The Wither is one of two bosses in the game. The Ravager drops 20 XP orbs on defeat, but be careful, he’s much like a hostile Iron Golem and has a large health bar. The Ravager is a pretty new enemy in Minecraft.
If making the Nether even more hostile is your goal, then this is a great mob to get XP from. They drop the same amount of XP as the last mob except if you kill one, every zombie pigman will know your name. This mob is pretty much the same as the last one except the consequences for killing one are harsher. He is also super fast so there is no running away from this fast. The XP increases by 10 if you catch him riding a chicken. The baby zombie drops 12 XP orbs on death which is pretty decent since you’ll probably come across at least one each night. This is a somewhat rare mob, but nothing too crazy. These mobs drop 10 XP orbs on death and they will spawn with friends so be careful. As you probably already know, fighting underwater is hard. The Guardian is another difficult mob since you can only find them underwater. These mobs are difficult and will cause a lot of struggle when you explore a woodland mansion or fight a raid. He drops 10 XP orbs but spawns Vex who drop 3 XP orbs. His attack is much like the Ghast except his projectiles don’t explodre. The Blaze is an important mob since he drops Blaze Rods which are necessary for potions. Slime balls are really important for pistons and taming horses so be sure to get a few next time you find a slime. They drop XP just like the Magma Cube, 4 XP orbs for the biggest, then less as they split. These behave a lot like the slime but drop Magma Cream on death. The Magma Cube drops 4 XP orbs at its biggest size but each smaller cube will drop XP too. This will be a perfect guide for grinding for that efficiency IV enchantment. This list will be in order from lowest to highest from 1 to 10. Overall the work that's done on the poi's is great, but still a work in progress.These mobs are the best if you’re grinding for enchantments or just trying to show off. thought this was very cool, but I've only seen them (or found them) on a couple poi's, like to see more of this, hint, hint! On another note, someone made some poi's on the old Oscutune that had secret rooms with additional loot that could only be found by disassembling the base. It would be nice to see some kind of hint or label.even if it's part of a puzzle or a riddle to figure out.īTW, like several poi's, there's a shortcut that bypasses a lot, but not all, of the surprises in the abandoned mine, this may have been in previous versions, I only found it this time because of having to slow down and check things out instead of the usual 'run and gun'.especially for one that I'd been through before. Maybe an easier version for early game and a harder version like this for late game.Īlso been in several others that have switches that give no clue what they do. and I still had stuff sneak up from behind! It felt like too much too early especially with being undetectible without checking everything with the multi tool. I'm all for puzzles and booby traps, but this should be a progressive thing. It increased the challenge significantly and made things interesting again.īut I agree this might need balanced for the starter planet. aGot on top of the platform and unloaded the pistol into each one as they respawned, leveled up quickly that way and used excess pistol ammo to boot! These invisible spawners and trapdoors made me slow waaaay down going through a poi I had been through several times before. Yeah went through this one myself a while back. This would allow traps and pitfalls to exist without feeling like complete and utter cheese.
Along with this perhaps each planet may have differing traps and required knowledge to get through them and thus maybe different signatures to identify certain spawners or trapdoors (or other various traps) randomly picked for each planet? This could also be done to buy or find door code locks for loot rooms otherwise unobtainable. Perhaps if there were "Information Broker" Npcs in friendly alien trading outposts on each planet that can sell info on the type of POI's for that planet.
I would do this to the trap doors as well give some graphical distinction so you if you know what to look for you can spot them.Īlso requiring information to beat a poi is a good idea but there needs to be a in game way of figuring this info out that does require simple trial and error and thus dying. Now for vents where this occurred if they placed a sort of alien nest texture or something that signified "spawner is here" I believe this problem could be solved. I noticed most invisible or thin spawners tend to be neat air vent blocks clearly there to represent aliens crawling out of a vent. Perhaps if the spawner was spottable this would be less of a problem.