So you built a small house on the plains, and you want to protect the surrounding area. You don't yet have enough resources for a full wall. Fences could work, but for whatever reason you don't want to use them. Well, ladies and gentlemen, I present to you: Spikes and other defenses!
Spikes:
So what are spikes exactly, and what do they do? Well, the idea is that they will deal damage to any mob that walks on them, before "impaling" them. In other words, if a zombie jumps onto a spike, then it will fall down as if the block was transparent - but because its impaled, it will first take damage and then be heavily slowed (Imagine the speed they would move in cobwebs). It makes for one devious wall, because once a mob is impaled, it is hard for it to get out, meaning you can walk up to it and stab it. While impaled, mobs also have a slower attack speed, so you don't need to worry as much about skeletons anymore. If you had a fence wall, spiders could climb over it, but with a spikewall, they will be impaled like any other mob (If its not clarified, a mob must jump ONTO the spike before being impaled).
The other use for these spikes is in pitfalls. If a mob jumps on top of the spike, it will deal half a heart of damage before being impaled. However, if a mob falls from above 4 blocks onto the spike, the damage is immediately doubled (Plus the half heart for impaling). For example, if a mob or player fell 4 blocks, it would recieve 1 damage (1/2 heart) of damage normally - but if it fell onto a spike block, it would recieve 3 (1 1/2 hearts) because of the doubled damage plus the added impaling damage. Now, if you have a 10 block high fall onto a spike block, you would recieve 21 damage (10 1/2 hearts) which is lethal, and MUCH more efficient than simply making a 23 block hole.
Crafting:
This makes 4 spikes.
New: Spikes can be crafted with an iron ingot together to make an upgraded iron spike. This delivers an extra 2 hearts of base damage, making it more useful along the lines of retractable wall spikes since the wood spike is based mostly on fall damage and "impaling".
Sandbags:
Sandbags are good for cheap bunkers. If a creeper explodes near a sandbag, it will absorb much of the blast, and will reduce the ammount of damage to blocks behind it (relative to the explosion) and touching it. Sandbags have a fairly high blast resistance, and the explosion would have to be fairly close to destroy the sandbag itself. Now, if you wanted to, you could pile sandbags on top of eachother. Each layer of sandbags will slightly boost the level of resistance of the sandbags under it (with a maximum boost of 4 sandbags put on top of eachother). If one of the lower sandbags was to be destroyed, then the sandbags above it would fall to take its place (They are effected by gravity, and will also deal damage if a player is under a sandbag as it falls).
Now, these can be used in a variety of circumstances. First of all, you can make cheap, explosive resistant walls. Second, if you had some cobble you can make some more permanent looking walls, but layering the insides of your wall with sandbags as such:
(Sand is replaced with sandbags)
This wallis based on the fact that sandbags increase the explosive resistance of blocks directly adjacent to it, meaning that cobblestone outer layer is much harder to blow up.
Crafting:
Each of these creates 4 sandbags.
Redstone Golems:
Not at ALL what you think it is. Read this all the way through before you flame.
Redstone golems are made by placing an iron block, with a redstone block above it - and finally ending with a pumpkin on top. It is two blocks tall, and its purpose is to do a simple command after it sees a hostile mob.
Right clicking the redstone golem will enter a "programming" GUI, which contains simple dropboxes that can edit how the golem works. There are two dropboxes, which are the movement, view length, and action parameters.
The movement can be set to static, and the golem will remain where it was first constructed until it sees a mob. It can also be set to patrol, which will have it patrol within a certain radius, wander, investigate noises, etc.
The view length controls how far the golem can see. This is a number from 1 to 15, and is set by default to 10. The number is how far the golem will detect mobs before doing the "action".
The action is what the golem does when it detects a mob. This can be to pull a lever or press a button which then triggers a trap, closes a gate or even sets off an alarm. It can be set to move somewhere else, to say something to all players within the area, or to do absolutely nothing.
Using this GUI, players can have the redstone golem do whatever they need after detecting a mob.
