Sacrificial dagger, a dagger that if you kill a sheep with it, you get blood, then you can craft 9 bloods, to make a blood crystal, , if you craft that with demon bones, you get a nether staff, which you can use to fire lasers of sorts, but it only has30 uses before needing a new blood crystal, however, whenever you gather blood, the dagger breaks
Recepie for dagger = bones
[] [] []
[] []
[] []
Recepie for blood crystal
Nope, it kills mobs with 1 hit
Recepie for staff is blood c, and is demon bone
So, when all is said and done, this thing makes short work of rare and valuable items for the sake of doing something easily accomplished with arrows?
Midas Tears are WAAYYYYYYYYYYYYYY to good. I dont think they should be added because then you could get golden tools and bricks in like two seconds and not try to dig for the gold. So no.
On the Blood Drop Idea, I kinda enjoy it too, but if what you've suggested is the means to making the gems then they should be frozen instead of cooked.
As per the squito eating up your items, it's kinda covered by the Glutton. Now while they both eat items, the glutton damages at the same time. Now when the idea was pitched someone said "It could eat through all your items and THEN damage you." That sounds interesting.
As for the Far Lands comment, If I understand how you get to them correctly, you'd have no problem with it unless you teleport back to the overworld.
I've been hearing rumors that there are naturally occurring Nether Portals now in 1.5. Not sure if it's true, but if this update were to be applied, I HIGHLY suggest that this be part of the update. I think it would be awesome to run across a "Dungeon" that included a few Pigmen, and a nether portal.
The only thing I like are the trolls and the spider things. Everything else is a little pointless and would just make the Nether crowded and bothersome. I do like the idea of improving the nether though, it is pretty boring now.
I love this thread! Why shouldn't the nether be just as unique as the overworld is? The nether has pig-zombies and ghasts. The overworld has zombies, pigs, sheep, cows, creepers, skeletons, spiders, slimes, wolves, and skeletons riding spiders on rare occasions. I fully support the idea of making the nether as dynamic and unique for advanced players as the overoworld is for newer players. Am I saying that the only reason to go to the new nether is to test one's skill? No! But it would be a good test... This would be a huge change to all of minecraft because of how many things Notch can expand upon in the nether as well as the overworld once it becomes clear which ideas they can and can't develop. So...WOOOO!
That's still basically the same thing as a Glutton still. Except I'm assuming it'll fly.
And now for something... completely different.
Poison.
No.
Status effects are huge additions that can NOT be tacked on to preexisting ideas, no matter how much the community suggests "Hey the glowing mushrooms should cause and cure poison!"
Burning is the only status we have because it's easy to tell when you're burning. You actually see fire.
For things like Poison or Starvation? Well, there's reasons there's WHOLE THREADS dedicated to those ideas alone.
Poison will not be a part of the New Nether unless Notch officially adds it. Then we might give poisonous attributes to some mobs, but not a second before.
But "things from both" either means "some from New Nether while focusing on TNU" or "Some from TNU while focusing on New Nether"
And seeing as we've already taken stuff from TNU, the best parts, any vote for that is basically "TNU is overall better but TNN has better (something)"
Aaand as I've said, we've taken the best parts so, there's no reason to vote "some of both".
If he wants to make it a mod, then let him. Maybe then people can play with it a little bit and realize just how pointless those additions are.
Someone else who supports this thread got him to put the poll, and while I'm sure we both appreciate the thought, if he has to put a poll in then he's already doing it wrong. And in the exact same way TNU, as a topic, went wrong.
When left entirely up to the public, and the little that actually see his topic at that, you get mediocre implementation and ideas all around. Nothing is ever "great".
Wow. pretty much 2 full pages of content to respond to. I guess that'll teach me to go more than a day without replying to a thread.
Quote from Equeon »
I love having lots of mobs in my game, but if all of these are added we're going to need to balance the Overworld as well.
This should be a low priority discussion, but you should probably add about two more hostiles to the Overworld.
Nah. Firehazurd already has awesome mobs to be added to the overworld that I fully support: Gremlins, Beavers, Tortoises, Grove Sprites, and a bunch of other stuff. Plus the Nether already supports the Hive as an overworld implemented biome/dungeon.
Quote from sniggyfigbat »
Hemogoblin... Oh ha ha...
