I was building my fancy castle, but something didn't look right. The garden has a river through it with little bridges, the walls were impressive, the redstone gate was nifty... but it still didn't look right. Then I realized the problem. I had torches all over my garden.
Another time I encountered this GARGANTUAN cave in the side of a mountain, 30 blocks high, 50 wide and about 40 deep. I wanted to make this my ultimate base... but I couldn't effectively 'light' the whole thing because monsters kept spawning in the dark recesses of the upper sections of the cave. If only there was a way to 'secure' the area without placing a torch every ten blocks.
To that end, I would like to propose a new item: Monster Ward.
Components: 1 gold block (9 gold ingots), 1 lapis lazuli block, 1 redstone, 4 iron.
Effect: Monsters will not spawn within 20 blocks of the ward. Monsters that wander into the area will path away from the warded area.
NOTE: The monster 'chase' behavior over-rides the ward, so a monster that is chasing a player will ignore the ward.
NOTE: Breaking the ward only gives back the iron and redstone. This is to prevent someone from using the ward to 'clear out' large underground areas.
The effect of this item would be to enable players to secure an area against monsters spawning or wandering in. It uses two currently under-utilized resources (Gold and lapis lazuli).
It seems that MC could just add an ultra-bright something, plus gold + lapis + redstone does not seem to fit.
Yea, something ultrabright is what I'm thinking. Maybe some sorta of spotlight, that gives intense but directional lighting. So you could place it in corners, or multiple in the center of a large room to light it well.
Ultra bright lights would be nice. They could be like floodlights; perhaps you could also turn them on/off with redstone (they'd be on by default)?
Although I really like the idea of this block. I think that the cost is a little high though, considering 2 torches could basically do the same thing, minus the repelling. If you're trying to replace massive amounts of torches with half as many (but still a large amount of) wards, the end result is a similar, if not much more expensive, aesthetic problem. For this to work you'd have to increase the range of the ward greatly.
What I like though is that these could give off no light, allowing you to have a dark and moody main castle hall, for that haunted feel, without worrying about monsters spawning and making that feel all to authentic.
Although I really like the idea of this block. I think that the cost is a little high though, considering 2 torches could basically do the same thing, minus the repelling. If you're trying to replace massive amounts of torches with half as many (but still a large amount of) wards, the end result is a similar, if not much more expensive, aesthetic problem. For this to work you'd have to increase the range of the ward greatly.
What I like though is that these could give off no light, allowing you to have a dark and moody main castle hall, for that haunted feel, without worrying about monsters spawning and making that feel all to authentic.
I agree we need to expand the range of this effect a lot farther and then to make it fair we could just add a restriction that another is not allowed to be placed within say 5 times its area of effect.
But just having a realy big light is not going to cut it as you would still have to place multiples or torches everywhere so there are no dark spots around corners or beyond walls when using it with structures.
I mostly support the orig idea because it is something that will allow my friend to not have to shut down the server and change the monster toggle on it when we want to go exploring. We have had to do that in the past because cats just don't keep creapers away from our town no matter how many we have. And redoing some of the intracate redstone circits we have in the town can be a HUGE PAIN. But we would still like the creapers to behave normal everywhere outside of town.
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Ghast baseball, Not as easy as it sounds. And then if you happen to be on the edge of a cliff it's one strike outs.
IMO it should be 1 soul sand, 1 gold block, and the head of whatever mob you want to keep away. Craft all available wards together and get one that repels all hostile mobs.
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If anyone wants to port/remake this, feel free to do that! Or don't. It's up to you, really.
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Another time I encountered this GARGANTUAN cave in the side of a mountain, 30 blocks high, 50 wide and about 40 deep. I wanted to make this my ultimate base... but I couldn't effectively 'light' the whole thing because monsters kept spawning in the dark recesses of the upper sections of the cave. If only there was a way to 'secure' the area without placing a torch every ten blocks.
To that end, I would like to propose a new item: Monster Ward.
Components: 1 gold block (9 gold ingots), 1 lapis lazuli block, 1 redstone, 4 iron.
Effect: Monsters will not spawn within 20 blocks of the ward. Monsters that wander into the area will path away from the warded area.
NOTE: The monster 'chase' behavior over-rides the ward, so a monster that is chasing a player will ignore the ward.
NOTE: Breaking the ward only gives back the iron and redstone. This is to prevent someone from using the ward to 'clear out' large underground areas.
The effect of this item would be to enable players to secure an area against monsters spawning or wandering in. It uses two currently under-utilized resources (Gold and lapis lazuli).
It seems that MC could just add an ultra-bright something, plus gold + lapis + redstone does not seem to fit.
Yea, something ultrabright is what I'm thinking. Maybe some sorta of spotlight, that gives intense but directional lighting. So you could place it in corners, or multiple in the center of a large room to light it well.
Although I really like the idea of this block. I think that the cost is a little high though, considering 2 torches could basically do the same thing, minus the repelling. If you're trying to replace massive amounts of torches with half as many (but still a large amount of) wards, the end result is a similar, if not much more expensive, aesthetic problem. For this to work you'd have to increase the range of the ward greatly.
What I like though is that these could give off no light, allowing you to have a dark and moody main castle hall, for that haunted feel, without worrying about monsters spawning and making that feel all to authentic.
I agree we need to expand the range of this effect a lot farther and then to make it fair we could just add a restriction that another is not allowed to be placed within say 5 times its area of effect.
But just having a realy big light is not going to cut it as you would still have to place multiples or torches everywhere so there are no dark spots around corners or beyond walls when using it with structures.
I mostly support the orig idea because it is something that will allow my friend to not have to shut down the server and change the monster toggle on it when we want to go exploring. We have had to do that in the past because cats just don't keep creapers away from our town no matter how many we have. And redoing some of the intracate redstone circits we have in the town can be a HUGE PAIN. But we would still like the creapers to behave normal everywhere outside of town.
If anyone wants to port/remake this, feel free to do that! Or don't. It's up to you, really.