To fit with the recent change of looting beacons applying to all deaths, player caused or not, ores within the range of a fortune beacon should have the fortune effect applied to them, whether or not the player breaks them.
Currently, the effect discourage mining with mining charges, as they significantly reduce ore output when compared with fortune: the player mining manually will yield much more.
Ores within fortune beacon range
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Ores within fortune beacon range
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- FlowerChild
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Re: Ores within fortune beacon range
Hmmmm...that's a fair point and one I hadn't considered. Let me mull it over.
Re: Ores within fortune beacon range
Oh good. I support this. I had been considering making this very suggestion. Just wasn't sure if it was worth your time since you're wrapping up btw. :)
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Re: Ores within fortune beacon range
Yeah, I think it's worth it for consistency, and honestly won't be that much work given the framework I already have in place for keeping track of global beacon states.Sarudak wrote:Oh good. I support this. I had been considering making this very suggestion. Just wasn't sure if it was worth your time since you're wrapping up btw. :)
I'm kinda getting a chuckle out of how this aspect evolved as I think part of the reason why Mojang included the looting enchant in particular was to favor manually hunting mobs over mob traps. I hadn't really planned it as such initially, but my changes to beacons have I think put an end to the last of such aspects in the mod ;)
Re: Ores within fortune beacon range
I remember Jeb discouraging "automation" but, aparently "automation" includes mining nine blocks at a time with an explosive.
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Re: Ores within fortune beacon range
Dude...severely off-topic. Don't do that.RedSpice wrote:I remember Jeb discouraging "automation" but, aparently "automation" includes mining nine blocks at a time with an explosive.
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Re: Ores within fortune beacon range
Oh, and necro too. Thought this was another thread. Yeah...bye bye.