Better Than Wolves
Goal
- Make BTW feel to experienced players what it feels like to beginners
- Not a recommended way to play
- Allow for designs that are punishing, but not unfair
- Focus is on challenging survival, rather than thriving
Mobs
- Burning mobs can set burnable blocks on fire
- Placing blocks angers wolves
- When dying from fire, Zombies drop their flesh and turn into skeletons that retain equipment
- If a zombie was hit by a player in the last 5 seconds, it will just die instead
- Skeletons don't burn (in the sunlight or otherwise)
- Creepers blow up automatically if they've been aggroing you for 60 seconds or more and have eye contact. The timer resets if they've lost eye contact for 30 seconds.
- Spiders will aggro, even during daytime and will retain aggro forever
- When aggro'd, Endermen will rapidly pick up and drop blocks to get to a player
- Zombie pigmen will aggro when they see a player mine quartz or glowstone
- Squids can attack fishing bobbers and drag players out into the water
- After you've been to the nether, wither skeletons start spawning below Y=15
Terrain
- Nether gloom
- Mining stone which has an air block underneath has a 10% chance to turn the block into loose cobble that falls instead of mining the block, called a "cave-in"
- When this happens, adjacent blocks turn into loose cobble too and blocks adjacent to those adjacent blocks have a 30% chance of turning into loose cobble
- For the purposes of checking for the air block underneath, if there is a wooden block on the same horizontal plane within 2 blocks, the block counts as supported
- Loose cobble falling onto stone or ore has a 30% chance of turning the block it falls onto into loose cobble