We've all seen it - there's a nice little player house there with a few torches on it. And then there's a carpet of torches stuck all over the ground in a huge radius around it, bathing the area in orange-speckled light. It's a mess, but it's necessary because it's the only way to discourage monsters from hanging around the area.
First, I suggest that a seated wolf should have an aggression radius, in which he will attack zombies and skeletons. Think of it as "guard dog" mode. This gives players an alternative to carpeting the entire field around their house with torches, since the dog can keep wandering monsters at bay and also defend the torches to prevent nearby spawns without littering up the landscape. But many players won't see this aesthetic aspect as reason enough to tame wolves, so that brings me to my next point.
Second, I suggest that zombies should be attracted to bright torchlight, and should extinguish torches they walk very close to. Now the carpet of torches is a temporary fix which must be actively maintained, encouraging players to venture out into the wilderness and tame wolves for the defense of their homes. Once the cats are in, players can add cats as well to keep the creepers at bay. Further, this change has the cool side-effect of making torchlight in caves more temporary, adding to the challenge and "scary" factor.
Finally, let redstone torches, which are much dimmer than standard torches, NOT attract zombies. Many players play Minecraft entirely without redstone torches, simply because they're not interested in the redstone gadgets scene. This change would give redstone torches (and thereby redstone dust) additional value beyond gadgetry, adding to their overall contribution to the Minecraft gaming experience for a wider variety of players.
They produce much less light, about half that of standard torches. They're more expensive to make because redstone is harder to get than coal, and each crafting produces only one. That together with their reduced light output makes them unpopular for everything except making gadgets and for some, marking the shortest path out of a cave system. Which is probably why you weren't aware of their lower light value - because few players use them, and those players use few of them.
They produce much less light, about half that of standard torches. They're more expensive to make because redstone is harder to get than coal, and each crafting produces only one. That together with their reduced light output makes them unpopular for everything except making gadgets and for some, marking the shortest path out of a cave system. Which is probably why you weren't aware of their lower light value - because few players use them, and those players use few of them.
What I was saying is that you are complaining about too many torches making something un-aesthetic. With redstone torches you would need even more torches making even more torch clutter and thus more un-aesthetic by your definition. The way I see it personally torches can still keep an area well-lit and be aesthetic if done right.
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With redstone torches you would need even more torches making even more torch clutter and thus more un-aesthetic by your definition.
Right, but now the wolf option is the better option. So who's going to mine all that redstone and put a giant grid of expensive torches out when they can just tame a wolf and have him sit outside? I agree that torches CAN light and not be a mess, but lots of players just don't bother. This change would gently encourage them to look for another solution (the dog).
As for the other comment about overly complicated, do you really think taming a wolf with a bone is so much more complicated than putting torches all over? Both solutions are quick and easy, but the dog solution doesn't involve (possible) litter. Anyway torches will still work, they just won't be a permanent solution.
Lots of torches in one place doesn't solve anything??? You only need one torch per 7 blocks to keep them from spawning.
I don't see a need for an overly complicated mechanism for keeping mobs away.
You don't think a grid of torches 7 blocks apart is a lot of torches, too easy, and server litter? Then yeah, I guess I can understand why you don't see the value in this.
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Curse PremiumFirst, I suggest that a seated wolf should have an aggression radius, in which he will attack zombies and skeletons. Think of it as "guard dog" mode. This gives players an alternative to carpeting the entire field around their house with torches, since the dog can keep wandering monsters at bay and also defend the torches to prevent nearby spawns without littering up the landscape. But many players won't see this aesthetic aspect as reason enough to tame wolves, so that brings me to my next point.
Second, I suggest that zombies should be attracted to bright torchlight, and should extinguish torches they walk very close to. Now the carpet of torches is a temporary fix which must be actively maintained, encouraging players to venture out into the wilderness and tame wolves for the defense of their homes. Once the cats are in, players can add cats as well to keep the creepers at bay. Further, this change has the cool side-effect of making torchlight in caves more temporary, adding to the challenge and "scary" factor.
Finally, let redstone torches, which are much dimmer than standard torches, NOT attract zombies. Many players play Minecraft entirely without redstone torches, simply because they're not interested in the redstone gadgets scene. This change would give redstone torches (and thereby redstone dust) additional value beyond gadgetry, adding to their overall contribution to the Minecraft gaming experience for a wider variety of players.
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Curse PremiumThey produce much less light, about half that of standard torches. They're more expensive to make because redstone is harder to get than coal, and each crafting produces only one. That together with their reduced light output makes them unpopular for everything except making gadgets and for some, marking the shortest path out of a cave system. Which is probably why you weren't aware of their lower light value - because few players use them, and those players use few of them.
http://www.minecraftwiki.net/wiki/Redstone_Torch
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What I was saying is that you are complaining about too many torches making something un-aesthetic. With redstone torches you would need even more torches making even more torch clutter and thus more un-aesthetic by your definition. The way I see it personally torches can still keep an area well-lit and be aesthetic if done right.
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I don't see a need for an overly complicated mechanism for keeping mobs away.
http://www.minecraftforum.net/viewtopic.php?f=1&t=155932
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http://www.minecraftforum.net/viewtopic.php?f=1&t=239467
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http://www.minecraftforum.net/viewtopic.php?f=1&t=174539
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Curse PremiumRight, but now the wolf option is the better option. So who's going to mine all that redstone and put a giant grid of expensive torches out when they can just tame a wolf and have him sit outside? I agree that torches CAN light and not be a mess, but lots of players just don't bother. This change would gently encourage them to look for another solution (the dog).
As for the other comment about overly complicated, do you really think taming a wolf with a bone is so much more complicated than putting torches all over? Both solutions are quick and easy, but the dog solution doesn't involve (possible) litter. Anyway torches will still work, they just won't be a permanent solution.
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Curse PremiumYou don't think a grid of torches 7 blocks apart is a lot of torches, too easy, and server litter? Then yeah, I guess I can understand why you don't see the value in this.
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So can glowstone, pumpkins etc/
I see no need for this overcompensation.
Plus I don't like the idea of torches going out.
No support.
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There's no issue here.
http://www.minecraftforum.net/viewtopic.php?f=1&t=155932
Crates
http://www.minecraftforum.net/viewtopic.php?f=1&t=239467
Item Scrolling
http://www.minecraftforum.net/viewtopic.php?f=1&t=174539