AFAIK, the arrow does the same amount of damage on direct hit.
The upside to the arrow of harming is that if you miss, you still have a chance of getting splash damage on your opponent. This will make being an archer more accessible to those who are new to the class and for more experienced players means taking out large camps is marginally easier.
Forgive my false knowledge, apparently you're right and mojang opted to have it be direct rather than splash.
>_>;
However I do question why the arrow of healing is a thing.
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"This is minecraft, not real life! Adding needless difficulty for realism is stupid!"
>adding fantastical difficulty by adding zombies and skeletons
I don't get it.
And we don't need any of this. We don't need minecraft in of itself. It's a game. It's like asking why we need knights in chess. We don't.
It's a simple aesthetical upgrade to give cats more depth. Also, last time I checked, cats aren't loyal companions like dogs are; They act more independent and care more about their own good.
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OK, to keep the "housepet" option viable and to lower micromanagement, I should make some revisions:
1. Keep
2. Keep (controversial, but I don't hear anyone complaining about horses not liking water when in reality they're fine with it)
3. ??? (Perhaps a poll?)
4. Yeah, I'd meant for it to be a simple scratch, not the cat going completely hostile and attacking you until you feed it. Just as a sign of annoyance. Also, remove mobs targeting cats.
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Well, for natural spawning, just have a moderately slow RNG spawn them around the world as a "base" invisible creature, invincible and without the fish item on it yet. Then check if there's water anywhere near it. If not, it would kill the entity. If so, just put the item on them like usual.
Also, the "barn cats" thing was just a linked suggestion, I don't know how you might actually add that to be honest.
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So basically what you guys are saying is:
"If there's a balancing factor -- a downside to using it that could be avoided easily in the first place -- then it cancels out the benefits."
Basically, this wouldn't affect anyone using the cat as a housepet, besides adding a funny little gifting mechanic. If you're just going to use it as a housepet anyways, why complain? Or perhaps instead of complaining about the suggestion itself, try to revise it.
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Isn't that how all REAL pets are? Also, like I stated in the suggestion, you wouldn't have to micromanage them unless they got hurt. Using them as a housepet, that's unlikely. As for the downsides, that's only if you did happen to drop an item and leave it for a few minutes, not as in the cat would snatch it up when you're trying to give it to another player.
3
Cats serve little to no purpose thus far besides being housepets and scaring away creepers around town. Why not add some interesting new features, such as letting them pick up items that are about to despawn, go fishing, and have some new behaviors?
Precursor: Entity Changes
Every cat would have 9 inventory slots. (More will be added to this as needed to support other suggestions.)
#1: Cat Fishing
Fishing has always been one of my favorite mechanics in Minecraft, specifically because of the lucky chance of getting an enchantment book. On servers, it also means it is profitable and a good food source. Why not allow cats to fish when near a lake? Of course, this would wield no rare item chances, and the code would check for lake and ocean BIOMES, as well as water, in an unenclosed area, to fish. Also, the owner would have to be nearby. This is to prevent automation of "fish farming" and to keep guardian farms practical. Sometimes the cat would give the owner the food at random intervals, as well.
#2: Collection & Hunting
Why not let tamed cats hunt for their own food? Cats would now be able to pick up all of the raw chicken and rabbit they'd hunted and use it to heal themselves if they somehow got hurt. Not only that, they would also pick up any debatably "shiny" object right before it will despawn (Such as glowstone, diamond, iron, etc) that was dropped and store it away. Like in #1, the cat would sometimes gift the players back the items. All items would be hid by the ocelot in an unenclosed space with dirt 2 blocks under it. A hole would be made, and all of the items put in an un-despawning state there for the ocelot to retrieve or for you to find.
#3: Cat Behavior Changes
a: Meowing for Food
If the tamed cat hadn't been fed enough(Supposing it had under 100% health), it would run to the owner and pleadingly meow for food. Also, it would not be determined by some kind of "hunger bar", but as I said, by its amount of health.
b: Independency
Cats would now stray off by a bit farther of an amount from their owner. Teleportation remains the same, and there is still a limit of how far they can stray off. Feeding the cat regularly and spending time with it more often would make it reduce its range of wandering overtime.
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Ooh! You could add them as naturally spawning creatures and have wild "barn cats" attack them.
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Cool! 40bps has been achieved, but regardless 8bps is still amazing from the top of your head.
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I have to agree, cats exploding and mining isn't a good idea.
Instead, why not allow cats to fight any creature that gets too near it(besides players?)
This could be easily achieved by putting an invisible iron golem atop the cat that would die when it died.
Or, going the more balanced route, allow them to steal dropped "shiny" things like iron and gold and hide them in a buried chest, or maybe let them fish for you.
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The old one I used in 1.7 that used the piston and timing has recently broken and become unreliable, so I'm looking for a new shift register. Basically all of my projects require one on the ORE server, so having one would be nice.
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I don't really know how to operate most command block magic, but I've tried playing many "VMods" together. All of the 20Hz clocks really lag out the game. I'd recommend some of you banding together in some kind of team and doing one of two things:
1. Making a "Moudlar" Design.
Just having one 20Hz clock and placing command blocks in designated slots would be an amazing setup. Just have the creation expand as much as needed on the clock.
2. Using a slower clock.
This one is pretty basic and would require less co-ordination, but make the creation less compact, but also make multiple VMods in unison more playable. Not all "VMods" need the accuracy of 1 / 20th of a second.
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Awesome! Downloading.
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OCD by FVDisco
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The "Shield" idea would also fit very well with the 1.9 teaser.
1
Someone needs to make this! These are all very good ideas for an "improved vanilla" mod.