The Fortune enchantment is a useful way to extract more material from ores. It's useful for getting more coal, redstone, lapis, diamonds, or emeralds. It doesn't work on iron, gold or ancient debris. This is what I propose to change.
The Solution
I propose three similar new items: Hematite, Aurite and Netherite. These are dropped from Iron and Gold ores and Ancient Debris, replacing the existing drops. These drops are affected by Fortune similarly to diamond. They are smelted into iron and gold ingots and netherite scraps respectively, just like the ores.
Furthermore, hematite and aurite can be found in abandoned mineshaft minecarts, while netherite replaces netherite ingots in bastion chests.
It's not a bad idea, but I kind of like the niche thing about how these ores are immune to fortune, particularly for the purpose of me not wanting to use up (finite) resources without fortune iii on my pick.
Also, nether gold ore and gilded blackstone work with fortune (but silk touch is better as you get a full ingot of gold vs 2-6 nuggets or more with fortune.
No!
Fortune pickaxe is as strong as it is, I prefer metal ores that need smelting with no thought of wasting them because of lack of fortune enchantment.
Honestly, diamond could get similiar treatment as metal ores, except with other tool-block.
Rollback Post to RevisionRollBack
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
No!
Fortune pickaxe is as strong as it is, I prefer metal ores that need smelting with no thought of wasting them because of lack of fortune enchantment.
Honestly, diamond could get similiar treatment as metal ores, except with other tool-block.
Exactly. I also do the 'no mining ores w/o fortune' thing for anything but gold and iron.
I get the "why" behind this but I don't really find it necessary. Long before I hit the End, and usually before I hit the Nether I have so much Iron and Gold ore I just shove it in a chest until it gets full.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I get the "why" behind this but I don't really find it necessary. Long before I hit the End, and usually before I hit the Nether I have so much Iron and Gold ore I just shove it in a chest until it gets full.
This may be the case, as is for myself (who has collected such vast amounts of resources that most would think I use farms, but no, I mined it all) but I see so many people relying on iron and gold farms as if they are absolutely vital for gameplay, that it seems obvious that the majority of players do not want to have to mine for resources, or at least not spend as much time (I often get comments like "you play in such an unusual manner that your resource collection is absolutely irrelevant to the typical player", yet I've seen people collecting resources at much faster rates, at least over a 20-30 minute period, in mining competitions (the only thing "unusual" about me is the amount of time I spend caving) - Mojang even made resources more common in 1.8 for one reason or another).
Because of this, I actually added my own way to increase the amount of iron/gold obtained from mining - I added a "smelting" enchantment which makes iron and gold drop ingots, multiplied by Fortune in the same manner as other ores so you can get up to 2.2 ingots per ore, as well as an amount of experience in line with the XP dropped by other resources (e.g. coal drops 0-2 XP, averaging 1, compared to just 0.1 when smelted, so iron drops 1-2 XP and gold drops 2-4 XP). The catch is that the only way you can obtain it is from loot chests, making it a true "treasure" enchantment (Mojang's version simply meas you can't get it from the table but there are many other ways to obtain it; being able to only find something by exploring, particularly caving, would also go well with a "cave update" as it gives players an incentive to cave).
In a similar manner, I made diamonds renewable by making them a rare drop from Giants (with a proper AI, not the broken AI they had before 1.8), with Looting required to get anything (level / 3 chance, so Looting III gives a guaranteed drop of one diamond); since they spawn very rarely, mob farms were nerfed in various ways, you need Looting to get anything (meaning you'll have needed to progress far enough to enchant), which also requires a direct player kill (melee combat against a mob that deals a lot of damage) as I fixed MC-3304, diamond gear itself can easily be obtained by trading, and diamond is not the best material (replaced with my own "netherite"-like material years ago) I consider this to be balanced.
Either way, unless you are extremely lucky (or use a seed), especially for Smelting, you won't be able to take advantage of either from the start and you'll likely have plenty of resources by the time you get them; of course, Mending also eliminates the need for resources to maintain your gear so at this point you wouldn't be mining resources for that (this also helps balance out my version since you must repair items on the anvil for a cost dependent on the quality, i.e. enchantments and durability, so "god gear" with every enchantment possible is too expensive to repair in most cases, thus to make a Smelting pickaxe with Mending and Fortune, which already costs 28 levels for the enchantments alone, you'll need to forgo Efficiency and Unbreaking or go with iron, and you'll still only be able to use Efficiency or Unbreaking, not both).
Of course, nerfing iron and gold farms (and other minable mob drops, e.g. wither skeletons and coal, witches and redstone/glowstone) would do even better for a "cave update" and give more reason to add some way of increasing the drops from ores, but Mojang tried that (in a 1.8 snapshot iron golems and zombie pigmen only dropped anything if killed by a player) and it didn't go well (then again, why should they be "forced" to revert a change in their own game due to some players not liking it? Not like it was impossible to make farms, just that they could no longer make crazy amounts of resources automatically with no further player input once they've built the farm, which is where I draw the line between balanced and broken - getting more drops from mining ores means spending time mining them either way, just not as much, just as most players currently use Fortune to lessen the time spent on obtaining diamonds, and as mentioned above this would have no impact an the availability of iron armor and tools since you'll have obtained them long before even if you could get it from the table).
