- Lolligator
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Member for 12 years, 10 months, and 14 days
Last active Mon, Nov, 11 2013 02:08:20
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Aug 18, 2011Lolligator posted a message on 1.8 Updates: Meet More MeatDude, it has been confirmed that food would be made stackable. Also, why would they use too many items? They are the creators of Minecraft, doubtlessly they have their own tools.Posted in: News
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Aug 18, 2011Lolligator posted a message on 1.8 Updates: Meet More MeatIt was confirmed by Jeb/Notch that stacked food will be implented. It would mean some unbalancing, but I bet they'll take actions to keep things balanced. Another confirmed thing is that food won't directly heal you, but "indirectly".Posted in: News
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Aug 17, 2011Lolligator posted a message on 1.8 Updates: Meet More MeatIn my own eyes, there are + and - points in this:Posted in: News
- The stacked food will surely unbalance the game for what I can see right now. Even if the stacking only stays for the raw food, it will be unbalancing. 1 cooked pork will heal 4, but a stack of 4 raw pork will heal 6. You can carry only raw stuff, and it will heal more that way, meaning cooking your pork might get useless. I therefore hope it was stacked because it was cheated into the game for the sake of the picture.
-/+ More diffrent food seem kind of useless to me. We already have the pork, and if you get food from every animal, it will, though it's logic to let them all drop, unbalance the game, as it's A LOT easier to obtain food now early in the game. It also makes pigs useless, as all other mobs already give you food + other items. I hope they make certain actions to keep this balanced.
If you didn't notice yet, look at the GUI's. There are 2 other status bars, one long, and one with a chuck of meat as symbol.
+ I take it that the food chuck statusbar is symbolising hunger. This adds a great new deal of survival, neat for both SSP and SMP (though I can understand some will dislike (I highly doubt there will be no SMP mods that remove it after 1.8). SSP will become more challenging and in SMP more teamwork will be required.
-/+ The other bar looks like an experience bar, meaning that there will come something like leveling up. In my own opinion, I don't think you should get stronger by leveling up, or let it affect the game in some way. I am unsure what to think about this one, but we'll see how this turns out.
Don't forget that these are opinions and guesses based ON WHAT INFO WE GOT SO FAR. I can't know how it will turn out in the game itself. We'll see. -
Aug 8, 2011Lolligator posted a message on Bethesda, Mojang & "Scrolls"To claim a word is yours is just stupid...Posted in: News
Next to that, Mojang didn't even use the damn word at all. They didn't make any money with it, which copyright is made for. To prevent people for copying something you made to make money. This is just one of the many abusements of failed laws... -
Jul 28, 2011Lolligator posted a message on 1.8 Updates: New Mob...Revealed?@Nathan99Posted in: News
That's a 'big mushroom', something that will (or might) also get added. It was seen already on a picture from Notch featuring villages.
This is the brown big mushroom. On the said picture, there's also a big red mushroom.
It was already said by Notch that these things will be added. -
Jul 28, 2011Lolligator posted a message on 1.8 Updates: New Mob...Revealed?@GurgadurgenPosted in: News
Who says Notch can't mess with us? -
Jul 28, 2011Lolligator posted a message on 1.8 Updates: New Mob...Revealed?The one in the middle shows to have a clear, but slender human figure. It seems like they can hold blocks too. The one in the middle hold a dirt block with grass on it. The one on the left hold a sand block.Posted in: News
As for my own opinion, I think this might be fake. The held sandblock looks pasted in the picture, and the figures look a bit drawn.
As for Slenderman, these unknown creatures don't have tentacles, don't wear a suit, are entirely black (no white face) and have eyes. Doubt this has to do with Slenderman.
What these creatures might do:
-Pick up and throw blocks
-Pick up and place blocks, meaning they can change landscapes or build (Notch said something about villages on his blog about 1.8, didn't he?)
-Pick up dropped items and build/throw them.
-Be pretty damn creepy. - To post a comment, please login.
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You see, the way Minecraft recognises a 'house' is by checking if one side has sunlight on it and the other doesn't (or something along those lines). All the blocks around it don't get counted, and are just there to look pretty. It could be coded for the generated houses to be recognised, but new structures will be near impossible to be recognised as a house.
Also, I am a fan of modifying those village houses, so if those Iron Golems get angry that would be messy :/
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I haven't seen a better natural mountain like this in Minecraft ever. Great find, mate.
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For my netherportal, I created a huge crater in the ground, covered it all with netherrack, and made 3 aquaducts with lava made of netherbrick, streaming lava in it. In the middle, there was a large pool of lava (that was a LOT of work, going back and forth for all those buckets of lava. I wanted no streaming lava in my lake, and wanted all lava to be lava source blocks). In the middle of the small lake, I had a tower of netherbrick with the portal on it.
I was so proud! And then my world corrupted.
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Reimplent the old biome system. That one worked with temperature and wetness, and had biomes generated through a patern. This made it impossible for taiga's to be right next to deserts. Nowadays you see biomes intersect with their opposites, which looks dumb and ugly. I'm kind of sick for seeing jungles next to deserts.
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Ah, thanks. I couldn't find anything at the normal version history page on the wiki. Well, I think this closes the case then. Thanks.
Now to hope they'll fix the baby heads
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1. Villages can spawn on more types of biomes, but also become more rare (Note, the actual rarity doesn't decrease, as they would spawn in more biomes too). Preferably in all biomes (except maybe Mushroom), though some might be hard due to how villages are generated. But hey, maybe there's a way around it. Anyway, I believe Tundras are very fit to be a biome for villages, as they are reletively flat. Ice-themed villages could easily be made with cobblestone and snow blocks, or a new type of block, or snowy cobblestone (which is actually just cobblestone, but changes with the environment, like grass and leaves). Jungle villages would be cool too, with ladders and bridges in the treetops. However, I understand with my very limited understanding of programming that this may be very hard with the way villages generate.