Seriously, though, it's certainly a good placeholder name, although I'm not sure about it for the final product.
The more I use it, the more I like it, though it would tend to conjure completely different visuals than what I expect you were thinking when you were still calling it the nethersquito.
I like Grey's idea for a creature that steals blood gems; To take it further I think that the Hemogoblin should be the first true aggressively neutral mob, attacking everything, player or mob, and duplicating or stealing their blood gem drops. However, I do still maintain my Blood drop Idea, and have fleshed it out a bit more.
Most enemy mobs in the Nether will also attack other mobs. The Hemogoblin would only target those creatures that can drop blood gems, and the Hemogoblin itself would only drop a blood gem IF it had already successfully attacked a creature that would have dropped it.
I know you put a lot of work into that whole crafting table, but I just really don't like the idea of having smaller gems that you're crafting the blood gems from. I especially don't like that you've got not just one middle man recipe, but TWO.
I think that, provided the Hemogoblin ONLY drops blood gems IF it has already stolen a blood gem, either from the player, or from another mob, AND if the hemogoblin will become faster, harder to hit, and more likely to simply run once it has a Blood Gem, AND it is already about as hard to hit as a chicken already, then I think that would be plenty adequate to warrant dropping a full blood gem when you killed it.
Quote from RotomGuy »
I'm making a model for the Hellyflyer (Like that better than Hemogoblin).
Well, when they attach on to you, maybe they could steal your blood gems/drops without dealing any damage, and when all gone/player had none in the first place, then they could deal damage.
I'm sticking with hemogoblin. I agree that they shouldn't damage the player if they steal a blood gem, though I'm wondering if they should even attack a player who isn't carrying any. Also, there's no need for them to hang onto the player. Just buzz up behind their target, take a gem, and make their getaway, hanging onto the player would make it easier for the player to kill them and get their gem back.
Quote from sabata2 »
As per the squito eating up your items, it's kinda covered by the Glutton. Now while they both eat items, the glutton damages at the same time. Now when the idea was pitched someone said "It could eat through all your items and THEN damage you." That sounds interesting.
Keep in mind, the Glutton only eats food items, the Hemogoblin would only target the blood gems, also the Hemogoblin could get physical boosts from having a blood gem, while the glutton is unaffected except that it can heal itself with the food that it has stolen.
Quote from sniggyfigbat »
Also, I like the idea of a new bow, but wings to hellstring feels a bit forced. It's definitely something to keep on the back-boil though.
No need for a nether bow. If you want to rely on Nether items only, then you need to deal with melee fighting, and go get some golden lassos if you want to be able to bring ghasts in closer to hit them that way. If you want a bow you need to bring it in with you.
Quote from wowwtfppl »
The nether is only 1/8 of the normal world meaning you will reach the farlands 1/8 of the time you would reach the normal farlands.
You wont reach the Nether's Farlands any faster than you would reach the Overworld's farlands. The farlands are a glitch dealing with the numbers used to store map information. While you're in the Nether, it only worries about the Nether map, so you'd still have to travel the same distance. Now what the Nether WOULD allow you to do is travel to the OVERWORLD'S farlands faster, but it already does that regardless of this mod.
The rest of your points are worthless.
Quote from timon »
How about not implementing that air-affects-ores thing and therefore making the top 6 layers of the Nether like the bottom 6 layers above the Bedrock layer of the normal world (preferably with more ores per stones), then 3-6 layers of Smoothstone/Netherrack exchange (like Bedrock/Smoothstone) and into this layers some holes where lavafalls from the lavalakes come out? In my opinion it would be interesting to mine up instead of down!
No. Netherraze is pretty consistent throughout the Nether. You can mine in ANY direction and have as much of a chance of finding it. Now what you'll find along the top and bottom of the Nether will be the Nether DUNGEONS, which will extend the bedrock layers into the walls, floors, and ceilings of the dungeon, forcing the player to go through them properly.
Quote from Crukan »
I think the ideas is awsome but, just if you add the features from the mod nethercraft and you'll get the perfect nether! :biggrin.gif:
No. I agree you should be able to survive in the Nether indefinitely but you should not be able to THRIVE there unless you have brought many materials and supplies with you ahead of time. Chests, workbenches, furnaces, armor, bows, bowls for mushroom soup, pumpkins, and other miscellaneous building materials are things that need to be pre-prepared if you want access to those features.
