
This prevents the player from constantly dropping and picking up bait to lure a mob over a great distance. Once the mob picks up some of the bait it wants, the Bait Base will be removed until another bait is dropped and the process is repeated.
Being "Jaded" happens when a mob has wandered far enough away from its Bait Base that it is impossible to drop bait in a place that is close enough to both the mob and the Bait Base for it to work.
Mobs will also become "Wary" if they are attacked while being attracted to bait. When this happens, they will remove the Bait Base, and ignore the bait that has already been placed. They will not go after any more bait until there is an additional piece of bait placed for each time the mob has been attacked while attracted to bait.
Okay, "Jaded" and "Wary" got it. Anything else I need to know?
Enemy mobs can still attack as they go after their bait, if you get in their way. Skeletons will still fire arrows at you up until they actually touch the Gold or Gold Block. At which point they will pause attacking while attempting to pick up the bait.
Wait a second. Items disappear over time. I want to be able to bait a trap and just leave it sit on its own. How can I do that?
You can place mushrooms, flowers, wheat, gold blocks and TNT for the same effect. Meat can be crafted with a stick, and wheat seeds can be crafted with a bowl in order to create meat and seed baits that can be placed:
=Bowl
___
___
Just keep in mind; if the mobs have no chance of reaching the bait, then they wont go after it at all. The traps that have the best chance of attracting mobs also have the best chance of having your bait taken. MINECRAFT2.0
If you just dropped it, then it will eventually disappear the same as any item you drop. If you place it, it will remain unless it is taken by the mob that is attracted to it.
Actually, the this bait mechanic is intended to be just as applicable for fishing. If you want to go fishing, just craft the rod with the bait you want to use.
well flushed out... but when it comes to some of the mechanics i was curious if they would translate to the mob's environmental interactions... would pigs then be found primarily in places where wild mushrooms grew? and if there were wild mushrooms would you need to collect them before the pigs that spawn eat them naturally?
Similar question with flowers. and would the planting mechanic not work in similar respect? or would it strictly be a drop mechanic that the mobs attract themselves to?
would this new item drop preference then make it risky to embark on rescue missions for your stuff if its likely to attract enemies (cuz im lazy and carry loads of raw meat... and when i find gold i dont always bring it back to base)
I like the drop dynamic and i feel if a plant dynamic was used for items there should be some measure of wear and tear based on how much the mobs interact with the items... and possibly even a predetermined amount of time that it successfully attracts their attention b4 they wander off.
In the end of craftables i had the idea of a plantable decoy... and i considered similar questions regarding degradation / mob interaction... In the end i think any sort of mechanic that might serve to effectively herd or group mobs im down for... be it for use with traps, to save ones ****, or to harvest.
well flushed out... but when it comes to some of the mechanics i was curious if they would translate to the mob's environmental interactions... would pigs then be found primarily in places where wild mushrooms grew? and if there were wild mushrooms would you need to collect them before the pigs that spawn eat them naturally?
Similar question with flowers. and would the planting mechanic not work in similar respect? or would it strictly be a drop mechanic that the mobs attract themselves to?
This is a good question, and one I'm still currently debating, but most likely, yes, they will spawn near flowers and mushrooms that are found naturally, but they wont specifically gravitate towards naturally placed flowers/mushrooms. However they will still eat those things if they walk over it normally.
would this new item drop preference then make it risky to embark on rescue missions for your stuff if its likely to attract enemies (cuz im lazy and carry loads of raw meat... and when i find gold i dont always bring it back to base)
I LIKE the way you think. That's an excellent point and an excellent balance to the ability to bait enemies is that items dropped at death my just attract more enemies to that point, making it harder to reclaim your items.
I like the drop dynamic and i feel if a plant dynamic was used for items there should be some measure of wear and tear based on how much the mobs interact with the items... and possibly even a predetermined amount of time that it successfully attracts their attention b4 they wander off.
Yes, i think I included the fact that when n enemy was near an item they were actively being attracted to, that they would have a limited time before they would "take" the item so that it would be gone, whether dropped or placed.
