The pordenfer is a nether mob, and, as of yet, the only nether mob to appear on peaceful. They wander around like pigs. And they're useful like pigs too. When killed (they have 7.5 hearts of health), they drop pordenfer meat, which you can then cook in a furnace to get cooked pordenfer meat.
When uncooked, pordenfer meat gives you food poisoning (hunger) for thirty seconds. Why would you ever want that? Because it also gives you fire resistance for thirty seconds.
"But doesn't this make fighting blaze too easy?"
I say no. Most people I know just snipe the blaze from afar, with no danger whatsoever. If you run up close, blaze still have a melee attack, and you'd need to defeat them in less than thirty seconds or you'd waste time eating another uncooked piece of meat. And that hunger poisoning, for thirty seconds, is enough to starve you, thus hampering you further. The uncooked meat is not intended for combat. It is intended for short stretches of lava, or protection in the areas of the nether more densely filled with fire. Much like the golden apple. It's inefficient in combat, and is mostly just useful for recovery. This is inefficient in combat, and mostly just useful for exploration in the nether.
When cooked, pordenfer meat gives you half a hunger bar. Why would anyone want that? Because it also gives you 16 saturation, making it the most saturated food item in the game.
Pordenfers spawn on soul sand, but are not hampered by its effects. Or rather, they are, but do you see those long legs? When not on soul sand, they move slightly faster than the player's walking speed. They can also jump up to four blocks high, and are somewhat resistant to fall damage (as if they were wearing boots with feather falling II on them). So, when threatened, what do they do? They turn toward the player and jump over their head, and proceed to run away. So, while they pose no active threat to the player, they certainly can be a hassle to kill.
Pordenfers can be bred with netherwart every fifteen minutes (three times as long a wait as farm animals). I need say no more. Should nether villages ever be implemented, they may come with pordenfer farms. Attacking those pordenfers provoke the villagers to attack (or activate whatever defense mechanisms they have).
I vote for the four-eyes, but with paper instead of a map.
As for viewing players, I think it is a bit too powerful. I suggest, as an alternative, that when using the map to spy, player's name tags will show up clearer. Perhaps, if you click within 32 blocks of a player, the eye ends up closer to the player (within 8 blocks, say). The eye, in a sense, gravitates towards players.
A second suggestion would be that, t avoid mis-clicking and ending up in the wrong spot, a landing pad of sorts (crafted with something along the lines of a stone pressure plate and four ender pearls, that, when you click within sixteen blocks of that pad, you end up on it. (I also think such a feature should be added to actual ender pearl teleportation).
And I have to go now, so I'll conclude by saying I do think that it should have a smaller scale.
You know what could be interesting? If xp were only avaliable through bottles o' enchanting. You buy them with emeralds, and you can obtain emeralds from a number of sources. Farming, mining, and fighting all produce items that can be sold for emeralds, and then those emeralds can be used to buy bottles o' enchanting. Of course, the villager economy would have to be reworked to make it balanced, but I think it could work.
In fact, removing mob grinders would just mean that now everyone makes chicken farms to grind for chicken to trade to villagers for emeralds to trade for bottles o' enchanting.
Also, EXP was made really easy to get with the snapshots and mining, so it's clearly not intended to be super hard to get.
You know, this is exactly right. You can create a chicken grinder even easier than a hostile mob grinder. Passive mobs already give easy and free XP. Why aren't you complaining about that?
Potions slice through armour. They simply cannot be stopped. I propose that armour be enchantable with Magic Protection I-II.
Each level lowers the amount of time potion effects last by 10%, for a total of 80% if you have a full set with Magic Protection IV, or, if the effect is direct, as with damage potions or health potions, it simply reduces the total damage dealt or healed.
The bad thing about this armour is that it also effects positive potion effects, not just the negative. But it does protect against zombie flesh food poisoning and cave spider regular poisoning. It is also useful in PVP. I'm undecided if the armour should affect potions you actually drink, though, or just splash potions and mob attacks.