Quote from 1.337/88.9 »
I do not like the idea of glowstone torches.
They aren't glowstone torches, they're glowstone lamps. They require a Demon Bone and a full glowstone block to make (which means you would have had to gather 4-9 of them) they take up 2 blocks of space instead of just 1, and still would have to be taken down carefully to avoid breaking the glowstone section (if you break the top of a glowstone lamp, the part that actually glows, then it'll drop a Demon Bone and a single glowstone dust, but breaking the bottom, the post of the lamp, will take it down as a proper lamp)
Quote from xl9 »
Sacrificial dagger, etc
No.
Quote from »
Seriously' date=' [b']how f*cking hard[/b] is it to READ BEFORE POSTING?!!
Not that I'm pissed off or anything... You idea stealing, spell-check-a-phobic moron... >:[email protected]
I don't mean to flame, but this pisses me off.
Calm down, dude, his idea really didn't have that much to do with yours, and does a lot of entirely different stuff, and I really wasn't planning on going the direction your idea was suggesting anyway.
Quote from sniggyfigbat »
Quote from IanFL »
Midas Tears are WAAYYYYYYYYYYYYYY to good. I dont think they should be added because then you could get golden tools and bricks in like two seconds and not try to dig for the gold. So no.
So. What do you use all that gold for?
I don't think I have ever gone down a mine thinking "If I don't find any gold this trip I'm screwed" and do you know why? 'Cause gold is useful for f*ck all, that's why. Your point is invalid.
Pretty much this. It doesn't affect leather and wood or stone tools that you can get for cheap, so you're always losing out on the bargain. I suppose now that booster tracks exist, you could use it to get booster tracks from regular minecart tracks, but you'd need to have at least 3 regular tracks to make a booster track, and even then, I'm considering that you should still need to craft them with a redstone dust before they'll actually work properly.
Quote from THE_TrashMan »
Frankly, I'd change a Grimmhound into a different creature. Something that isn't canine.
I had considered a Saber Tooth tiger type of mob, but part of the issue is to draw the parallel between this mob and the wolves so that the player makes the connection that these mobs can also be "tamed" through similar techniques.
Quote from tie_twix »
Hrmm.. I'm really not on board with most of this. Too many very very large changes all at once. I would be totally ok, even supportive, of a few of the smaller ideas being implimented, and maybe even another mob added.
I've already shown how all of these changes could be made in a series of several updates (about 8 or 9 so far) that could add a mob or a block and a few crafting recipes, and eventually get the entire Nether updated to what this thread specifies.
My main qualm is that most of this just doesn't seem minecrafty [b]to me[/b] (but who am I to judge what is and isnt minecrafty), it seems like more of a WoW/fantasy RPG world - I mean "gloomwood", "blood gems" and "grimhounds"? Eh, not really my cup of tea. Everything just seems wayyy too over complicated for my tastes.
Keep in mind that notch already set the tone of the Nether with Glowstone, Nether[b]rack[/b], and [b]Soul[/b] Sand. We're just following through with that naming convention.
Quote from Time Glitch »
I've been hearing rumors that there are naturally occurring Nether Portals now in 1.5. Not sure if it's true, but if this update were to be applied, I HIGHLY suggest that this be part of the update. I think it would be awesome to run across a "Dungeon" that included a few Pigmen, and a nether portal.
Actually, i like the idea of this, but specifically with the idea that there will be a premade and inactive portals inside some dungeons of the Nether that will be have no opening in the bedrock walls of the Nether Dungeons to allow the player to get into them. Essentially, making the portal from the overworld to the nether would be the only way to access those particular dungeons.
Quote from sabata2 »
Quote from THE_TrashMan »
So exactly what prevents poison from having a visible effect for the player?
Plenty of games do it.
And all of them do it differently.
There's no one "This is how poison looks and what it does" unified vision. And I don't intend to try and create one.
the issue is less with "this is poison and what it does" and more to do with "How do you figure out how to make antidote? You DON'T, at least not on your own."
I wouldn't mind some sort of poisons being present, like having the player's vision go temporarily blurry as if going through a portal, or perhaps something that reduced your oxygen to 0 and would have to slowly build back up again, neither of these would particularly REQUIRE that you have an antidote.
