A small idea I've been juggling around for awhile now, what if we had aggro mob detectors, like we have the Clock and Compass. Made of gold, redstone, and another element, perhaps iron or obsidien or diamond. Something that doesn't have alot of crafting use, or is hard to get. Like the Clock and Compass, it'd be a hand-held device, but unlike them, would act like how a radiation detector does; Changing state the closer you get to Aggressive mobs.
The mechanics would work like this: You have an animated 'screen' just like the Compass, where it has a needle, starting on the left in the blue zone, and on the right, danger red. As the player gets closer to a naterally aggressive mob (Zombie, Skelly, Creeper, Night/dark spider), the needle will move from left to right, with blue being anything more than say....20, 25 meters away, the center of the detector being somwhere in the range of 10~15 meters, and the panic red zone being a good 5 blocks away. This could replace the debug function to find mobs, which can obstruct the screen, and is single directional, making spotting mobs behind you not possible (not that it already wasn't). This makes it more of a radar, which allows players to go about as normal and know where enemy mobs are, without having to spam F3 for creepers or whatnots, and also know if there's a mob behind them, or how far off a chasing mob is.
Also, a thought, because I originally thought of this for creepers; A built in creeper detector. Whenever a creeper is approching, a beeping or audible warning sounds, before it gets into blast/activation range. The closer the creeper is, the faster the beeping; slow/first warning: 15 m, steady pace/approching: 9~12 m, rapid/closing blast range: 2 m out of blast radius to 1 m away. With the addition of charged creepers ( have yet to encounter, thankfully), a warning system for these walking bombs is more nessesary, especially considering the increased spawn rate, with mobs spawing in the 7-light areas more. For C-creepers, a double beep would be a good idea, as well as a multiplied detection range, the same as the factor by which the blast range has been increased. This feature alone would make a huge difference, especially when considering that debug doesn't give special notice to creepers.
Also, to add consitaintcy, when entering the nether, the Detector would no longer work, and instead have it's needle pushed all the way to the right....It's the Nether afterall, what do you expect?
No, the point is, you aren't deaf or blind. Be watchful and alert. Just because you don't pay attention doesn't mean a new item will be added. If you are really that oblivious, ask for a mod.
No, the point is, you aren't deaf or blind. Be watchful and alert. Just because you don't pay attention doesn't mean a new item will be added. If you are really that oblivious, ask for a mod.
That and, don't you hang around your house all day?
No, the point is, you aren't deaf or blind. Be watchful and alert. Just because you don't pay attention doesn't mean a new item will be added. If you are really that oblivious, ask for a mod.
I do pay attention, more than I think I should. Whenever I go mining, or go to build something away from my main base, I end up getting blown up when I'm not checking my back for more than five times a minute, to the point of it being rediculious ( I got five creepers attacking me when I was just putting up a land marker, and ened up saying f-- it, and went home) I light everything up with torches, and always stay alert, for things I can hear, but creepers are silent, 'till they're right on top of you. Now I know I just have bad luck (and you can't tell me having creepers falling right on top of you isn't bad luck and avoidible when you're exploring), and usually do what I can about them, but all the same, I would figure most people would like to have a detector for the buggers, especially with the increase in spawns, and charged creepers. Plus, eventually they're going to take F3 out, so it might as well be replaced.....And I didn't say it'd be easy to get a detector either, it'd take some time to get what you'd need for one.
but I guess that's me, and my reasoning that having a way to detect the silent, purposely stealthful suicide bomber, that waits to walk up behind you, when you can't look out the back of your head
I heard F3 was the monster detector....... just use that.
Granted, but that's debug mode, which, normally, isn't something programmers leave in for open use in a compleated game. So when we get out of Beta, there's a high likelihood that F3 will not be the mob 'finder'
And even so, the main point of my idea is to warn when there's a Creeper lurking nearby, say, behind you, or above you, out of your field of sight, which the mob ID tag wouldn't pop up out of. And to me, having that, right at the start, kinda is just...lazy, to use, 'cuz then you can just spot the mobs from the get-go, with x-ray vision. This way, players would at least have to work for it >3>;
creep/krēp/
Verb: Move slowly and carefully, esp. in order to avoid being heard or noticed: "they were taught how to creep up on an enemy".