Along with this would be an enchantment for swords: Magic I-IV. With each level, one heart of damage dealt by the sword will be magic damage, and thus be unaffected by armour, unless the armour has the magic protection enchantment.
I don't agree with this statement. The absence of a medium is not due to the amount of arguments, but due to the bias of the people supporting one side or the other. There is no medium because there are very few unbiased critics replying to the OP.
This is what I understand. Let's take Super Hostile for an example. Most of the arguments for eliminating mob grinders will in fact negatively effect Super Hostile. This is bad for people who:
(obviously) make mob grinders
play Super Hostile
and
play adventure maps that rely on some sort of mob spawner, not for grinding, but to have mobs in places where they would otherwise not propogate.
Most of the arguments for what is the status quo maintain that they need the grinders for various reasons.
It is extremely difficult to make it to level 50. How hard? Well, I suppose if you got to level 48 and died, the road to level 50 would be much longer, even if you're able to get your xp orbs back, you'll only have enough xp to be at level 6. Mob grinders take this risk out of the equation.
As far as I'm concerned, a happy medium would not / should not impact super hostile or adventure maps. That would be most important.
Well, no one seems to have seen this, which I posted a few pages ago:
Here's a proposal. Mobs give experience based on how much damage the player dealt to them, and how much damage they dealt to the player, and how many blocks they moved after becoming aggressive to the player. Mobs from mob grinders will still give experience, but it will be the minimum experience. It saves on frame rate, as each variable is only recorded when a mob is aggressive towards the player. To get maximum efficiency from a mob grinder, you would have to be constantly at the mob grinder, and you would have to risk something going wrong and the mobs killing you. Not to mention, you'd have to find the perfect balance of mob density within the killing chamber itself, so that the mobs are close enough to be killed easily, but not so compact as to limit movement.
Quite frankly, with this new system, the most efficient mob system would be one that spawns mobs and then drops them into an arena. It would be no different from fighting the mobs yourself, but the number of mobs produces would be higher.
This system gives a balance of risk versus reward, whereas the current system is any amount of risk gives you the same reward.
I don't think mob grinders should be eliminated, but I think they should be limited.
This proposal does not interfere with such maps, and could also extend to rare drops, if that's what one is worried about.
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.
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.
This is sort of an off-the-wall suggestion, but I thought I'd put it here and see what people thought.
The basic premise is that brewing an emerald into an awkward potion would produce a potion of peace. When splashed on mobs, it would make them non-hostile for 30 seconds, though they would still become hostile if you attacked them (up to 60 seconds with redstone added, and with the added bonus of them not becoming hostile when you attack them when you add glowstone).
Brewing into this potion a fermented spider eye would make a potion of hostility. This potion would cause mobs to be hostile to the nearest mob or player for 30 seconds (though they would still shift their attentions to the last mob or player to attack them). Redstone extends this to 60 seconds, and glowstone causes mobs to move to the next nearest mob once they kill their first target.
Now, why an emerald? Two reasons. Firstly, emerald is sufficiently rare. Secondly, the emerald is what you trade with villagers. It represents the peaceful interaction you have with the villagers.
In what situations might something like this be useful? When dealing with large amounts of mobs, or when you are out at night, but just don't want to fight. Why wouldn't you want to fight? If you are traveling, you want to conserve as much time as possible. My previous suggestion (potion of fullness), allows you to conserve precious eating time. This allows you to travel at night without having to stop to fight, not only conserving time, but actually increasing travel time because you don't need to stop at night to dig a shelter and sleep. Another use is if you are working with mobs, such as in a mob system, or if you are studying behavior and pathfinding.
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.
I like it. There is already a potion that does the same thing for hearts, this would be a logical next step.
I think it should have to be crafted with cake though, to keep it from being overpowered and to keep other food items from becoming pointless (especially now that cocoa beans are a renewable and not difficult to find resource). Or, in the same way the health potions are crafted with glistering melon, maybe this potion could be crafted with a glistering cookie (or not, I just find the mental image of a glistering cookie hilarious..)
But yes, if it could be balanced I would say this would be a wonderful idea.