This might be something that the Rave Gel could handle. Red could mess up the vision, blue could affect the oxygen, green could do something else (movement controls work backwards and jump and sneak are switched?) The antidote would simply be a matter of using the opposite spectrum of gel. Red and blue make purple Rave Gel, which would be the antidote for Green Rave Gel, Green and Blue make Cyan, which would be the antidote for Red, etc. It would actually be a fairly intuitive antidote system, especially if you specifically listed (poison) and (antidote) in their tool tip descriptions.
Sabata already said it, but I'll put it a little more clearly: Nether Update doesn't have any good parts that The New Nether doesn't already have covered in a better way.
Nah. Firehazurd already has awesome mobs to be added to the overworld that I fully support: Gremlins, Beavers, Tortoises, Grove Sprites, and a bunch of other stuff. Plus the Nether already supports the Hive as an overworld implemented biome/dungeon.
That's kinda what I meant. I guess they can stay separate from this mod, though.
Quote from GreyAcumen »
Hemogoblin
I understand what you mean about completely different visuals. While Hemo is a decent prefix, "-goblin" makes most people think of a small green humanoid, either snatching children out of bed or raiding villages.
I personally think Gorewing is the best, as most people playing the game will understand Gore meaning blood and guts, and Wing as some sort of flying creature.
I think I'm gonna learn Blender now to make a model for the acid pod.
Goblin is actually a much more generically diverse term than most people realize. Any type of small malicious creature can be termed as a goblin. I'm sure I can recall a number of flying goblins from Labyrinth.
Generally though it would mean less insectoid emphasis. Actually something that looked like a vampire could still easily fall under the term of goblin, provided it was small enough.
also, new image for Gloomwood;
and what the Fright bulb will look like when planted;
What you're seeing are actually the LEAVES of the fright bulb. The bulb itself is "inside" of the dirt block that the bulb has been planted in. Stepping on the leaves works like a pressure plate that is on TNT and will detonate the bulb. I believe the fright bulbs should also be plantable in dirt, sand, and possibly gravel, but I don't remember. I'll check when I get back from work.
About the Frightbulb, having something with such striking resemblance to pentagram might not be such a good idea in an E-E10 game like Minecraft. It would probably be fine if you removed the circle surrounding it, though...
Oh, by the way, what does it do with blood gem tools? I suggest it steals them, destroys the handles and keeps the blood gems. That seems to be the best solution.
Nice idea, but I noticed it carries a chance of restoring a worn out tool, since you basically get to re-craft it. Not like it's a bad thing; it seems too risky to exploit, and I would certainly like some compensation for being attacked by one of those pests.
That's still basically the same thing as a Glutton still. Except I'm assuming it'll fly.
And now for something... completely different.
Poison.
No.
Status effects are huge additions that can NOT be tacked on to preexisting ideas, no matter how much the community suggests "Hey the glowing mushrooms should cause and cure poison!"
Burning is the only status we have because it's easy to tell when you're burning. You actually see fire.
For things like Poison or Starvation? Well, there's reasons there's WHOLE THREADS dedicated to those ideas alone.
Poison will not be a part of the New Nether unless Notch officially adds it. Then we might give poisonous attributes to some mobs, but not a second before.
A better idea might be disease, you could have a slowing effect similar to soul sand or you could just turn the block directly under the PC into SS, but keep the skin. Another disease would weaken your damage resistance by lowering the amount of armor to a negative amount. Finally, the PCs inventory could be filled with an undroppable, implacable block so he can't collect anything.
FLYING SLIME
On the Blood Drop Idea, I kinda enjoy it too, but if what you've suggested is the means to making the gems then they should be frozen instead of cooked.
As per the squito eating up your items, it's kinda covered by the Glutton. Now while they both eat items, the glutton damages at the same time. Now when the idea was pitched someone said "It could eat through all your items and THEN damage you." That sounds interesting.
As for the Far Lands comment, If I understand how you get to them correctly, you'd have no problem with it unless you teleport back to the overworld.
And now for something... completely different.
Poison.
No.
Status effects are huge additions that can NOT be tacked on to preexisting ideas, no matter how much the community suggests "Hey the glowing mushrooms should cause and cure poison!"