Yeah, if you don't want to get ambushed by the sneaking enemy, block off the path behind you with a quick 2 block deep chasm or 2 block high wall
Which doesn't work all the time. I've blocked off areas where I have problems, or could, after a few times of crap happening, with cacti, all the way around, and still had creepers fall on me. And if you make a wall or pit behidn you, in a cave, which is really the only place you can do that, it wastes time and a few blocks, and blockes you in or out, and makes it so you have to take them down to pass them (I have actually tried using this idea before). with creepers, it just doesn't work; if they're right on the other side of that wall, they'll blow up right in your face, 'cuz you'd have to be in they're range just to take it down, and even if you didn't have to deal with the blocks in the way, you can't kill a creeper before it explodes, at that range, I've tried.
Quote from TheEvilM »
It is called the torch. Use it.
Which I do, because I don't like mobs spawning ontop of me. I put torchs every four blocks, to make sure they don't spawn-- there's palces outside those lit areas they still spawn, you can't light every place up. And even so, torches don't work anymore, they just don't. my base, which is more manicly light up than any of my dig sites, has skelletons and creepers spawning in and on it. I've had creepers blowing up my base every five minutes, while I'm still trying to repair the last round of attacks. And before you say that it's just in my head and nothing's changed-- I was in my tower and a skelleton spawned right next to a torch and killed me with fall damage (it shot me and I fell down 25 flghts >3>; ). So until that's fixed, torches don't work, and are pretty useless for dealing with mobs-- even outside of lightning storms.
I guess it's a bit crazy to think that a way to find these guys when they're being spawned even more, with no limit, as I've seen. Afterall, I rather focus on building what I want, and digging out resoruces, not be on the look out 4/5ths of the time I'm in-game. But I guess that's me, and wanting to play a sandbox game for the construction and creation part, and not waste time fighting monsters all the time. That's what I have my other games for.
creep/krēp/
Verb: Move slowly and carefully, esp. in order to avoid being heard or noticed: "they were taught how to creep up on an enemy".
Yeah, if you don't want to get ambushed by the sneaking enemy, block off the path behind you with a quick 2 block deep chasm or 2 block high wall
Which doesn't work all the time. I've blocked off areas where I have problems, or could, after a few times of crap happening, with cacti, all the way around, and still had creepers fall on me. And if you make a wall or pit behidn you, in a cave, which is really the only place you can do that, it wastes time and a few blocks, and blockes you in or out, and makes it so you have to take them down to pass them (I have actually tried using this idea before). with creepers, it just doesn't work; if they're right on the other side of that wall, they'll blow up right in your face, 'cuz you'd have to be in they're range just to take it down, and even if you didn't have to deal with the blocks in the way, you can't kill a creeper before it explodes, at that range, I've tried.
yeah dude, it takes time to set up some defense . . . and yeah, creepers are a *****
try a wall with a door, try 1 hole gaps so you can see on the other side . . . you know . . . it's a sneaking monster of doom and frustration, I don't know what to tell you if the problem with the precautions are that they take too long or you missed a hole mobs can come from
The mechanics would work like this: You have an animated 'screen' just like the Compass, where it has a needle, starting on the left in the blue zone, and on the right, danger red. As the player gets closer to a naterally aggressive mob (Zombie, Skelly, Creeper, Night/dark spider), the needle will move from left to right, with blue being anything more than say....20, 25 meters away, the center of the detector being somwhere in the range of 10~15 meters, and the panic red zone being a good 5 blocks away. This could replace the debug function to find mobs, which can obstruct the screen, and is single directional, making spotting mobs behind you not possible (not that it already wasn't). This makes it more of a radar, which allows players to go about as normal and know where enemy mobs are, without having to spam F3 for creepers or whatnots, and also know if there's a mob behind them, or how far off a chasing mob is.
Also, a thought, because I originally thought of this for creepers; A built in creeper detector. Whenever a creeper is approching, a beeping or audible warning sounds, before it gets into blast/activation range. The closer the creeper is, the faster the beeping; slow/first warning: 15 m, steady pace/approching: 9~12 m, rapid/closing blast range: 2 m out of blast radius to 1 m away. With the addition of charged creepers ( have yet to encounter, thankfully), a warning system for these walking bombs is more nessesary, especially considering the increased spawn rate, with mobs spawing in the 7-light areas more. For C-creepers, a double beep would be a good idea, as well as a multiplied detection range, the same as the factor by which the blast range has been increased. This feature alone would make a huge difference, especially when considering that debug doesn't give special notice to creepers.
