Like, along with caves there would be long, winding paths in the dirt underground where moles were, and if you follow the tunnel, you'll be leaded to treasure. Also, moles would be like pigs, cows, chickens, etc. (i.e wouldn't attack you if you attacked them) and when they are killed they could drop claws, which would do damage between a wooden sword and a stone sword.
I completely agree that there should be an "underground" passive mob; All the mobs that currently spawn underground are hostile. I'm not sure I like the "moles" idea, though.
Question: Why bother adding a passive mob that drops a relatively useless item? Unless "claws" somehow become part of the crafting recipe for the upcoming "spike blocks" (unlikely) I don't see the purpose of adding an intermediary weapon between wood and stone, particularly because stone is immediately obtainable after wooden tools are obtained.
The "tunnels lead to treasure" part sounds incredibly difficult to code, too. Don't dungeons fulfill the role of free treasure, anyways?
I completely agree that there should be an "underground" passive mob; All the mobs that currently spawn underground are hostile. I'm not sure I like the "moles" idea, though.
Question: Why bother adding a passive mob that drops a relatively useless item? Unless "claws" somehow become part of the crafting recipe for the upcoming "spike blocks" (unlikely) I don't see the purpose of adding an intermediary weapon between wood and stone, particularly because stone is immediately obtainable after wooden tools are obtained.
The "tunnels lead to treasure" part sounds incredibly difficult to code, too. Don't dungeons fulfill the role of free treasure, anyways?
:biggrin.gif: Vote on the poll!
:smile.gif: Thanks! Be sure to tell others about this! Moles would be epic!
Question: Why bother adding a passive mob that drops a relatively useless item? Unless "claws" somehow become part of the crafting recipe for the upcoming "spike blocks" (unlikely) I don't see the purpose of adding an intermediary weapon between wood and stone, particularly because stone is immediately obtainable after wooden tools are obtained.
The "tunnels lead to treasure" part sounds incredibly difficult to code, too. Don't dungeons fulfill the role of free treasure, anyways?
Oh yeah...
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