Am I just super-unlucky or have melons suddenly become Unobtainium in 1.8? I've searched far and wide and can't find a single jungle, let alone one with melons, and I've found around a dozen chests in dungeons but not a one with melon seeds.
I'm also having trouble getting slimes to spawn. I've found slime chunks but no slimes seem to want to spawn there. Likewise swamp. Makes it more difficult to get more blaze rods when you can't make potions of fire resistance because you need Magma Cream which requires slime balls.
And that's not even mentioning the problems with choppy chunk loading and slow updating (break a block and it regenerates, then vanishes and drops its resource around a second later - when it doesn't simply ignore being broken altogether)
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I would have thought this suggestion would have gained much more support.
Are people just not voting because it's so obviously a good idea that they expect everyone else to vote, or is it really a bad idea?
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I think you mean bizarre, but you're right. There's no reason (beyond deliberately making it difficult for players to dispose of items or get emeralds) for restricting the trades to only two types of meat instead of allowing all types.
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I kind-of like this but as a structure which can only appear in a single biome such as jungle (like jungle temples).
Also, I think that breaking either the creeper egg or the block the egg is attached to should break the egg into a creeper. Creeper eggs should be difficult to harvest, such as needing to use a piston to break them away from the block so they can be picked up (like the dragon egg except without the teleporting). They would not spawn a creeper if broken off by a piston or washed off with water.
Finally, to make the creeper egg blast resistance of some use, they should not spawn a creeper if caught in an explosion.
Support, with modifications.
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Thanks for the feedback. That was my feeling as well. It should be a relatively minor change and easy to implement.
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The only way I'd give any support to this suggestion is if:
1. It only applied to uncooked meat stored in an ordinary chest (not in the player's inventory).
2. There was a way to infinitely preserve uncooked meat (such as a freezer item which works like a chest).
Overall, I think it's a poor idea and probably not worth pursuing.
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It seems that up to 1.8.8, butchers will only buy raw chicken and raw pork, and will only sell cooked chicken and pork chops. There seems to be no reason why they won't buy raw beef, raw rabbit and raw mutton, or sell the cooked versions. This is especially annoying since beef tends to accumulate from killing all those cows in order to get hides to make books and bookcases.
So my suggestion is that butchers be expanded to buy and sell all meats, not just chicken and pork.
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Granted I'm probably exaggerating by saying that jungles might as well not exist, but not by a huge amount.
One reason I may be a bit snarky over the rarity of jungles is that it's impossible to find cocoa beans otherwise (so no brown dye or cookies) and melon seeds seem to be so incredibly rare in dungeons (which seem to also be rare now) that it's become possible to play an entire Survival game to The End without finding any melons or seeds.
This situation could be relieved if villagers still sold melon slices, but they don't.
I can live without brown dye, but I need my cookies! (Oh, Cookie, Cookie, Cookie starts with C)
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Thanks to everyone for the replies and info.
What I'm getting from all this is that jungles almost might as well not exist any longer because they take far too long to find on average in a survival game.
I'd say that the map generator needs another "tweak" to distribute jungles more evenly and give players a decent chance of finding one, particularly in single player mode.
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I've searched far and wide in both Creative and Survival modes and I have still to find a single jungle, anywhere, in any of the 1.8.x versions.
Has something gone skew whiff with the latest map maker so that jungles are either non-existent or so terribly rare that they may as well not exist?
Is it just my bad luck, or is this something which someone else has noticed too?
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As I understand it, from what others have said, saturation is determined entirely by the number of hunger points the food can restore. What I've heard is that "saturation" is actually a hidden portion of the hunger bar. This hidden portion is filled whenever you eat a food which restores more hunger points than you were missing.
I may have been told wrong of course.
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Other than that, the suggestion seems okay so I mostly support.
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The working name for the mob is "ant" ("worm" would also be acceptable).
Appearance: Ants would be 1 block tall, like baby zombies but with an ant-like texture (duh).
Damage and defense: Ants would only have 3 points of damage (1½ hearts) but would do the same amount of damage on each hit. In other words, fairly easy to kill but dangerous to leave alive.
Behaviour: Ants would spawn at night and behave mostly like spiders, including becoming non-aggressive in daylight. As day approaches, ants would seek out shade. If there's no shade nearby, they'd seek the nearest patch of dirt, sand or gravel then burrow down 2 blocks and 1 block to the side, going into "hibernation" until night falls. If the player digs out the block above the ant, the ant will wake up and try once again to find shade. Ants will avoid light levels of 12 or more, even at night.
One important difference from spiders: Ants can burrow through dirt, gravel or sand to try to reach you.
That's the basic idea. A mob which can sneak through 1-block gaps in your defenses, unless you guard the gaps with candles and which can even burrow into your hideout unless it's at least cobblestone.
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Version: 1.6.2
System: WinXP 32-bit.
Details:
Sheep, cows, horses and other mobs are able to sometimes go through fences. This seems to become more likely the more animals are inside the pen, even if space is still adequate.