I like it, but I'm not so sure about creepers being attracted to TNT and gunpowder.
I'd like them to do something a little more mischievous, like breaking redstone wires or something.
Come to think of it, I actually wouldn't mind if they were attracted to only TNT blocks (that have been placed) but explode when they get near it, so they feel like they are causing you more of the pain that they had to endure once they slip away into the sweet embrace of death when they kill themselves
first of all, anyone who knows anything about domestic animals knows that pigs are omnivores.
second of all, maybe creepers can be attracted to mushroom stew.
They won't eat it because they don't exactly have mouths, but they'll like it because they're explosive mutant relatives to pigs.
shhh. this is minecraft, in minecraft, pigs like mushrooms and chickens like grains, not meat. And i never said that they wont eat meat, just that they wont find it interesting enough to go after in spite of possible danger.
I would n't want pigs to eat naturally place mushrooms they are rare enough already
This would be supported by allowing mushrooms to be farmed, and also Mobs would only specifically target their favored item if it was specifically plced by the player. Naturally growning/spawned/dropped bait items would only be "eaten" by the mob if they happened to wander over it on their own.
Also, if you think mushrooms are rare, try going to the Nether, they grow fairly extensively there.
I would n't want pigs to eat naturally place mushrooms they are rare enough already
This would be supported by allowing mushrooms to be farmed, and also Mobs would only specifically target their favored item if it was specifically plced by the player. Naturally growning/spawned/dropped bait items would only be "eaten" by the mob if they happened to wander over it on their own.
Also, if you think mushrooms are rare, try going to the Nether, they grow fairly extensively there.
If you have the fishing rod + bait, and you don't cast it, would mobs still be attracted to it
(used to make piggy go, withouth having to cast all the time)
If the mob has "eaten" the bait, wouldn't it be trapped on the hook
(maybe a chance like 25% to be trapped onto the hook)
would the baited fishing lines float or sink in water?
(if it sinks then it would be cool if fish becomes mobs, and some swim lower and *Off Topic*)
Could you use fish to attract other type of fish? and attract other mobs (cause fish smells)
would cooked fish/porckchops be able to be used as bait (it smells yummy) if so would it attract more or faster
What would attract skeletons/creepers/ghasts/zombie pigmen?
And I saw something similar to this in farmcraft (not about bait but something else)
could that idea in farmcraft be able to be used to lure stuff farter?
with the "jaded" thing would passive mobs be able to become "jaded" or "wary" and if so, would it have different effects?
Just some questions I've been asking myself about this....nice job
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These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
If you have the fishing rod + bait, and you don't cast it, would mobs still be attracted to it
(used to make piggy go, withouth having to cast all the time)
You should need to cast, so no, they wouldn't be attracted until you cast.
If the mob has "eaten" the bait, wouldn't it be trapped on the hook
(maybe a chance like 25% to be trapped onto the hook)
No, they would only be "hooked" if you reeled the hook in while they were still eating. Otherwise you've missed your chance.
would the baited fishing lines float or sink in water?
(if it sinks then
it would be cool if fish becomes mobs, and some swim lower and *Off Topic*)
It could sink, but the bobber would still be at the top of the water.
Could you use fish to attract other type of fish? and attract other mobs (cause fish smells)
Check out rangecraft. It specifically mentions there using fish as bait to catch larger fish.
would cooked fish/porckchops be able to be used as bait (it smells yummy) if so would it attract more or faster
No. for one thing, I'm thinking most mobs you come up against would be more attracted to teh raw/closer to still living meat. Plus this means that people would have a reason to NOT cook all of their meat.
What would attract skeletons/creepers/ghasts/zombie pigmen?
Read the opening post. gold attracts skeletons, Gunpowder attracts creepers, and probably red mushrooms would attract zombie pigmen.
with the "jaded" thing would passive mobs be able to become "jaded" or "wary" and if so, would it have different effects?
Just some questions I've been asking myself about this....nice job
of course passive mobs could become jaded. I don't see why there would be different effects though.