As I said above, I considered cakes, but once you're established (which you'd have to be if you're brewing potions), all food items are equally easy to get. Cocoa beans, at least, are more difficult to farm. Because they grow on a vertical surface, it is difficult to make a compact and efficient farm. Also, cookies are the most useless food item in the game. This gives them a use.
I like this idea. I'd like to propose one thing, though.
Librarians should be able to rank books for price. This would be simple enough. Librarians would pay more for longer books, and for books with certain patterns.
When buying a book, a librarian should select eight random words from a database of words. It would pick six words of any length, and two that are seven letters or longer. It would check the book for the usage of these words, and would give a price accordingly. The words would have to be common enough for this to work. Here is a small sample list of words I think would be appropriate:
I A And Or But Hello Hi Sun Moon Village House Cave Journal Creeper Demolish Diamond Language Cat Doc Lamp Book Fence Block Item
All of these words are used often enough, that, given eight at random, it is almost certain that any given book, when written seriously would likely contain at least one. And if you are unhappy with your deal, you can try again. Perhaps, to avoid spamming for a good price, a librarian would select eight new words every five minutes.
Also, if you are a regular writer, you might be offered more depending on how often your books are read.
Just some ideas, since I think one emerald for a serious book someone spent quite a bit of time on is a pretty lame price.
Jeb's already said that while it would make sense for such a potion to harm Blazes and Endermen, it would be too difficult to implement. So while yes, it's a good idea, it's unlikely to be actually be done.
I don't see how it would be any more difficult than making potions of harm/poison/regen/health work in reverse on skeletons and zombies. In fact, it should logically be easier.
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It's facing the camera (roughly). That protrusion at the back is a tail.
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Well, I've reworked it, and here it is.
The pordenfer is a nether mob, and, as of yet, the only nether mob to appear on peaceful. They wander around like pigs. And they're useful like pigs too. When killed (they have 7.5 hearts of health), they drop pordenfer meat, which you can then cook in a furnace to get cooked pordenfer meat.
When uncooked, pordenfer meat gives you food poisoning (hunger) for thirty seconds. Why would you ever want that? Because it also gives you fire resistance for thirty seconds.
"But doesn't this make fighting blaze too easy?"
I say no. Most people I know just snipe the blaze from afar, with no danger whatsoever. If you run up close, blaze still have a melee attack, and you'd need to defeat them in less than thirty seconds or you'd waste time eating another uncooked piece of meat. And that hunger poisoning, for thirty seconds, is enough to starve you, thus hampering you further. The uncooked meat is not intended for combat. It is intended for short stretches of lava, or protection in the areas of the nether more densely filled with fire. Much like the golden apple. It's inefficient in combat, and is mostly just useful for recovery. This is inefficient in combat, and mostly just useful for exploration in the nether.
When cooked, pordenfer meat gives you half a hunger bar. Why would anyone want that? Because it also gives you 16 saturation, making it the most saturated food item in the game.
Pordenfers spawn on soul sand, but are not hampered by its effects. Or rather, they are, but do you see those long legs? When not on soul sand, they move slightly faster than the player's walking speed. They can also jump up to four blocks high, and are somewhat resistant to fall damage (as if they were wearing boots with feather falling II on them). So, when threatened, what do they do? They turn toward the player and jump over their head, and proceed to run away. So, while they pose no active threat to the player, they certainly can be a hassle to kill.
Pordenfers can be bred with netherwart every fifteen minutes (three times as long a wait as farm animals). I need say no more. Should nether villages ever be implemented, they may come with pordenfer farms. Attacking those pordenfers provoke the villagers to attack (or activate whatever defense mechanisms they have).
Thoughts? Comments? Questions?
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I vote for the four-eyes, but with paper instead of a map.
As for viewing players, I think it is a bit too powerful. I suggest, as an alternative, that when using the map to spy, player's name tags will show up clearer. Perhaps, if you click within 32 blocks of a player, the eye ends up closer to the player (within 8 blocks, say). The eye, in a sense, gravitates towards players.