The Problem
The Fortune enchantment is a useful way to extract more material from ores. It's useful for getting more coal, redstone, lapis, diamonds, or emeralds. It doesn't work on iron, gold or ancient debris. This is what I propose to change.
The Solution
I propose three similar new items: Hematite, Aurite and Netherite. These are dropped from Iron and Gold ores and Ancient Debris, replacing the existing drops. These drops are affected by Fortune similarly to diamond. They are smelted into iron and gold ingots and netherite scraps respectively, just like the ores.
Furthermore, hematite and aurite can be found in abandoned mineshaft minecarts, while netherite replaces netherite ingots in bastion chests.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
It's not a bad idea, but I kind of like the niche thing about how these ores are immune to fortune, particularly for the purpose of me not wanting to use up (finite) resources without fortune iii on my pick.
Also, nether gold ore and gilded blackstone work with fortune (but silk touch is better as you get a full ingot of gold vs 2-6 nuggets or more with fortune.
No!
Fortune pickaxe is as strong as it is, I prefer metal ores that need smelting with no thought of wasting them because of lack of fortune enchantment.
Honestly, diamond could get similiar treatment as metal ores, except with other tool-block.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Exactly. I also do the 'no mining ores w/o fortune' thing for anything but gold and iron.
I get the "why" behind this but I don't really find it necessary. Long before I hit the End, and usually before I hit the Nether I have so much Iron and Gold ore I just shove it in a chest until it gets full.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
This may be the case, as is for myself (who has collected such vast amounts of resources that most would think I use farms, but no, I mined it all) but I see so many people relying on iron and gold farms as if they are absolutely vital for gameplay, that it seems obvious that the majority of players do not want to have to mine for resources, or at least not spend as much time (I often get comments like "you play in such an unusual manner that your resource collection is absolutely irrelevant to the typical player", yet I've seen people collecting resources at much faster rates, at least over a 20-30 minute period, in mining competitions (the only thing "unusual" about me is the amount of time I spend caving) - Mojang even made resources more common in 1.8 for one reason or another).
Because of this, I actually added my own way to increase the amount of iron/gold obtained from mining - I added a "smelting" enchantment which makes iron and gold drop ingots, multiplied by Fortune in the same manner as other ores so you can get up to 2.2 ingots per ore, as well as an amount of experience in line with the XP dropped by other resources (e.g. coal drops 0-2 XP, averaging 1, compared to just 0.1 when smelted, so iron drops 1-2 XP and gold drops 2-4 XP). The catch is that the only way you can obtain it is from loot chests, making it a true "treasure" enchantment (Mojang's version simply meas you can't get it from the table but there are many other ways to obtain it; being able to only find something by exploring, particularly caving, would also go well with a "cave update" as it gives players an incentive to cave).
In a similar manner, I made diamonds renewable by making them a rare drop from Giants (with a proper AI, not the broken AI they had before 1.8), with Looting required to get anything (level / 3 chance, so Looting III gives a guaranteed drop of one diamond); since they spawn very rarely, mob farms were nerfed in various ways, you need Looting to get anything (meaning you'll have needed to progress far enough to enchant), which also requires a direct player kill (melee combat against a mob that deals a lot of damage) as I fixed MC-3304, diamond gear itself can easily be obtained by trading, and diamond is not the best material (replaced with my own "netherite"-like material years ago) I consider this to be balanced.
Either way, unless you are extremely lucky (or use a seed), especially for Smelting, you won't be able to take advantage of either from the start and you'll likely have plenty of resources by the time you get them; of course, Mending also eliminates the need for resources to maintain your gear so at this point you wouldn't be mining resources for that (this also helps balance out my version since you must repair items on the anvil for a cost dependent on the quality, i.e. enchantments and durability, so "god gear" with every enchantment possible is too expensive to repair in most cases, thus to make a Smelting pickaxe with Mending and Fortune, which already costs 28 levels for the enchantments alone, you'll need to forgo Efficiency and Unbreaking or go with iron, and you'll still only be able to use Efficiency or Unbreaking, not both).
Of course, nerfing iron and gold farms (and other minable mob drops, e.g. wither skeletons and coal, witches and redstone/glowstone) would do even better for a "cave update" and give more reason to add some way of increasing the drops from ores, but Mojang tried that (in a 1.8 snapshot iron golems and zombie pigmen only dropped anything if killed by a player) and it didn't go well (then again, why should they be "forced" to revert a change in their own game due to some players not liking it? Not like it was impossible to make farms, just that they could no longer make crazy amounts of resources automatically with no further player input once they've built the farm, which is where I draw the line between balanced and broken - getting more drops from mining ores means spending time mining them either way, just not as much, just as most players currently use Fortune to lessen the time spent on obtaining diamonds, and as mentioned above this would have no impact an the availability of iron armor and tools since you'll have obtained them long before even if you could get it from the table).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I think the line on
explains this well, @TheMasterCaver.