Before Casting, I personally think that mobs should be attracted to you when you have it out, in a certain vicinity, X blocks or something, so people don't just run around with it all happy and glorified
Meat, Well when you toss out the line, could you potentialy real in another player
(let's say the fish is on the ground, he goes and picks it up, he is now caught)
Gold Attracting Skeletons...they aren't pirates...but I can't think of anything so I can't complain
Mob Eat Trap, Well I'm just going with my sense of realism here
(I support some, not all, realism in minecraft)
When a fish eats bait, sometimes it gets stuck on the line
Rollback Post to RevisionRollBack
These guys make awesome art for Mods (Items, New Blocks and Mobs)
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
What I would do is have a brown mushroom on a fishing pole. I would equipt the baited fishing pole while riding a pig, so the pig would chase it and I'd therefore be able to control it. If the baited pole is unequipted, then the big will stop and will move wherever it wants. Picture the way they contolled the ant in "Honey, I Shrunk the Kids."
Wolves are smaller than pigs. Anyone who thinks they should be ridden should be smacked. Also, no saddle functionality for wolves that I know of
If I didn't hate Eclipse with a passion I'd rewrite the saddle item to include wolves.
Speaking of which, I'm thinking about the purpose of bait. Would it be to lure mobs out into the open and/or into traps?
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Active OSes: Win7 Ultimate, Ubuntu 10.04 Desktop; Vista Business, Ubuntu 11.04 (VMs)
I'm probably leaving mcf. Lost interest in staying on this forum, not that anyone really would care.
Probably just to lure them to a specific area so you can smack them where you want with whatever you want. It would also be an option for pacifist players to distract mobs.
(apologies ahead of time if this comes across condescending, I just have one of those cheesy black and white training video parody spiels running through my head, and it only got worse the further I got. Please treat it as the humorous writing style it was intended.)
Why, it's very simple. Do you have an item that a mob is attracted to? You don't need to craft it into anything special, just DROP it on the ground, and if it's within range of that mob (enemy or neutral) and in a place that mob can reach, that mob will begin moving towards that item. Be careful though, even if you're using it as bait, it still follows the rules of any other dropped item, which means it can eventually disappear, can be destroyed by fire, lava, or cacti, and as bait will be destroyed if the mob it is attracting touches it for long enough.
Wait, so different mobs need different bait?
That's absolutely right. After all, you don't expect a pig or cow to be interested in a piece of meat, do you?
Well?
Well what?
Which bait is needed for which mobs?
Experiment and find out for yourself. It's pretty logical so it shouldn't take you that long to figure it out.
That's a complete ripoff. Just tell me what they are.
Oh, okay, fine. Here's the breakdown:
Sheep & Cows = Wheat, Flowers & Apples - Any grazing Herbivore loves wheat and flowers. If Grazing mobs are added, wheat may be more effective for some mobs and flowers more effective than for others. If horses are implemented, they will be attracted by wheat, but will be attracted even more by apples and will move faster to get to them.
]" title="-<->" /> Chickens = Wheat Seed & Fish Bait(worms/grubs/slimeballs) - Chickens will be attracted to any seed or worms mealy insect on the ground. Future Non-Predatory Avian & Fish mobs may also be attracted by these.
Pigs = Brown Mushrooms - Pigs are too smart to be attracted by simple grass and seeds. Only their favorite Brown Mushrooms will be able to convince them to go anywhere. Just be careful, because when a pig sees one nearby, he'll move a lot faster than he usually does.
This can also be used while riding a pig in order to get it to move where you want it to go. Don't worry about losing the mushroom, you'll pick it up automatically when he moves over it. Just make sure to right click to actually place the mushroom every so often so he can actually eat it, or he'll get jaded.
Zombies & Spiders = Raw Meat - That's right, there may be a benefit to not cooking that meat when it can save you from taking any of the damage that you would have needed it to heal if you hadn't used it to distract that spider or bunch of zombies. Any future predatory mobs (sharks, hawks, bears, wolves, non-undead monsters) will also be attracted by raw meat.