Burning is the only status we have because it's easy to tell when you're burning. You actually see fire.
For things like Poison or Starvation? Well, there's reasons there's WHOLE THREADS dedicated to those ideas alone.
Poison will not be a part of the New Nether unless Notch officially adds it. Then we might give poisonous attributes to some mobs, but not a second before.
And all of them do it differently.
There's no one "This is how poison looks and what it does" unified vision. And I don't intend to try and create one.
pleas
the guy was going to make the nether update but is putting up a vote
even better vote for the 3rd option and have all the good parts of each
But "things from both" either means "some from New Nether while focusing on TNU" or "Some from TNU while focusing on New Nether"
And seeing as we've already taken stuff from TNU, the best parts, any vote for that is basically "TNU is overall better but TNN has better (something)"
Aaand as I've said, we've taken the best parts so, there's no reason to vote "some of both".
If he wants to make it a mod, then let him. Maybe then people can play with it a little bit and realize just how pointless those additions are.
Someone else who supports this thread got him to put the poll, and while I'm sure we both appreciate the thought, if he has to put a poll in then he's already doing it wrong. And in the exact same way TNU, as a topic, went wrong.
When left entirely up to the public, and the little that actually see his topic at that, you get mediocre implementation and ideas all around. Nothing is ever "great".
Nah. Firehazurd already has awesome mobs to be added to the overworld that I fully support: Gremlins, Beavers, Tortoises, Grove Sprites, and a bunch of other stuff. Plus the Nether already supports the Hive as an overworld implemented biome/dungeon.
The more I use it, the more I like it, though it would tend to conjure completely different visuals than what I expect you were thinking when you were still calling it the nethersquito.
Most enemy mobs in the Nether will also attack other mobs. The Hemogoblin would only target those creatures that can drop blood gems, and the Hemogoblin itself would only drop a blood gem IF it had already successfully attacked a creature that would have dropped it.
I know you put a lot of work into that whole crafting table, but I just really don't like the idea of having smaller gems that you're crafting the blood gems from. I especially don't like that you've got not just one middle man recipe, but TWO.
I think that, provided the Hemogoblin ONLY drops blood gems IF it has already stolen a blood gem, either from the player, or from another mob, AND if the hemogoblin will become faster, harder to hit, and more likely to simply run once it has a Blood Gem, AND it is already about as hard to hit as a chicken already, then I think that would be plenty adequate to warrant dropping a full blood gem when you killed it.
I'm sticking with hemogoblin. I agree that they shouldn't damage the player if they steal a blood gem, though I'm wondering if they should even attack a player who isn't carrying any. Also, there's no need for them to hang onto the player. Just buzz up behind their target, take a gem, and make their getaway, hanging onto the player would make it easier for the player to kill them and get their gem back.
Keep in mind, the Glutton only eats food items, the Hemogoblin would only target the blood gems, also the Hemogoblin could get physical boosts from having a blood gem, while the glutton is unaffected except that it can heal itself with the food that it has stolen.
No need for a nether bow. If you want to rely on Nether items only, then you need to deal with melee fighting, and go get some golden lassos if you want to be able to bring ghasts in closer to hit them that way. If you want a bow you need to bring it in with you.
You wont reach the Nether's Farlands any faster than you would reach the Overworld's farlands. The farlands are a glitch dealing with the numbers used to store map information. While you're in the Nether, it only worries about the Nether map, so you'd still have to travel the same distance. Now what the Nether WOULD allow you to do is travel to the OVERWORLD'S farlands faster, but it already does that regardless of this mod.
The rest of your points are worthless.
No. Netherraze is pretty consistent throughout the Nether. You can mine in ANY direction and have as much of a chance of finding it. Now what you'll find along the top and bottom of the Nether will be the Nether DUNGEONS, which will extend the bedrock layers into the walls, floors, and ceilings of the dungeon, forcing the player to go through them properly.
No. I agree you should be able to survive in the Nether indefinitely but you should not be able to THRIVE there unless you have brought many materials and supplies with you ahead of time. Chests, workbenches, furnaces, armor, bows, bowls for mushroom soup, pumpkins, and other miscellaneous building materials are things that need to be pre-prepared if you want access to those features.
