Now that there is a new tool set for an ore specific to the Nether, I feel like the tool tiers are now incomplete, because the End is left out. I think there should be a new ore added to the End, stronger and rarer than Netherite. I think the Enderite mod by pitti11 is a good example of a good color scheme for it. However some things such as the name for "Enderite" I dislike. Here is a simple list of stats I would suggest, compared to Netherite. (Netherite info from Minecraft Wiki.)
Damage Dealt (Sword) -
7th Tier Sword - 9 HP
Netherite Sword - 8 HP
Obsidian Break Time (Pickaxe)
7th Tier Pickaxe - 7.30
Netherite Pickaxe - 8.35
Log Break Time (Axe)
7th Tier Axe - 0.25
Netherite Pickaxe - 0.35
Dirt Dig Time (Shovel)
Same Time Between Both
Tell me what you guys think.
Update: headsgames001 has a pretty good point. Reading the replies, I don't know how I didn't realize how bland this would be without an extra perk, while keeping it vanilla. I'm not sure what it'd be, but I think an extra perk to a 7th tier would be cool.
Seems wholly unnecessary to me. Netherite is already way too rare to be worth going after in my opinion, especially since Diamond gear with good enchantments is easy to get and already severely overpowered.
In my opinion the only need for Netherite is for PvP (which I couldn't care less about) and for killing boss mobs. But the Ender Dragon fight is tedious and annoying to the point where I only ever fight it once per world (or use commands to skip it) and the Wither doesn't drop anything worth getting. So I don't need Netherite and therefore definitely don't need Enderite.
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Instead of simply being better than Netherite, it could instead offer a different buff instead of knockback resistance.
If the bonus it provides is good enough, the tier could actually be below Netherite quality, but still compete due to its perk.
Now I think about it, what if the bonus provided by End tier armor/tools/weapons was that they stayed in your inventory upon death, with durability taken in exchange, to keep with the teleporting and ender chest theme.
Seems wholly unnecessary to me. Netherite is already way too rare to be worth going after in my opinion, especially since Diamond gear with good enchantments is easy to get and already severely overpowered.
I beg to differ; a Sharpness V diamond sword deals 10 damage, which is enough to kill most mobs in two hits but zombies, the most commonly encountered mob by far, require more damage due to their innate armor (at maximum penetration you need to deal about 20.3 damage, just 0.3 more than two hits will deal) - I'd consider the extra 1 damage dealt by netherite to be invaluable just for this reason. The additional armor toughness is also highly beneficial against creeper explosions (I'd rather have armor that was completely unaffected by armor penetration, even if it only had as many armor points as e.g. iron).
Also, ancient debris is actually more common than diamond within their peak layers; diamond peaks at about 0.12% while ancient debris peaks at about 0.16%, but within a very narrow range, which hardly matters if you know the layers (layer 14). You do need 4 ancient debris per netherite ingot but you only need one ingot to upgrade diamond items (I don't even bother using Fortune on diamond and I literally have an entire chest filled with diamond blocks in one world). It is also much easier to mine through netherrack than stone; no need for Haste II + Efficiency V to instantly mine it, or just use beds, taking advantage of the fact that ancient debris is blastproof and burn-proof (all you need is a Fire Resistance potion and you don't need to worry about exposing or clearing lava when mining it).
Then again, my own mod adds an even rarer resource, amethyst (not to be confused with the stuff in 1.17; it makes armor and tools which are quite similar in status to netherite) - and unlike modern versions (my version of Mending just keeps the prior work penalty down) I actually need to keep mining more in order to maintain my gear, with nearly all of what I find being consumed, even with a playstyle that sees 3000+ ores mined every day (the Wiki says that there are 1.685 ancient debris per chunk, while a 2000 chunk area of a world made with TMCW had 359 amethyst ore - just 0.18 per chunk and 0.014% of blocks on the 5 layers above lava level. Even on layer 1, where it is most common so I can branch-mine to get what I need early on, it was still only 0.058% of blocks).