Skeletons & Zombies = Gold & Gold Block - Skeletons have no stomach or tongue, so they have little attraction to meat. Fortunately all undead are highly attracted by gold. Hunger may only be a mortal need, but Greed is eternal. Any future undead or demonic mob will be attracted by gold, including ghasts (gold dropped as an item is still high risk for burning, better to actually PLACE gold blocks for better durability)
Creepers = Gunpowder & TNT blocks(only if not connected to a switch, lever or other activation method) - Yep it's a little unfair that you can't bait them until you've already killed one, but really, they blow themselves up in order to attack you. If that was a hunting method, they'd never eat. They aren't undead either, what do they even want with you? Did you insult their honor or something? Whatever the case, the reason they are attracted by gunpowder is plenty obvious; all the better to blow you to smithereens with, my dear.
If any future insect based mobs are added, they will be attracted by torches and lanterns, but only in dark caverns or at night time, and they will neither remove the torch/lantern, nor will they get Jaded, they still can become Wary.
So riding Pigs can finally be useful. Why can't we just use reigns to make it go where we want?
You can't even craft a saddle, and you want reigns now? Besides, it's a pig, not a horse.
Wait, hold on, what do you mean by "Jaded"?
Oh good, you noticed that part. That's right, all mobs can become "Jaded" if you try to lure them too far without them actually getting to pick up some of the bait you dropped for them.
How this works is that when you drop bait for a mob, as soon as the mob notices that bait, it will designate the place it is standing as a Bait Base. Once designated, the mob will only be attracted to bait that has been placed within a certain distance of that Bait Base. If no bait is in range of the Bait Base, the mob will wander or attack normally.
This prevents the player from constantly dropping and picking up bait to lure a mob over a great distance. Once the mob picks up some of the bait it wants, the Bait Base will be removed until another bait is dropped and the process is repeated.
Being "Jaded" happens when a mob has wandered far enough away from its Bait Base that it is impossible to drop bait in a place that is close enough to both the mob and the Bait Base for it to work.
Mobs will also become "Wary" if they are attacked while being attracted to bait. When this happens, they will remove the Bait Base, and ignore the bait that has already been placed. They will not go after any more bait until there is an additional piece of bait placed for each time the mob has been attacked while attracted to bait.
Okay, "Jaded" and "Wary" got it. Anything else I need to know?
Enemy mobs can still attack as they go after their bait, if you get in their way. Skeletons will still fire arrows at you up until they actually touch the Gold or Gold Block. At which point they will pause attacking while attempting to pick up the bait.
Wait a second. Items disappear over time. I want to be able to bait a trap and just leave it sit on its own. How can I do that?
You can place mushrooms, flowers, wheat, gold blocks and TNT for the same effect. Meat can be crafted with a stick, and wheat seeds can be crafted with a bowl in order to create meat and seed baits that can be placed:
=Bowl
___
___
Just keep in mind; if the mobs have no chance of reaching the bait, then they wont go after it at all. The traps that have the best chance of attracting mobs also have the best chance of having your bait taken. MINECRAFT2.0
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
The idea is also good but in 31 October fishing will be released so bait could be misunderstood.
,
This was epic too
Old Default | Minecraft with an old flavour
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Sabata & Grey Acumen's "New Nether"
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Similar question with flowers. and would the planting mechanic not work in similar respect? or would it strictly be a drop mechanic that the mobs attract themselves to?
would this new item drop preference then make it risky to embark on rescue missions for your stuff if its likely to attract enemies (cuz im lazy and carry loads of raw meat... and when i find gold i dont always bring it back to base)
I like the drop dynamic and i feel if a plant dynamic was used for items there should be some measure of wear and tear based on how much the mobs interact with the items... and possibly even a predetermined amount of time that it successfully attracts their attention b4 they wander off.
In the end of craftables i had the idea of a plantable decoy... and i considered similar questions regarding degradation / mob interaction... In the end i think any sort of mechanic that might serve to effectively herd or group mobs im down for... be it for use with traps, to save ones ****, or to harvest.