A second suggestion would be that, t avoid mis-clicking and ending up in the wrong spot, a landing pad of sorts (crafted with something along the lines of a stone pressure plate and four ender pearls, that, when you click within sixteen blocks of that pad, you end up on it. (I also think such a feature should be added to actual ender pearl teleportation).
And I have to go now, so I'll conclude by saying I do think that it should have a smaller scale.
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You know, this is exactly right. You can create a chicken grinder even easier than a hostile mob grinder. Passive mobs already give easy and free XP. Why aren't you complaining about that?
0
Each level lowers the amount of time potion effects last by 10%, for a total of 80% if you have a full set with Magic Protection IV, or, if the effect is direct, as with damage potions or health potions, it simply reduces the total damage dealt or healed.
The bad thing about this armour is that it also effects positive potion effects, not just the negative. But it does protect against zombie flesh food poisoning and cave spider regular poisoning. It is also useful in PVP. I'm undecided if the armour should affect potions you actually drink, though, or just splash potions and mob attacks.
Along with this would be an enchantment for swords: Magic I-IV. With each level, one heart of damage dealt by the sword will be magic damage, and thus be unaffected by armour, unless the armour has the magic protection enchantment.
Thoughts?
0
Well, no one seems to have seen this, which I posted a few pages ago:
This proposal does not interfere with such maps, and could also extend to rare drops, if that's what one is worried about.
0
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.
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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.
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The basic premise is that brewing an emerald into an awkward potion would produce a potion of peace. When splashed on mobs, it would make them non-hostile for 30 seconds, though they would still become hostile if you attacked them (up to 60 seconds with redstone added, and with the added bonus of them not becoming hostile when you attack them when you add glowstone).
Brewing into this potion a fermented spider eye would make a potion of hostility. This potion would cause mobs to be hostile to the nearest mob or player for 30 seconds (though they would still shift their attentions to the last mob or player to attack them). Redstone extends this to 60 seconds, and glowstone causes mobs to move to the next nearest mob once they kill their first target.
Now, why an emerald? Two reasons. Firstly, emerald is sufficiently rare. Secondly, the emerald is what you trade with villagers. It represents the peaceful interaction you have with the villagers.
In what situations might something like this be useful? When dealing with large amounts of mobs, or when you are out at night, but just don't want to fight. Why wouldn't you want to fight? If you are traveling, you want to conserve as much time as possible. My previous suggestion (potion of fullness), allows you to conserve precious eating time. This allows you to travel at night without having to stop to fight, not only conserving time, but actually increasing travel time because you don't need to stop at night to dig a shelter and sleep. Another use is if you are working with mobs, such as in a mob system, or if you are studying behavior and pathfinding.
Thoughts?
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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.
0
As I said above, I considered cakes, but once you're established (which you'd have to be if you're brewing potions), all food items are equally easy to get. Cocoa beans, at least, are more difficult to farm. Because they grow on a vertical surface, it is difficult to make a compact and efficient farm. Also, cookies are the most useless food item in the game. This gives them a use.
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Well, feel free to suggest alternate names.
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Librarians should be able to rank books for price. This would be simple enough. Librarians would pay more for longer books, and for books with certain patterns.
When buying a book, a librarian should select eight random words from a database of words. It would pick six words of any length, and two that are seven letters or longer. It would check the book for the usage of these words, and would give a price accordingly. The words would have to be common enough for this to work. Here is a small sample list of words I think would be appropriate:
I A And Or But Hello Hi Sun Moon Village House Cave Journal Creeper Demolish Diamond Language Cat Doc Lamp Book Fence Block Item
All of these words are used often enough, that, given eight at random, it is almost certain that any given book, when written seriously would likely contain at least one. And if you are unhappy with your deal, you can try again. Perhaps, to avoid spamming for a good price, a librarian would select eight new words every five minutes.
Also, if you are a regular writer, you might be offered more depending on how often your books are read.
Just some ideas, since I think one emerald for a serious book someone spent quite a bit of time on is a pretty lame price.
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I don't see how it would be any more difficult than making potions of harm/poison/regen/health work in reverse on skeletons and zombies. In fact, it should logically be easier.