I don't think we need more flat upgrades for gear modification. Netherite is very powerful already. Further gear modifications should be lateral shifts, trading off value in some department for value in another. I do think we should have some kind of gear set associated with the End, but not as presented here.
I would be okay with Enderite tools, but they must be ultra rare items that are exclusively found in chests inside End cities to avoid balancing issues with the game. The simple fact is we already have a lot of strong and useful materials in the game that one can argue, (and not just argue, but justifiably so), the existing materials in the game are enough to keep Minecraft players well equipped. With such high level enchantments in the game was netherite even necessary? not really, but it happened, not that I'm complaining.
I disagree with the claim that enchanted diamond tools are "severely overpowered". Mending and unbreaking may make it seem that way but if they were to be made mutually exclusive enchantments on tools then you'd have a much harder time keeping them fully repaired, especially without mob spawners for XP repair stations. Plus diamond is a rare ore underground, much rarer than iron ore and redstone.
but if they were to be made mutually exclusive enchantments on tools then you'd have a much harder time keeping them fully repaired, especially without mob spawners for XP repair stations.
And this would be the absolute WORST change that could ever be done - XP farms should NOT be a part of the game at all - it should be balanced around no mob/resource farms or XP farms whatsoever, which is why TMCW so heavily nerfs many such farms in favor of a playstyle revolving around caving (want lots of XP? Sure - kill naturally spawned mobs and mine ores, from which I get over 5000 XP per play session, enough to restore 10000 durability to Mending gear). TMCW even lets you put Mending and Infinity on bows (just as you can rename bows in vanilla 1.6.4 to repair them indefinitely; IMO, this was just a cheap hack to nerf using Punch bows to boost elytra but they should have instead nerfed Punch so it didn't boost you). This is also why my own version of Mending simply keeps the prior work penalty from increasing when repairing items in the anvil, which is also a "nerf" to automated farms like fishing farms as you must manually repair items (of course, the exact same applies to vanilla 1.6.4 so this isn't really a nerf).
In fact, Mojang actually significantly buffed Mending in 1.16 - previously, the game would randomly choose an equipped item and if it didn't need to be repaired it would just add it to your XP bar - now it will check every item until it finds one that needs to be repaired, only adding to your XP bar if none are damaged, cutting costs 6-fold for the case where you have 6 Mending items with only one needing to be repaired - that actually far exceeds the benefit of Unbreaking (4-fold on tools) - yet from what I see the majority of players still rely on "repair stations" (much as 1.17 will not lessen the abundance of mineral resource farms, no doubt - most players will probably only do a tiny bit of additional caving to get the new items; at least copper may only be obtainable by mining it unless they add it to mob drops/trades).
Obviously, my solution to this issue, which would also make durability actually matter again and allow for more tiers (currently it simply provides a buffer provided that you regularly get enough XP to top it off), is to revert the anvil mechanics and make Mending keep the prior work penalty down, just as it does in TMCW, which would also fix the issue of overpowered enchanted gear since you must pay for both durability and enchantment costs when repairing an item (this means that you can put more enchantments on lower tier items; for the same enchantments netherite would be the most expensive and gold the cheapest due to the durability cost. Enchantments also have their own costs; Sharpness V costs 5 levels, Looting III costs 12 levels, Unbreaking III costs 6 levels, and so on).
And this would be the absolute WORST change that could ever be done - XP farms should NOT be a part of the game at all - it should be balanced around no mob/resource farms or XP farms whatsoever, which is why TMCW so heavily nerfs many such farms in favor of a playstyle revolving around caving (want lots of XP? Sure - kill naturally spawned mobs and mine ores, from which I get over 5000 XP per play session, enough to restore 10000 durability to Mending gear). TMCW even lets you put Mending and Infinity on bows (just as you can rename bows in vanilla 1.6.4 to repair them indefinitely; IMO, this was just a cheap hack to nerf using Punch bows to boost elytra but they should have instead nerfed Punch so it didn't boost you). This is also why my own version of Mending simply keeps the prior work penalty from increasing when repairing items in the anvil, which is also a "nerf" to automated farms like fishing farms as you must manually repair items (of course, the exact same applies to vanilla 1.6.4 so this isn't really a nerf).
