Snapshot 13w18a and 1.5.2 are live, and ready to play! Both can be accessed from the new Minecraft launcher (be sure to grab it now, if you haven't already)!
- Added a coal block
- Start of a new texture loading system. May blow up
- Added crafting recipes for leads and hay bales
- Added horse armour to dungeons
- Green arrow bug on maps in frames
- Mobs not realizing they killed their attacker and trying to attack empty space
- Dogs wont stop snarling after punched by someone else
- Despawning cured zombie
- Lava decay fails to schedule block update
- Blocks stop updating one minute after entering the Nether or the End
- You can pick up command blocks with any pickaxe
- Can't place carpet on translucent blocks
Dungeons are no less renewable than Ores.
This seems a bit presumptuous. I don't think it will change much, overall. I somewhat prefer having there be loot in dungeons that is exclusive to dungeons again. I guess the only issue is if you have Generate Structures off then you can never control a horse now.
I play survival with my friend, and whenever we get wolves, they start attacking us. YAY BUG FIXES!!!
If you don't like horses don't use them and I like the idea of having to explore the world for rare items
Especially knowing that I come across a dungeon plenty of times and each one had a chest containing
More then one or two saddles.
But I do think they should add more things to villages like graveyards or a creepy abandoned village would be cool
Or a small rare abandoned castle keep with traps and obstacles, I know it takes the point of one designing there own
But they don't have to be everywhere one, two, or three for each world but if no one agrees than that's okay with me
I just have so many ideas minecraft allowed me to get I my creativity out of my head sooooooo many ideas!!!!!
BRAIN EXPLODING KA KA KABOOOOMM!!!!
I guess the slimeball serves to kind of "hold" the lead's knot.
I'm fine with that recipe.
What on Earth would give you that idea?
Excuse me allow me to reiterate myself in a more precise manor.
The original post said "server" while you said "smp" Yes, they are Technically the same thing, but I have noticed that most people say "smp" when they mean "survival multiplayer with pvp" which is clearly what you meant. Being that pvp can be turned off, and something not all players will partake in even if it's available, along with the fact that there are servers out there that allow pvp but not taking your fellow's things upon their death, it is a distinction that should be noted. If he thinks that he is going to be able to show it off for a protracted amount of time he either assumes he will not loose it in pvp (weather because he doesn't partake or because he thinks he's that good) or that simply being the person who finds it will make him quite popular and freak his friends out.
EITHER WAY, not everyone plays the -kind- of smp that you are talking about and clearly assuming every server is. The mind crack server and the hermit craft server are both "gentlemanly" servers that play in survival multiplayer, are vastly popular and well known where that action would be deeply frowned on at best and probably would get you in trouble.
1.6 isn't finished yet. And yeah, if the only mob they add is horses, then their promise of "new mobs" will turn out to to be "new mob". Even of there are 10 kinds of horses, it's still only 1 type of mob. We need more variety!
It's not the concept of nerfing that's bad, the nerf is simply in the wrong direction. We didn't want to make accessibility technically finite, we just wanted to make horses less cheap. Perhaps having to feed a horse lest it run away from you forever would be better than nerfing SADDLES. They should be craftable, though the merge was a good idea.
I think it was Mojang chose deliberately, not something they forgot.
Horse stuff is by definition rarer: harder to find than normal animals, and uncraftable saddle & armor.
They are designed to be mounts, not guards.
Yes in real-life mules can serve as guard animals. BUT
1) That is usually not the case of horses.
2) since when does realism dictates what goes in Minecraft? Minecraft has definitely some realism (for example, the fact that you must eat some foodstuff to take care of your hunger, not eat pink bricks or something just as weird), but it also hads lots of unique and definitely non-realistic elements: eternal torche, infinite water, solid blocks that float without any kind of support, etc.
While realism can be a source of ideas, it definitely shoud not be THE source of ideas, and it is game design that should always take priority here, NOT realism. which leads me to:
3) Horses and donkeys are already more than powerful enough as they are without ALSO providing combat bonuses.
Anyway, if they fought while you were riding them, dang, you'd lose control over the horse and couldn't manage to do your own attacks yourself? That would be pretty bad. When you are on a horse, you're the one that should do all the fighting, not the horse.
And as guard animals, wolves being smaller are way more manoeuvrable and since animals don't need to eat unless it's for breeding (once per animal) or healing, it's not a big deal. In fact, a bigger pack means the hostile mob will probably die all much faster, meaning actually LESS healing to do afterwards (for those caring about that). With sufficiently big pack, you just forget about healing and just breed some more wolves every once in a while.
"But wolves avoid creepers..."
Yeah so would the horse too, or any other friendly mob designed to fight, except if it's a golem (stupid and single purpose minded by definition, and either a bit fragile and useless on it's own like a snow golem, or with enough hit points to withstand an explosion like an iron golem).
It's not what would be "realistic" that is important, it's what would be "logical'" and what is 'important", and making horses fight definitely wouldn'r be a logical thing to implement in Minecraft, and lots more things are way more important.
Mo's Creatures have Undead Horses.
While the new Minecraft horses come from Mo's Creatures collaborative work, they don't include undead horses.
There was already a Lapis Lazuli block been in the game for a long time. Unless you're trying to ask something else?
You sound like some guy who had bad experiences who's judging horses.
I have a horse. Horses aren't mean and nasty fight-pickers, except for some who just have that personality like some people. But it's not in horses' nature to go kill things.
Horses should defend themselves in the game though.
I see your point with mules and donkeys. They are aggressive to new people in real life, and since they can be used to transport things, it would be cool if they were not ridable, but they attack mobs, and therefore defend what they are carrying.
Skins for said undead horses are found in recent Minecraft jars.
There are skins for the two undead horses included in the snapshot but unused and they follow the same pattern as the released horses. It is not unreasonable to hope that not only the undead horses will be included from this information but that they may have horse related drops.
Or that since they imported a lot of the framework directly from Mo's Creatutre author, there was saome amount of coding magic cut n paste involved. Why take the time to remove an entire part with the risk of making the entire compiling of the coded module fall to it's knees, when you could just leave it like that and use a simple switch to avoid generating that part? This is just like in our real life bodies we have old genetic code in our DNA which has no usage anymore whatsoever, it's just there. *maybe* it will serve again one day. But it probably won't.
I think the undead horses "skins only" are exactly like that. They thought about adding the, chose otherwise, but did the logical thing: not waste programming time on fully removing it, after all ,who knows if it could serve one day, right? So they simply turned it off. Having worked as a coder, this is a very common coding practice.