They aren't glowstone torches, they're glowstone lamps. They require a Demon Bone and a full glowstone block to make (which means you would have had to gather 4-9 of them) they take up 2 blocks of space instead of just 1, and still would have to be taken down carefully to avoid breaking the glowstone section (if you break the top of a glowstone lamp, the part that actually glows, then it'll drop a Demon Bone and a single glowstone dust, but breaking the bottom, the post of the lamp, will take it down as a proper lamp)
No.Calm down, dude, his idea really didn't have that much to do with yours, and does a lot of entirely different stuff, and I really wasn't planning on going the direction your idea was suggesting anyway.
Pretty much this. It doesn't affect leather and wood or stone tools that you can get for cheap, so you're always losing out on the bargain. I suppose now that booster tracks exist, you could use it to get booster tracks from regular minecart tracks, but you'd need to have at least 3 regular tracks to make a booster track, and even then, I'm considering that you should still need to craft them with a redstone dust before they'll actually work properly.
I had considered a Saber Tooth tiger type of mob, but part of the issue is to draw the parallel between this mob and the wolves so that the player makes the connection that these mobs can also be "tamed" through similar techniques.
I've already shown how all of these changes could be made in a series of several updates (about 8 or 9 so far) that could add a mob or a block and a few crafting recipes, and eventually get the entire Nether updated to what this thread specifies.
Keep in mind that notch already set the tone of the Nether with Glowstone, Nether[b]rack[/b], and [b]Soul[/b] Sand. We're just following through with that naming convention.
Actually, i like the idea of this, but specifically with the idea that there will be a premade and inactive portals inside some dungeons of the Nether that will be have no opening in the bedrock walls of the Nether Dungeons to allow the player to get into them. Essentially, making the portal from the overworld to the nether would be the only way to access those particular dungeons.
the issue is less with "this is poison and what it does" and more to do with "How do you figure out how to make antidote? You DON'T, at least not on your own."
I wouldn't mind some sort of poisons being present, like having the player's vision go temporarily blurry as if going through a portal, or perhaps something that reduced your oxygen to 0 and would have to slowly build back up again, neither of these would particularly REQUIRE that you have an antidote.
This might be something that the Rave Gel could handle. Red could mess up the vision, blue could affect the oxygen, green could do something else (movement controls work backwards and jump and sneak are switched?) The antidote would simply be a matter of using the opposite spectrum of gel. Red and blue make purple Rave Gel, which would be the antidote for Green Rave Gel, Green and Blue make Cyan, which would be the antidote for Red, etc. It would actually be a fairly intuitive antidote system, especially if you specifically listed (poison) and (antidote) in their tool tip descriptions.
Sabata already said it, but I'll put it a little more clearly: Nether Update doesn't have any good parts that The New Nether doesn't already have covered in a better way.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
That's kinda what I meant. I guess they can stay separate from this mod, though.
I understand what you mean about completely different visuals. While Hemo is a decent prefix, "-goblin" makes most people think of a small green humanoid, either snatching children out of bed or raiding villages.
I personally think Gorewing is the best, as most people playing the game will understand Gore meaning blood and guts, and Wing as some sort of flying creature.
I think I'm gonna learn Blender now to make a model for the acid pod.
Generally though it would mean less insectoid emphasis. Actually something that looked like a vampire could still easily fall under the term of goblin, provided it was small enough.
also, new image for Gloomwood;
and what the Fright bulb will look like when planted;
What you're seeing are actually the LEAVES of the fright bulb. The bulb itself is "inside" of the dirt block that the bulb has been planted in. Stepping on the leaves works like a pressure plate that is on TNT and will detonate the bulb. I believe the fright bulbs should also be plantable in dirt, sand, and possibly gravel, but I don't remember. I'll check when I get back from work.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Nice idea, but I noticed it carries a chance of restoring a worn out tool, since you basically get to re-craft it. Not like it's a bad thing; it seems too risky to exploit, and I would certainly like some compensation for being attacked by one of those pests.
A better idea might be disease, you could have a slowing effect similar to soul sand or you could just turn the block directly under the PC into SS, but keep the skin. Another disease would weaken your damage resistance by lowering the amount of armor to a negative amount. Finally, the PCs inventory could be filled with an undroppable, implacable block so he can't collect anything.
pleas say yes