Also, to add consitaintcy, when entering the nether, the Detector would no longer work, and instead have it's needle pushed all the way to the right....It's the Nether afterall, what do you expect?
Possible recipie
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Could keep coming up with recipies, but I think this'll do.
Comments, thoughts, ideas?
That and, don't you hang around your house all day?
I do pay attention, more than I think I should. Whenever I go mining, or go to build something away from my main base, I end up getting blown up when I'm not checking my back for more than five times a minute, to the point of it being rediculious ( I got five creepers attacking me when I was just putting up a land marker, and ened up saying f-- it, and went home) I light everything up with torches, and always stay alert, for things I can hear, but creepers are silent, 'till they're right on top of you. Now I know I just have bad luck (and you can't tell me having creepers falling right on top of you isn't bad luck and avoidible when you're exploring), and usually do what I can about them, but all the same, I would figure most people would like to have a detector for the buggers, especially with the increase in spawns, and charged creepers. Plus, eventually they're going to take F3 out, so it might as well be replaced.....And I didn't say it'd be easy to get a detector either, it'd take some time to get what you'd need for one.
but I guess that's me, and my reasoning that having a way to detect the silent, purposely stealthful suicide bomber, that waits to walk up behind you, when you can't look out the back of your head
I like the monster detector but mobs are usually pretty loud. I'd prefer goggles that shows where mobs are able to spawn myself.
It isn't a terrible idea but it should be limited, perhaps only useable on easy ( not my greatest idea
The problem is that the list is not updated, despite me sending my suggestions to it.
It is under Nose Blocks.
viewtopic.php?f=1&t=282504&view=unread#unread
Nose Blocks: the formulas need work, but they allow for mob sensing or filtered mob sensing.
Granted, but that's debug mode, which, normally, isn't something programmers leave in for open use in a compleated game. So when we get out of Beta, there's a high likelihood that F3 will not be the mob 'finder'
And even so, the main point of my idea is to warn when there's a Creeper lurking nearby, say, behind you, or above you, out of your field of sight, which the mob ID tag wouldn't pop up out of. And to me, having that, right at the start, kinda is just...lazy, to use, 'cuz then you can just spot the mobs from the get-go, with x-ray vision. This way, players would at least have to work for it >3>;
Yeah, if you don't want to get ambushed by the sneaking enemy, block off the path behind you with a quick 2 block deep chasm or 2 block high wall
Which doesn't work all the time. I've blocked off areas where I have problems, or could, after a few times of crap happening, with cacti, all the way around, and still had creepers fall on me. And if you make a wall or pit behidn you, in a cave, which is really the only place you can do that, it wastes time and a few blocks, and blockes you in or out, and makes it so you have to take them down to pass them (I have actually tried using this idea before). with creepers, it just doesn't work; if they're right on the other side of that wall, they'll blow up right in your face, 'cuz you'd have to be in they're range just to take it down, and even if you didn't have to deal with the blocks in the way, you can't kill a creeper before it explodes, at that range, I've tried.
Which I do, because I don't like mobs spawning ontop of me. I put torchs every four blocks, to make sure they don't spawn-- there's palces outside those lit areas they still spawn, you can't light every place up. And even so, torches don't work anymore, they just don't. my base, which is more manicly light up than any of my dig sites, has skelletons and creepers spawning in and on it. I've had creepers blowing up my base every five minutes, while I'm still trying to repair the last round of attacks. And before you say that it's just in my head and nothing's changed-- I was in my tower and a skelleton spawned right next to a torch and killed me with fall damage (it shot me and I fell down 25 flghts >3>; ). So until that's fixed, torches don't work, and are pretty useless for dealing with mobs-- even outside of lightning storms.
I guess it's a bit crazy to think that a way to find these guys when they're being spawned even more, with no limit, as I've seen. Afterall, I rather focus on building what I want, and digging out resoruces, not be on the look out 4/5ths of the time I'm in-game. But I guess that's me, and wanting to play a sandbox game for the construction and creation part, and not waste time fighting monsters all the time. That's what I have my other games for.
yeah dude, it takes time to set up some defense . . . and yeah, creepers are a *****
try a wall with a door, try 1 hole gaps so you can see on the other side . . . you know . . . it's a sneaking monster of doom and frustration, I don't know what to tell you if the problem with the precautions are that they take too long or you missed a hole mobs can come from