In fact, Mojang actually significantly buffed Mending in 1.16 - previously, the game would randomly choose an equipped item and if it didn't need to be repaired it would just add it to your XP bar - now it will check every item until it finds one that needs to be repaired, only adding to your XP bar if none are damaged, cutting costs 6-fold for the case where you have 6 Mending items with only one needing to be repaired - that actually far exceeds the benefit of Unbreaking (4-fold on tools) - yet from what I see the majority of players still rely on "repair stations" (much as 1.17 will not lessen the abundance of mineral resource farms, no doubt - most players will probably only do a tiny bit of additional caving to get the new items; at least copper may only be obtainable by mining it unless they add it to mob drops/trades).
Obviously, my solution to this issue, which would also make durability actually matter again and allow for more tiers (currently it simply provides a buffer provided that you regularly get enough XP to top it off), is to revert the anvil mechanics and make Mending keep the prior work penalty down, just as it does in TMCW, which would also fix the issue of overpowered enchanted gear since you must pay for both durability and enchantment costs when repairing an item (this means that you can put more enchantments on lower tier items; for the same enchantments netherite would be the most expensive and gold the cheapest due to the durability cost. Enchantments also have their own costs; Sharpness V costs 5 levels, Looting III costs 12 levels, Unbreaking III costs 6 levels, and so on).
I agree, if mending is to be used to keep the prior work penalty down on the anvils I would agree to this. Also I would be okay if iron ingots only dropped from randomly spawning zombies at night time on general terrain or in cave systems, so over time iron used to make the anvils is eventually replaced to compensate for the iron permanently lost from the game, so while a rare drop, it would keep iron renewable in some way for players so less resources are inevitably wasted and the loot drops also gives players an incentive to fight zombies. If this is to replace iron golem farms, I'd accept it.
Mojang shouldn't remove the ability to pile on resources though because then players have no incentive to build otherwise.
It shouldn't be viewed as automatically cheap or too easy, just because a lot of players are able to gather a lot of resources in chests even just by mining, building is as much of an important aspect to Minecraft as combat. The big problem is some people have made suggestions which would've discouraged mining or resource gathering for whatever reason. When something is taking people time and effort to do, they are earning it, not cheesing it.
Another tier?!
Netherite was enough shock to usurp diamond tools as top-grade weapons after several good years of their reign!
No!
I would approve another tier only if it filled a specialist niche dedicated to certain environments, unable to compete with generalist iron/diamond/netherite in most other situations.
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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
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You could possibly make this "enderite" material the same rarity as netherite. However, there should definitely not be a 7th-tier weapon. 6 tiers is enough. Maybe, if you upgrade to netherite, you can't have enderite? There should be multiple 6th-tier weapons, like Netherite sword, and Enderite sword being on the same tier. The enderite sword could possibly have a special "dash" attack, that makes you dash forward in the direction you're facing in, doing 8 damage? The tradeoff would be that you could possibly get hurt by mobs while dashing, like zombies' contact attacks, and every time you dash, the sword loses 2 durability. Similar to how endermen escape by teleporting and moving quickly, enderite could give you similar buffs. Enderite armor could give you a little speed boost, similar to how netherite armor gives you knockback resistance and is impervious to lava and burning.
Another tier?!
Netherite was enough shock to usurp diamond tools as top-grade weapons after several good years of their reign!
No!
I would approve another tier only if it filled a specialist niche dedicated to certain environments, unable to compete with generalist iron/diamond/netherite in most other situations.
