I have a suggestion, If you make a sword but replace the material with spores you get a spore sword that when attacking mobs increases the stage they are in, and can paralyze them. Example, Look at that iron golem feeling fine as nothing could hurt it , just a plain iron golem, Until you whack it with the spore sword! Now it is rooted in place effected by the virus, another whack and it is more overwhelmed. 8 whacks later and bam dead iron golem., Also depending on which stage it is changes how long it is paralyzed
MOOSHROOMS CAN ALREADY BE MILKED! just use a bucket on them instead of a bowl! you don't have to shear them!!!
Really? I did not know that. Regardless, the main point of this isn't in the difficulty in curing the infection. It's in the fact that you might not be able to catch the infection immediately. Most dangers in minecraft are direct. This one isn't.
Also, no need to shout.
Miopic, that sounds a bit overpowered, as you could just keep on whacking the mob until it's dead, and it won't be able to do anything. But what you could do, is brew up a level 2 blindness potion with the fungus, and use that to keep the mob from seeing you, thus effectively allowing you free reign on the mob.
Actually, another problem with milk is the fact that, while fine for players, it would make infection a guaranteed death sentence for mobs. They can neither collect nor drink a bucket of milk. A possible compromise might be to make milk cure infection, while immersion in water suppresses it. The stage of infection will not increase while the subject is in water, and when an infected creature enters water, the stage of infection is reduced by one (to a minimum of the first stage). Finally, the player would be able to "give" a bucket of milk to a mob (the same as feeding them) to cure them.
That way, mobs near water could survive indefinitely, but would eventually succumb if away from water for too long, unless aided by the player. (Fire should also remove the fungus, for obvious reasons, though it would be a sub-optimal cure for equally obvious reasons.)
Actually, another problem with milk is the fact that, while fine for players, it would make infection a guaranteed death sentence for mobs. They can neither collect nor drink a bucket of milk. A possible compromise might be to make milk cure infection, while immersion in water suppresses it. The stage of infection will not increase while the subject is in water, and when an infected creature enters water, the stage of infection is reduced by one (to a minimum of the first stage). Finally, the player would be able to "give" a bucket of milk to a mob (the same as feeding them) to cure them.
That way, mobs near water could survive indefinitely, but would eventually succumb if away from water for too long, unless aided by the player. (Fire should also remove the fungus, for obvious reasons, though it would be a sub-optimal cure for equally obvious reasons.)
Interesting. I'll put that in the main post, and see how it goes over.
Regarding death cap, death cap is not a parasite. You can't get poisoned by touching death cap, you have to eat it. I prefer the caterpillar fungus because you can accidentally step in it, and not even know of the danger you're in until considerably later.
This really doesn't feel very minecrafty. There's also a technical issue that minecraft doesn't seem to support any kind of active texture modification, so basically they'd have to make whole new method just so this could work at all.
Who are we to judge what feels "minecrafty"? A lot of us didn't think that brewing and enchanting were "minecrafty," but they were implemented anyway, and now we are used to them.
And as for the technical issue, it wouldn't be a modification to your skin, it would be a second skin layered over your skin. Like armour, or the charged creeper thing.
It could also be shown as a particle effect, to save on object layers. At first very faint, a few yellow particles you didn't even notice, with the particle density gradually increasing until you are drowning in a fog of mustard coloured death. The main problem with that being the possible lag it could cause.
It could also be shown as a particle effect, to save on object layers. At first very faint, a few yellow particles you didn't even notice, with the particle density gradually increasing until you are drowning in a fog of mustard coloured death. The main problem with that being the possible lag it could cause.
After considering for a while, this could be implemented without too much lag, by simply increasing the length of time for which the first stages last, and decreasing the time for which the later stages last, thus saving on lag until close to your death.
So, these don't affect Mooshrooms, Correct?
Also, I'd love to see this in game!
..And how would a Enderdragon get infected if it destroys everything it touches?
So, these don't affect Mooshrooms, Correct?
Also, I'd love to see this in game!
..And how would a Enderdragon get infected if it destroys everything it touches?
I don't know if they'd affect mooshrooms. I like the idea of shearing a parasite infected mooshroom, and then shearing it again.
And I'm not sure about the enderdragon, but it would be a lousy method of getting rid of it regardless.
Well, those two options are not mutually exclusive. It can still turn cows into mooshrooms, but still affect mooshrooms.
What would be even more amusing, though, would be if Mojang implemented a mushroom sheep equivalent (not saying they should, just that it would be amusing), such that you could sheer a host-mushroom-wool-sheep to get the parasite, and turn it into a mushroom-wool-sheep. Then shear off the mushrooms, and then shear off the wool. The shears, one sheep.
Really? I did not know that. Regardless, the main point of this isn't in the difficulty in curing the infection. It's in the fact that you might not be able to catch the infection immediately. Most dangers in minecraft are direct. This one isn't.
Also, no need to shout.
Miopic, that sounds a bit overpowered, as you could just keep on whacking the mob until it's dead, and it won't be able to do anything. But what you could do, is brew up a level 2 blindness potion with the fungus, and use that to keep the mob from seeing you, thus effectively allowing you free reign on the mob.
That way, mobs near water could survive indefinitely, but would eventually succumb if away from water for too long, unless aided by the player. (Fire should also remove the fungus, for obvious reasons, though it would be a sub-optimal cure for equally obvious reasons.)
Interesting. I'll put that in the main post, and see how it goes over.
Regarding death cap, death cap is not a parasite. You can't get poisoned by touching death cap, you have to eat it. I prefer the caterpillar fungus because you can accidentally step in it, and not even know of the danger you're in until considerably later.
And as for the technical issue, it wouldn't be a modification to your skin, it would be a second skin layered over your skin. Like armour, or the charged creeper thing.
After considering for a while, this could be implemented without too much lag, by simply increasing the length of time for which the first stages last, and decreasing the time for which the later stages last, thus saving on lag until close to your death.
Also, I'd love to see this in game!
..And how would a Enderdragon get infected if it destroys everything it touches?
I don't know if they'd affect mooshrooms. I like the idea of shearing a parasite infected mooshroom, and then shearing it again.
And I'm not sure about the enderdragon, but it would be a lousy method of getting rid of it regardless.
What would be even more amusing, though, would be if Mojang implemented a mushroom sheep equivalent (not saying they should, just that it would be amusing), such that you could sheer a host-mushroom-wool-sheep to get the parasite, and turn it into a mushroom-wool-sheep. Then shear off the mushrooms, and then shear off the wool. The shears, one sheep.