Quote from Hexalobular»
What does "TNT and TNT minecart explosions now have 100% drop rate" mean?
That no blocks or mob drops are destroyed in the explosions?
So one could use TNT to mine diamond ore with no loss of diamonds?
That bothers me more than it should but I really don't like the idea, it's WAY unrealistic.
What part of blocks floating in mid-air is realistic?
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On my first world, 1.8, I put cacti on the edge every other. Never had a problem with spiders after that, they died trying to get on the roof. ^.^
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Don't get me wrong, the ship was very well done, but the amount of resources a good scavenger will get from the ship makes the second version easier than the first version initially and in the long run as it's much easier and faster to get started.
This is just some feedback and hopefully constructive criticism (I'm really not good at being constructive sometimes).
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No, there are two pens separated by the 4 piston gate (the one with the sand blocks on the bottom) that I can close before opening the waterways/trap thus only sending the ones I want to their watery doom. So, if I'd closed the piston gate at the time I took the screenshot, and then opened the waterways/trap, I'd still have half the herd of cattle in the other pen.
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No, they cannot actually jump higher than 1 high fences, but the fact that the fence is 1.5 blocks high doesn't seem to register as 1.5, so they jump at single high fences, from what I've seen at least and double high fences keeps them from jumping too much at the fence. They do still jump, but not as much. At one point a creeper blew up part of a fenced yard and the cattle in the double high enclosure got out, and they started trying to jump onto the single high fence that was on the other side constantly. It was a pain to get them back in the corral.
This is what it currently looks like.
Waterways in action
There's a 4 block wide gate powered by pistons that opens a gap between the two pens allowing the cattle to move back and forth, and closes the gap so I can open the waterways and drowning trap and send some of them to their watery graves.
Not very nice, but saves swords and is kinda efficient, I think.
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Dig 1x1 holes. Straight down. I'm sure you'll find something that way.
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Wrong, every single modder is doing half the work, at best, that the devs at Mojang have put into Minecraft. The modders are taking something they put no work or effort into and modifying it to fit what they want the game to do. Nothing more, nothing less. Without the work of Notch and the other devs there would be no mods. Period. They didn't have to work from scratch, Notch did.
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They glitch through the fence. The fence sits in the middle of the block, and when the animals press against the fence, and you log out or move to a different chunk and come back, the game might put the animal on the other side of the fence. The way I've dealt with this is double fences, and to deal with them constantly jumping at the fences, 2 high on the inside. They get really glitchy when they have babies and follow them, they can bunch up in the corners of the corral and the only fix for that is to log off and back on which can make them stop following the babies around. I think it has to do with the circling they do when they are close to what they are following whether it be you with wheat or the babies.
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Where did I claim creepers had intelligence? Mobs attacking in waves does not equate to claiming they have intelligence. When one come in and blows up, followed by another coming in and blowing up it's considered separate attacks in succession which is deemed "waves" or separate instances in succession.
You might want to go back and re-read what I posted a bit more carefully and with more thought.
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The map HARDCORE has an island within swimming distance that has two trees.
The map shipwrek also has an island within swimming distance that has a tree.
Your point?
I've seen the effects of creepers as there are craters around my house where they blew themselves up and I simply didn't have the resources to fix the holes because, like TNT, they permanently destroy a lot of the blocks. They recently came in waves to blow up my holding pens, and I had to get more blocks from my storage to fix what they destroyed because the blocks that dropped were not the same number as were just blown up. One time they blew up the fence on another corral for cattle, and I got back enough just to close the hole, but not enough for the double height fence or the secondary fence.
Creepers also tend to do a lot of damage to you when they blow up. The amount of damage an Enderman does to you when they remove blocks is none. Yes, they move blocks around, and fewer types in 1.9 and that can be repaired or simply don't use those types for major builds where it can be a problem if an Enderman removes some.
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Hmm, must be the first row of the lower tier as the top tier has the source blocks. I'll have to redesign the tiers. No point in planting something that won't harvest.
No, with the 900+ plot wheat farm it isn't an issue simply due to the size, but it was more of a "how big can I make this" deal. The number of items generated brings my game to a near standstill trying to deal with 2000+ objects.
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Not everyone digs a hole straight down to bedrock and starts looking for diamonds as soon as they spawn.
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I think it's either a 50/50 chance of poisoning if you eat it or maybe 75%. I do know it's not a 100% chance.
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Is this intentional or a bug?