I would be okay with a higher tier tool and armour set if it were an ultra rare item found only in End cities inside of chests you find when you go looking for the Elytra, it should be a treasure item that someone obtains by patience and determination to get it, not be something that can be crafted. Should it be compatible with enchantments like mending and the others? sure, no problem, but the point remains.
I don't like some of the other suggestions TMC made though because without the ability to gain XP from mob spawners it means players need to go out hunting for naturally occurring monsters all the time, which has potential to leave a huge mess to clean up after each night is over. I don't like the idea of Creepers destroying nearby biomes because either myself or friends on a server had to battle them to get equipment. At least from a mob spawner the destruction to environment can be controlled somewhat using obsidian platforms and a drop hatch to prevent the spawner itself being blown up by a naturally spawned Creeper in the dark areas underground.
Out in the open on natural terrain you don't have much control over this and I don't want to have to clean up holes everywhere due to a lack of reliable alternatives to get XP for mine or friends gear. Dirt and sand may be abundant but outside of trades, which already require a rare item to start with, they are not renewable. Sorry, but if such a nerf ever disabled XP farming from spawners I'm going to start using Java again and make a new server for friends to join to play on a world where updates didn't destroy something we actually need in our playstyle.
I don't like Java version due to its tendency to lag even on very fast computers,
but if this is the only way to avoid authoritarian developers taking away features we rely on, I will resort to doing it.
They've already added the grindstone, which is a useless item I hate with a passion of a thousand suns.
Seeing these comments, totally confuses me how I didn't realize it before. You're right. To be honest if they were to have a new set of gear, it should just be more than "better than netherite."
Perhaps an "Enderium" (or whatever the material is) upgrade to Iron can create something like the Resonant Iron found in a few mods, allowing the player some limited teleportation abilities in exchange for durability on the armor
Perhaps an "Enderium" (or whatever the material is) upgrade to Iron can create something like the Resonant Iron found in a few mods, allowing the player some limited teleportation abilities in exchange for durability on the armor
YESS! Glad to hear someone agrees with me on something. Enderium sounds cool as well. Maybe just Ender, for the ore name? Ender Armor and Ender tools. The armor teleportation is something that I would LOVE to see in the game though.
The armor teleportation is something that I would LOVE to see in the game though.
Mechanically, players could just "double jump" to warp forward ~4 blocks plus 2 for each additional piece of armor (meaning you could sprint, jump, then warp to gain a little extra distance, up to 10 blocks with a full set). In exchange, Ender Armor has half the durability of Iron Armor, putting it roughly on par with Gold.
Ender Tools, on the other hand, take a 40% hit to durability (150 durability, as opposed to 250 for Iron) for the ability to link to a Shulker Box (craft together at a Smithing Table), in which they will automatically deposit any materials they gather. Shulker links are tracked at the tool, so multiple tools can link to a single Shulker Box.
I think that would be a pretty fitting trade-off, and one that's actually quite useful. The cost here obviously is your gear is going to need repairs a lot more often, using a material that I imagine would be relatively rare (but perhaps not quite as rare as Netherite--maybe more on par with Diamond or even Gold). Iron is better for mass-mining job and for situations where you expect a lot of fighting, while Ender Armor and Tools are better suited to exploration/escape and targeting gathering.
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Hmm. Gold armor is something people would never use, except in the recently updated Nether, so I think the durability should be increased to... say 3/4ths of iron durability? Then they could repair it with Ender/Enderium/Enderite or Ender Pearls. As for shulker box linking, I never would have thought of that! That actually gives people a reason to use a low-durability sword, and mining diamonds would be insanely helpful if you didn't want to fall into lava. Here's a few questions though: Can multiple shulker boxes connect to a single tool? Would it cost XP to link a shulker box and the tools?