2. As mentioned before, a way to fly in survival. The most minecraft-friendly themed thing would be a hot air balloon. I believe this should be found in some rare place, or in parts, just like Phierb said. Maybe you could find it in a stronghold underground, and you have to dig it out? A new above-ground structure of a lost civilization?
3. More generated structures for above the ground. I believe we've got enough for under the ground, with mineshafts, dungeons and strongholds, and cayons and stuff. Enough fun exploring underground. Biome-themed structures for the ones that don't have one yet would be nice. Also, these should have spawners inside them, and pyramids and jungle temples should have them too, as they are basicly just free loot. There should be at least a bit of a challenge in them.
4. Continiuing from idea 3: enemy mob villages. This can be a lot of things, from graveyards to go with the existing mobs, or get pigmen or something else in actual villages. Have them spawn in the same way as Nether fortresses, or with spawners.
5. More ocean stuff. Really, they are just dull. Get some mobs and underwater thingies in there and it would be great. Idea for 'generated structure' in this technical biome: ships, maybe ghost ships.
6. Enemy mob AI scales with difficulty. Mobs could do smarter and more annoying things on hard difficulty.
-Creepers on hard difficulty should act like they used to in their old AI, detecting the player through walls and all, and waiting for him near his door and other hard-to-spot places. They used to do this in alpha/beta (or at least they seemed to do this), or at least seemed to.
-Endermen could make better use of their block-moving ability. This may be a bit difficult in the coding, but here's my idea: they somehow know what is made by the players, and ruin it. They could make holes in a wall big enough for mobs to enter, or remove a fence, setting some of your lifestock free.
-Zombie Pigmen could be aggresive on default in hard mode, making these inhabitants an actual danger. I feel like the Nether is actually rather save, with the exception of Nether Fortresses. The Ghasts almost always miss, and blazes/magma cubes are EXTREMELY rare outside of Fortresses. The pigmen are the only common guys in there, and they don't fight if you don't. This would make them actually dangerous.
Of coarse most people may hate idea 6, but as I said, this would be set on the difficulty. You don't want these features, you can just play on normal or easy. These are just a few ideas of me for difficulty scaling, and I think it's needed. Hard difficulty seems too easy for me, the mobs are rarely challenging unless they swarm you from all sides with diffrent types.
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Really? I have seen a picture of a baby zombie on the wiki (a non-villager one), but have yet to find one in-game. I suppose they are more rare than baby pigmen. Futhermore, I find it strange that this wasn't noted in the changelog (at least, I didn't see anything about it). Sure, the mobs were already added in the game's data, but could not be found yet.
Oh, and I found 2 more baby zombie pigmen. If you play on hard difficulty, pigmen swarm the nether, so if you want to find a baby, do that. Shouldn't be hard to find the babies (and the pigmen are no threat if you dont hit them).
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By the way, his sword was enchanted (you can see a very faint glow on the sword in the picture), so that means they can spawn with enchantments much like other Pigmen, skeletons and zombies.
Edit--------
Update 2: I found 2 others among a large group of pigmen. Apparantly they are not so rare. These guys didn't have enchantments on their swords. Also, these babies seem to run slightly faster than the zombie pigmen, but I'm not sure.
Pics:
You can see one here near the quartz ores, next to one of the normal pigmen.
Here's one next to the red mushrooms.
It seems these guys aren't as rare as I first thought, about as rare as zombie villagers spawning naturally (1 in 20), or even more common).
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A baby zombie pigman, complete with high-pitched versions of the normal pigmen sounds, like with every baby mob.
Now I had never seen something like that, and beside baby zombie villagers I didn't know of any hostile baby mobs.
Trying to find info about these guys on the internet, I couldn't find much. Only how they spawn with either the skull of the flesh texture of the pigman, and that they can only be spawned with 3rd party software, and thus not naturally.
That's what bothered me. This guy appeared out of nowhere, and I have no mods installed, neither did I spawn them with some software (surely I'd remember that).
So yea, there's the thing. I haven't seen one of these before, and just updated to 1.6.2 today.
So, do you guys think that these now spawn normally and rarely with the new update (not that I could find anything on it)? Is it a bug or glitch that this guy suddenly spawned? Am I deceiving you and trying to spread rumors? (no I'm not)
Anyway, that's what I wanted to share with you guys. Thoughts?
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Next time you want to spew hate on something, actually come up with reasons and arguments for hating it.
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No, they should spawn very rarely. Likely one of your other mods clash or something. As I stated above, this mod clashes with Mo' Creatures (or more likely, the mods needed for Mo' Creatures)
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Strange, as there's no menu for the Mutants for me.
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The mods installed where:
mod API
Forge
Mo' Creatures
Custom mob spawner
Mutant Creatures
So now, the problem:
I had this mod installed. Everything worked perfectly, and the mutants where a very rare spawn. Then I installed Mo' Creatures, which needed mod API and Custom Mob Spawner to work. So the thing with Mo' Creatures is, that you have a special menu (caused by one of the 2 required mods, I think) to change mob spawn rates for the mobs in Mo' Creatures. Somehow, the mutants are also in this list. Now this shouldn't actually be a problem, as I could just set the mutants to rarely/never spawn. Problem is, somehow that doesn't work and now the mutants spawn as much as regular mobs.
So for some reason, this mod and one of those others aren't really compatible, causing mass mutant spawning.
Thought I'd inform you on that.