I wanted to keep this one simple, but there are more posibilities for it. Maybe if players like this, the golem can be set to look for other entities, or even blocks like lava or water. There are more things we can do for the redstone golem, but I wanted this to be simple for now.
So thats my basic idea. Players can set out spikewalls to damage and hinder mobs, or a deadly spikepit that delivers nasty ammounts of damage. They can reinforce walls with sandbags, to increase blast resistance of blocks around them, and to protect against creepers and TNT. Finally, they can create a redstone golem that can be told to watch for mobs, and close the gate when they see one. These new ways of defending could be quite useful, and open the game to more types of structures based on it.
Please post a comment if you like or dislike it along with any future ideas or critisizm.
Make a small, completely enclosed dirt box. Dig into it and then seal off
the enterance. Complete safety from all mobs.
Have fun in the End with that strategy.
Anyways, these defenses are a pretty good idea. The Spike should be attachable to Sticky Pistons so you can have retracting spike traps. In fact, that was the original intention of the spikes idea the developers never used.
I'm not sure about the spikes, but the sandbags sound good.
And the Redstone Golem sounds incredibly awesome. Only problem is it costs almost the exact same as a regular Iron Golem. A bit unbalanced. I'd say make it slightly more expensive, somehow, but not so expensive that it would keep people from using it.
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I'd suggest for sandbags, that the crafting recipe be one sand and four leather around it, so it is like having the sand in a burlap sack. And, the spike should be more expensive; perhaps the top wood block could be replaced with a iron ingot to make the point sharp and strong?
I'd suggest for sandbags, that the crafting recipe be one sand and four leather around it, so it is like having the sand in a burlap sack. And, the spike should be more expensive; perhaps the top wood block could be replaced with a iron ingot to make the point sharp and strong?
Leathers not that easy to get. I figured wool could be like a cloth covering, and it would be cheapish to make. And yea, ill edit the recipe for iron at top.Or maybe if you craft a spike with an iron ingot, it makes an upgraded iron spike?
Leathers not that easy to get. I figured wool could be like a cloth covering, and it would be cheapish to make. And yea, ill edit the recipe for iron at top.
Or maybe if you craft a spike with an iron ingot, it makes an upgraded iron spike?
I thought that, by using leather, they wouldn't be that easy to acquire, balancing it out a bit. I still think it would give you four sand bags, though.
Perhaps there are different levels of spikes? Wood, stone, gold, iron, diamond?
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Curse PremiumSpikes:
So what are spikes exactly, and what do they do? Well, the idea is that they will deal damage to any mob that walks on them, before "impaling" them. In other words, if a zombie jumps onto a spike, then it will fall down as if the block was transparent - but because its impaled, it will first take damage and then be heavily slowed (Imagine the speed they would move in cobwebs). It makes for one devious wall, because once a mob is impaled, it is hard for it to get out, meaning you can walk up to it and stab it. While impaled, mobs also have a slower attack speed, so you don't need to worry as much about skeletons anymore. If you had a fence wall, spiders could climb over it, but with a spikewall, they will be impaled like any other mob (If its not clarified, a mob must jump ONTO the spike before being impaled).
The other use for these spikes is in pitfalls. If a mob jumps on top of the spike, it will deal half a heart of damage before being impaled. However, if a mob falls from above 4 blocks onto the spike, the damage is immediately doubled (Plus the half heart for impaling). For example, if a mob or player fell 4 blocks, it would recieve 1 damage (1/2 heart) of damage normally - but if it fell onto a spike block, it would recieve 3 (1 1/2 hearts) because of the doubled damage plus the added impaling damage. Now, if you have a 10 block high fall onto a spike block, you would recieve 21 damage (10 1/2 hearts) which is lethal, and MUCH more efficient than simply making a 23 block hole.
Crafting:
This makes 4 spikes.
New: Spikes can be crafted with an iron ingot together to make an upgraded iron spike. This delivers an extra 2 hearts of base damage, making it more useful along the lines of retractable wall spikes since the wood spike is based mostly on fall damage and "impaling".