Hmm. Gold armor is something people would never use, except in the recently updated Nether, so I think the durability should be increased to... say 3/4ths of iron durability? Then they could repair it with Ender/Enderium/Enderite or Ender Pearls.
People don't use gold for a combination of reasons--it's expensive, it's low durability, and it's low protection. Iron is cheaper, more durable, and provides more protection, so that's why folks usually skip over Gold. Teleportation is a pretty big benefit, so it should come at a sizable penalty, so I think a 50% durability reduction is reasonable. Keep in mind it still provides a lot of protection, especially when you factor in enchantments, and you can also combine it with Mending and Unbreaking to circumvent the durability penalty. The durability pretty much just stops you from using it in protracted combat, which I think is perfectly fine.
And I imagine it'd be repaired with the End material (Enderium or w/e it's called)
As for shulker box linking, I never would have thought of that! That actually gives people a reason to use a low-durability sword, and mining diamonds would be insanely helpful if you didn't want to fall into lava. Here's a few questions though: Can multiple shulker boxes connect to a single tool? Would it cost XP to link a shulker box and the tools?
Like I said, linking is tracked at the tool, not the Box, so I imagine a tool can only link to a single box--multiple boxes would require some kind of game logic to prioritize boxes. I suppose it could link up to three boxes sequentially, and it'll simply fill them in that order, but I don't think there's any "balanced" way to create logic where it'll put X material in Box 1, Y material in Box 2, etc etc. Sticking to a single box seems like the best option IMO.
As far as costing XP... I'm not sure, to be honest. My inclination is to say no, since you're already "paying" for the functionality through the Ender upgrade, but I'm also not opposed to the idea of there being a low XP cost to linking them.
As far as costing XP... I'm not sure, to be honest. My inclination is to say no, since you're already "paying" for the functionality through the Ender upgrade, but I'm also not opposed to the idea of there being a low XP cost to linking them.
Ah, I see.You should make a suggestion on this, about this 6th-tier Ender gear branch. I'd love to see this added. And, after giving it some thought, maybe don't make it cost XP? Upgrading diamond gear with Netherite doesn't cost XP. Why make Enderium or whatever it's called do the same?
I would be okay with a higher tier tool and armour set if it were an ultra rare item found only in End cities inside of chests you find when you go looking for the Elytra, it should be a treasure item that someone obtains by patience and determination to get it, not be something that can be crafted. Should it be compatible with enchantments like mending and the others? sure, no problem, but the point remains.
I don't like some of the other suggestions TMC made though because without the ability to gain XP from mob spawners it means players need to go out hunting for naturally occurring monsters all the time, which has potential to leave a huge mess to clean up after each night is over. I don't like the idea of Creepers destroying nearby biomes because either myself or friends on a server had to battle them to get equipment. At least from a mob spawner the destruction to environment can be controlled somewhat using obsidian platforms and a drop hatch to prevent the spawner itself being blown up by a naturally spawned Creeper in the dark areas underground.
Out in the open on natural terrain you don't have much control over this and I don't want to have to clean up holes everywhere due to a lack of reliable alternatives to get XP for mine or friends gear. Dirt and sand may be abundant but outside of trades, which already require a rare item to start with, they are not renewable. Sorry, but if such a nerf ever disabled XP farming from spawners I'm going to start using Java again and make a new server for friends to join to play on a world where updates didn't destroy something we actually need in our playstyle.
I don't like Java version due to its tendency to lag even on very fast computers,
but if this is the only way to avoid authoritarian developers taking away features we rely on, I will resort to doing it.
They've already added the grindstone, which is a useless item I hate with a passion of a thousand suns.
I think you don't realize the intent of getting Netherite at all.
It is meant to be the late-game tier that the player is supposed to spend a lot of effort and time on with a great deal of patience and quite a lot of risk involved.
Oh, and don't compare it to Elytra, it is utility object that on purpose cannot be combined with chestplates.
If we are to have any armor like endium, it should be an utility/specialist one that shouldn't match Netherite even remotely in brute force tactics.
