- Zombie_Fodder
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Member for 13 years, 5 months, and 1 day
Last active Wed, Jun, 9 2021 22:42:06
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- 230 Total Posts
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Jul 2, 2012Zombie_Fodder posted a message on Community Creations - The Banner ContestI can finally see the poll. I don't know what was changed, but thanks.Posted in: News
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Jul 1, 2012Zombie_Fodder posted a message on Community Creations - The Banner ContestThere is STILL no poll. No voting options, no votes cast, nothing.Posted in: News
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Jul 1, 2012Zombie_Fodder posted a message on Community Creations - The Banner ContestDoes anyone running the site have any ideas regarding why I can't see the poll? I'd like to add my vote to the mix, but I can't, as there's nothing there.Posted in: News
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Jul 1, 2012Zombie_Fodder posted a message on Community Creations - The Banner ContestNo matter which version of the thread I examine, I can't find the poll.Posted in: News
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Jun 5, 2012Zombie_Fodder posted a message on Minecraft News - Jungle Temples, Tripwires & MoreY'know, I'm really hoping that they will deign to add Rubies and Sapphires, in addition to Emeralds, to the game. We already have multiple varieties of wood - which I'm very pleased about - so multiple varieties of gemstone would be a nice flourish.Posted in: News
They wouldn't even have to have different values in trading. Although that's certainly a possibility.
New thought: should there be Pigman villages in the Nether? -
Jun 4, 2012Zombie_Fodder posted a message on Minecraft News - Jungle Temples, Tripwires & MoreThe jungle temples are pretty nice. But the secret is something of a death trap -- or at least, it will be in Adventure Mode. You can get down into it, but can't climb out again - and without the ability to dig or place blocks, there's no escape.Posted in: News
Will we be able to place ladders and things? Although I can't imagine where we'd get them. Rats. -
Apr 27, 2012Zombie_Fodder posted a message on Snapshot 12w17a is Ready to Test!Ooh, towns now contain chests with weapons and food! Is this a new aspect introduced in this snapshot, or just something that I hadn't come across before?Posted in: News
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Apr 4, 2012Zombie_Fodder posted a message on Today in the Community - Jeb's "AMA", User-Made Mod Review, Notch's New Game & MorePoor Jeb. I hope he can get the main issues worked out so that he's free to exercise his creativity.Posted in: News
I'm a bit confused by his response to the question regarding transportation methods, but perhaps there was some kind of translation problem.
I'm very excited by Notch's game. I'm glad to see that he's recovering from the immense pressure of Minecraft development (poor Jeb...) and is continuing to innovate. One suggestion: I'd name this new game "Deadspace". - To post a comment, please login.
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Or more plausibly, what if there are game modes (Adventure, belike) where water can't be generated by players?
I think Thirst would be a great mechanic in those cases. People would need some way to carry it with them - a canteen item, or the like - and ensuring adequate access to water would be as important as ensuring adequate food supplies. You could even have types of undrinkable water - like swamp water and salty seas.
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But I would like to see Desert Biomes made both more challenging, and a viable challenge. If you spawn in a desert, you'd better hope that there are other land biomes relatively close by, because otherwise you'll have no trees. And without trees (and thus wood), crafting is extremely limited, and there aren't really any available food sources - the harvesting techs. usually need wood products at some point. If there are close biomes, you can just leave and exploit them - but there's not a whole lot you can do with the desert. By itself, it's almost impossible to survive in - with other biomes, there's no challenge to it.
So, here are my suggestions:
1) Remove almost all of the water lakes which normally spawn in the top levels of the terrain.
2) Have occasional 'oasis' locations occur in deserts instead of the removed lakes. These would essentially be standard lakes, perhaps surrounded by a thin strip of green grass and plants. Some work would have to be done to make sure they weren't partly underground as desert lakes often are now.
3) Create a new type of tree - a date palm - which provides wood and fruit, and is found only around oases. And regrows only very slowly, possibly only if at least one nearby block is water (somewhat like reeds). Eating the fruit can provide a seed, which can be planted to create a sapling.
4) Implement a thirst bar - I know, it's controversial, but I think it's interesting.
5) Instead of rain never occurring in a desert, it occurs uncommonly. This can provide a way to refill cauldrons without generating new water blocks.
Does anyone else have any suggestions?
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They wouldn't even have to have different values in trading. Although that's certainly a possibility.
New thought: should there be Pigman villages in the Nether?
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Why?
Primary Reason: to make interesting new traps
It's fairly easy to construct a one-time switch with redstone and pistons - that is, a switch that is changed once when activated and doesn't change again. It's even easy to make a switch that conserves resources but can be changed irreversibly. With such a switch, you can make temples and pyramids and such trapped in such a way that, if they're triggered, hideous monsters begin to attack the player from then on.
Other Reasons:
It would make dealing with dungeons slightly simpler, without being less challenging. It's already pretty straightforward to illuminate all regions around a spawner sufficiently to prevent monsters from appearing, but reversing this takes a lot of work. Letting a switch placed on the spawner - or connected to it via redstone - toggle it on or off provides a much more elegant way of manipulating it once we've fought our way to it and begun turning it into a controlled resource.
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Will we be able to place ladders and things? Although I can't imagine where we'd get them. Rats.
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I'm all for anything that makes the darkness more our enemy.
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If it's that much of a problem, just say that Endermen can't teleport into lit areas.
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It's a nice idea, but not plausible to implement.
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Hmm. An excellent point. Perhaps not *absolute* blackness, then. But I do think it should be much harder to see anything in the dark, compared to how it is now.
We already do have griefers - Endermen do a lot of damage to terrain. This suggested change removes the damage to the natural terrain, and puts a certain class of placed blocks at risk. It seems a reasonable trade-off to me.
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But if it's the only real light source that Endermen won't remove...
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They would only spawn in pitch-dark places. So if you've illuminated your tunnels and buildings, they wouldn't be able to show up there. They would only be a real risk when dealing with caverns and tunnels that had un-illuminated sections.
BUT, once they started to show up, they would show up more and more, as their removal of light sources opened up more suitable places for them to spawn.
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