Sandbags:
Sandbags are good for cheap bunkers. If a creeper explodes near a sandbag, it will absorb much of the blast, and will reduce the ammount of damage to blocks behind it (relative to the explosion) and touching it. Sandbags have a fairly high blast resistance, and the explosion would have to be fairly close to destroy the sandbag itself. Now, if you wanted to, you could pile sandbags on top of eachother. Each layer of sandbags will slightly boost the level of resistance of the sandbags under it (with a maximum boost of 4 sandbags put on top of eachother). If one of the lower sandbags was to be destroyed, then the sandbags above it would fall to take its place (They are effected by gravity, and will also deal damage if a player is under a sandbag as it falls).
Now, these can be used in a variety of circumstances. First of all, you can make cheap, explosive resistant walls. Second, if you had some cobble you can make some more permanent looking walls, but layering the insides of your wall with sandbags as such:
(Sand is replaced with sandbags)
This wall is based on the fact that sandbags increase the explosive resistance of blocks directly adjacent to it, meaning that cobblestone outer layer is much harder to blow up.
Crafting:
Each of these creates 4 sandbags.
Redstone Golems:
Not at ALL what you think it is. Read this all the way through before you flame.
Redstone golems are made by placing an iron block, with a redstone block above it - and finally ending with a pumpkin on top. It is two blocks tall, and its purpose is to do a simple command after it sees a hostile mob.
Right clicking the redstone golem will enter a "programming" GUI, which contains simple dropboxes that can edit how the golem works. There are two dropboxes, which are the movement, view length, and action parameters.
The movement can be set to static, and the golem will remain where it was first constructed until it sees a mob. It can also be set to patrol, which will have it patrol within a certain radius, wander, investigate noises, etc.
The view length controls how far the golem can see. This is a number from 1 to 15, and is set by default to 10. The number is how far the golem will detect mobs before doing the "action".
The action is what the golem does when it detects a mob. This can be to pull a lever or press a button which then triggers a trap, closes a gate or even sets off an alarm. It can be set to move somewhere else, to say something to all players within the area, or to do absolutely nothing.
Using this GUI, players can have the redstone golem do whatever they need after detecting a mob.
I wanted to keep this one simple, but there are more posibilities for it. Maybe if players like this, the golem can be set to look for other entities, or even blocks like lava or water. There are more things we can do for the redstone golem, but I wanted this to be simple for now.
So thats my basic idea. Players can set out spikewalls to damage and hinder mobs, or a deadly spikepit that delivers nasty ammounts of damage. They can reinforce walls with sandbags, to increase blast resistance of blocks around them, and to protect against creepers and TNT. Finally, they can create a redstone golem that can be told to watch for mobs, and close the gate when they see one. These new ways of defending could be quite useful, and open the game to more types of structures based on it.
Please post a comment if you like or dislike it along with any future ideas or critisizm.
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Curse PremiumMake a small, completely enclosed dirt box. Dig into it and then seal off
the enterance. Complete safety from all mobs.
Have fun in the End with that strategy.
Anyways, these defenses are a pretty good idea. The Spike should be attachable to Sticky Pistons so you can have retracting spike traps. In fact, that was the original intention of the spikes idea the developers never used.
And the Redstone Golem sounds incredibly awesome. Only problem is it costs almost the exact same as a regular Iron Golem. A bit unbalanced. I'd say make it slightly more expensive, somehow, but not so expensive that it would keep people from using it.
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Curse PremiumI searched for spikes and didn't find anything to similar...
Leathers not that easy to get. I figured wool could be like a cloth covering, and it would be cheapish to make. And yea, ill edit the recipe for iron at top.Or maybe if you craft a spike with an iron ingot, it makes an upgraded iron spike?
I thought that, by using leather, they wouldn't be that easy to acquire, balancing it out a bit. I still think it would give you four sand bags, though.
Perhaps there are different levels of spikes? Wood, stone, gold, iron, diamond?