As of grindstone, it's Villager job block, and is pretty good for builds, like chain reels, or so-called yeeters.
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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
Now that there is a new tool set for an ore specific to the Nether, I feel like the tool tiers are now incomplete, because the End is left out. I think there should be a new ore added to the End, stronger and rarer than Netherite. I think the Enderite mod by pitti11 is a good example of a good color scheme for it. However some things such as the name for "Enderite" I dislike. Here is a simple list of stats I would suggest, compared to Netherite. (Netherite info from Minecraft Wiki.)
Damage Dealt (Sword) -
7th Tier Sword - 9 HP
Netherite Sword - 8 HP
Obsidian Break Time (Pickaxe)
7th Tier Pickaxe - 7.30
Netherite Pickaxe - 8.35
Log Break Time (Axe)
7th Tier Axe - 0.25
Netherite Pickaxe - 0.35
Dirt Dig Time (Shovel)
Same Time Between Both
Tell me what you guys think.
Update: headsgames001 has a pretty good point. Reading the replies, I don't know how I didn't realize how bland this would be without an extra perk, while keeping it vanilla. I'm not sure what it'd be, but I think an extra perk to a 7th tier would be cool.
Seems wholly unnecessary to me. Netherite is already way too rare to be worth going after in my opinion, especially since Diamond gear with good enchantments is easy to get and already severely overpowered.
In my opinion the only need for Netherite is for PvP (which I couldn't care less about) and for killing boss mobs. But the Ender Dragon fight is tedious and annoying to the point where I only ever fight it once per world (or use commands to skip it) and the Wither doesn't drop anything worth getting. So I don't need Netherite and therefore definitely don't need Enderite.
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Instead of simply being better than Netherite, it could instead offer a different buff instead of knockback resistance.
If the bonus it provides is good enough, the tier could actually be below Netherite quality, but still compete due to its perk.
Now I think about it, what if the bonus provided by End tier armor/tools/weapons was that they stayed in your inventory upon death, with durability taken in exchange, to keep with the teleporting and ender chest theme.
I beg to differ; a Sharpness V diamond sword deals 10 damage, which is enough to kill most mobs in two hits but zombies, the most commonly encountered mob by far, require more damage due to their innate armor (at maximum penetration you need to deal about 20.3 damage, just 0.3 more than two hits will deal) - I'd consider the extra 1 damage dealt by netherite to be invaluable just for this reason. The additional armor toughness is also highly beneficial against creeper explosions (I'd rather have armor that was completely unaffected by armor penetration, even if it only had as many armor points as e.g. iron).
Also, ancient debris is actually more common than diamond within their peak layers; diamond peaks at about 0.12% while ancient debris peaks at about 0.16%, but within a very narrow range, which hardly matters if you know the layers (layer 14). You do need 4 ancient debris per netherite ingot but you only need one ingot to upgrade diamond items (I don't even bother using Fortune on diamond and I literally have an entire chest filled with diamond blocks in one world). It is also much easier to mine through netherrack than stone; no need for Haste II + Efficiency V to instantly mine it, or just use beds, taking advantage of the fact that ancient debris is blastproof and burn-proof (all you need is a Fire Resistance potion and you don't need to worry about exposing or clearing lava when mining it).
Then again, my own mod adds an even rarer resource, amethyst (not to be confused with the stuff in 1.17; it makes armor and tools which are quite similar in status to netherite) - and unlike modern versions (my version of Mending just keeps the prior work penalty down) I actually need to keep mining more in order to maintain my gear, with nearly all of what I find being consumed, even with a playstyle that sees 3000+ ores mined every day (the Wiki says that there are 1.685 ancient debris per chunk, while a 2000 chunk area of a world made with TMCW had 359 amethyst ore - just 0.18 per chunk and 0.014% of blocks on the 5 layers above lava level. Even on layer 1, where it is most common so I can branch-mine to get what I need early on, it was still only 0.058% of blocks).
