Well, not exactly what I was thinking. It's rare I give hints about this stuff, but I will provide a relevant question in this case:Six wrote: Boom.
Where did the monsters come from?
Well, not exactly what I was thinking. It's rare I give hints about this stuff, but I will provide a relevant question in this case:Six wrote: Boom.
Oh that's intriguing! I really like how BTW manages to hint at backstory through things like this, the endermen mechanics, and the "too troubled to rest" message.FlowerChild wrote:I also really love how they fit into the mod's back story. If you put some thought into it, the implications are actually rather cool if I do say so myself.
Without going too off topic - I always read a bit into that splash message "Ever consider that the monsters may be the good guys?"FlowerChild wrote:Where did the monsters come from?
I will be entering the next desert temple I find like a bomb technician.FlowerChild wrote:-Changed desert temples in one other subtle way that I'll leave to the player to discover ;)
Doh! Thanks for pointing that out.ion wrote:lamps in dessert villages still have the midair torches, cuz are made with smooth sandstone.
Have you actually tried that, or is it just a theory? I took that possibility into account when making these changes and took steps to not make it a viable strategy.ion wrote:i also found a way to exploit the abandoned villages to have a bigger chance to find good villages using hardcore spawn mechanics
Turns out this one was a little trickier than that and could apply to regular villages as well, based on the "orientation" of the lamp post relative to the rest of the village.ion wrote:lamps in dessert villages still have the midair torches
Damn, I meant to respond to this one this morning, but got distracted.OldMarriedDude wrote:Seems that the well being dry could be an indication as to why the village was abandoned.
ion wrote:my test of 20 worlds got me the following results:
there is no terrain modification at all apart for some one block waterfalls or some trees that aren't in the same place.
even if you start the map in 4.58 and then continue in this prerelease, the terrain is exactly the same. so overall i didn't found any issues at all. pyramid temples work fine, tables in villages also. wheat villages spawn frequently, if you are able to find them. also carrots and wheat or potatoes and wheat villages work fine.
the only bugs are those that i have posted above.
I did check specific known trees in a few of my test worlds, they were all there exactly down to the last branch and leaf block, but that was a sample size of maybe only 5. Similar with waterfalls, the ones I noticed were present and correct, but it was a small sample size!FlowerChild wrote:
Hmmm...although the trees and water falls do at least make me wonder. Anyone know if those show up in the same places in different instances of the same vanilla seed? If not, it may be a cause for concern.
Errrr...no, that's not what I'm implying :)MrLemon wrote:I'm confused, if zombies come from villages (which seems to be what your implying?) how do they come out of darkness (and therefore mob traps) or is that just another 'source' of zombies?
Hmmm...ok, thanks for the verification. If ion noticed something amiss though, I'd love to hear the specifics of that, and potentially even take a look at the relevant save game.Shengji wrote: I did check specific known trees in a few of my test worlds, they were all there exactly down to the last branch and leaf block, but that was a sample size of maybe only 5. Similar with waterfalls, the ones I noticed were present and correct, but it was a small sample size!