Idea - Craftable Decoy to bait traps?[/quote]
I LIKE the way you think. That's an excellent point and an excellent balance to the ability to bait enemies is that items dropped at death my just attract more enemies to that point, making it harder to reclaim your items.
Yes, i think I included the fact that when n enemy was near an item they were actively being attracted to, that they would have a limited time before they would "take" the item so that it would be gone, whether dropped or placed.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I'd like them to do something a little more mischievous, like breaking redstone wires or something.
Come to think of it, I actually wouldn't mind if they were attracted to only TNT blocks (that have been placed) but explode when they get near it, so they feel like they are causing you more of the pain that they had to endure once they slip away into the sweet embrace of death when they kill themselves
"Various mammals are omnivorous by nature, such as pigs... chicken... "
http://en.wikipedia.org/wiki/Omnivore
first of all, anyone who knows anything about domestic animals knows that pigs are omnivores.
second of all, maybe creepers can be attracted to mushroom stew.
They won't eat it because they don't exactly have mouths, but they'll like it because they're explosive mutant relatives to pigs.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
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This would be supported by allowing mushrooms to be farmed, and also Mobs would only specifically target their favored item if it was specifically plced by the player. Naturally growning/spawned/dropped bait items would only be "eaten" by the mob if they happened to wander over it on their own.
Also, if you think mushrooms are rare, try going to the Nether, they grow fairly extensively there.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Ah the Nether
What a horrible place
If you have the fishing rod + bait, and you don't cast it, would mobs still be attracted to it
(used to make piggy go, withouth having to cast all the time)
If the mob has "eaten" the bait, wouldn't it be trapped on the hook
(maybe a chance like 25% to be trapped onto the hook)
would the baited fishing lines float or sink in water?
(if it sinks then it would be cool if fish becomes mobs, and some swim lower and *Off Topic*)
Could you use fish to attract other type of fish? and attract other mobs (cause fish smells)
would cooked fish/porckchops be able to be used as bait (it smells yummy) if so would it attract more or faster
What would attract skeletons/creepers/ghasts/zombie pigmen?
And I saw something similar to this in farmcraft (not about bait but something else)
could that idea in farmcraft be able to be used to lure stuff farter?
with the "jaded" thing would passive mobs be able to become "jaded" or "wary" and if so, would it have different effects?
Just some questions I've been asking myself about this....nice job
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
No, they would only be "hooked" if you reeled the hook in while they were still eating. Otherwise you've missed your chance.
It could sink, but the bobber would still be at the top of the water.
Check out rangecraft. It specifically mentions there using fish as bait to catch larger fish.
No. for one thing, I'm thinking most mobs you come up against would be more attracted to teh raw/closer to still living meat. Plus this means that people would have a reason to NOT cook all of their meat.
Read the opening post. gold attracts skeletons, Gunpowder attracts creepers, and probably red mushrooms would attract zombie pigmen.
of course passive mobs could become jaded. I don't see why there would be different effects though.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Meat, Well when you toss out the line, could you potentialy real in another player
(let's say the fish is on the ground, he goes and picks it up, he is now caught)
Gold Attracting Skeletons...they aren't pirates...but I can't think of anything so I can't complain
Mob Eat Trap, Well I'm just going with my sense of realism here
(I support some, not all, realism in minecraft)
When a fish eats bait, sometimes it gets stuck on the line
I will be using them soon
I'm Starting to be known as a Balancer, A.K.A. I'm starting to become pessimist
Wolves are smaller than pigs. Anyone who thinks they should be ridden should be smacked. Also, no saddle functionality for wolves that I know of
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
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If I didn't hate Eclipse with a passion I'd rewrite the saddle item to include wolves.
Speaking of which, I'm thinking about the purpose of bait. Would it be to lure mobs out into the open and/or into traps?
I'm probably leaving mcf. Lost interest in staying on this forum, not that anyone really would care.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series