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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 don't think we need more flat upgrades for gear modification. Netherite is very powerful already. Further gear modifications should be lateral shifts, trading off value in some department for value in another. I do think we should have some kind of gear set associated with the End, but not as presented here.
I would be okay with Enderite tools, but they must be ultra rare items that are exclusively found in chests inside End cities to avoid balancing issues with the game. The simple fact is we already have a lot of strong and useful materials in the game that one can argue, (and not just argue, but justifiably so), the existing materials in the game are enough to keep Minecraft players well equipped. With such high level enchantments in the game was netherite even necessary? not really, but it happened, not that I'm complaining.
I disagree with the claim that enchanted diamond tools are "severely overpowered". Mending and unbreaking may make it seem that way but if they were to be made mutually exclusive enchantments on tools then you'd have a much harder time keeping them fully repaired, especially without mob spawners for XP repair stations. Plus diamond is a rare ore underground, much rarer than iron ore and redstone.
And this would be the absolute WORST change that could ever be done - XP farms should NOT be a part of the game at all - it should be balanced around no mob/resource farms or XP farms whatsoever, which is why TMCW so heavily nerfs many such farms in favor of a playstyle revolving around caving (want lots of XP? Sure - kill naturally spawned mobs and mine ores, from which I get over 5000 XP per play session, enough to restore 10000 durability to Mending gear). TMCW even lets you put Mending and Infinity on bows (just as you can rename bows in vanilla 1.6.4 to repair them indefinitely; IMO, this was just a cheap hack to nerf using Punch bows to boost elytra but they should have instead nerfed Punch so it didn't boost you). This is also why my own version of Mending simply keeps the prior work penalty from increasing when repairing items in the anvil, which is also a "nerf" to automated farms like fishing farms as you must manually repair items (of course, the exact same applies to vanilla 1.6.4 so this isn't really a nerf).
In fact, Mojang actually significantly buffed Mending in 1.16 - previously, the game would randomly choose an equipped item and if it didn't need to be repaired it would just add it to your XP bar - now it will check every item until it finds one that needs to be repaired, only adding to your XP bar if none are damaged, cutting costs 6-fold for the case where you have 6 Mending items with only one needing to be repaired - that actually far exceeds the benefit of Unbreaking (4-fold on tools) - yet from what I see the majority of players still rely on "repair stations" (much as 1.17 will not lessen the abundance of mineral resource farms, no doubt - most players will probably only do a tiny bit of additional caving to get the new items; at least copper may only be obtainable by mining it unless they add it to mob drops/trades).
Obviously, my solution to this issue, which would also make durability actually matter again and allow for more tiers (currently it simply provides a buffer provided that you regularly get enough XP to top it off), is to revert the anvil mechanics and make Mending keep the prior work penalty down, just as it does in TMCW, which would also fix the issue of overpowered enchanted gear since you must pay for both durability and enchantment costs when repairing an item (this means that you can put more enchantments on lower tier items; for the same enchantments netherite would be the most expensive and gold the cheapest due to the durability cost. Enchantments also have their own costs; Sharpness V costs 5 levels, Looting III costs 12 levels, Unbreaking III costs 6 levels, and so on).
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 agree, if mending is to be used to keep the prior work penalty down on the anvils I would agree to this. Also I would be okay if iron ingots only dropped from randomly spawning zombies at night time on general terrain or in cave systems, so over time iron used to make the anvils is eventually replaced to compensate for the iron permanently lost from the game, so while a rare drop, it would keep iron renewable in some way for players so less resources are inevitably wasted and the loot drops also gives players an incentive to fight zombies. If this is to replace iron golem farms, I'd accept it.
Mojang shouldn't remove the ability to pile on resources though because then players have no incentive to build otherwise.
It shouldn't be viewed as automatically cheap or too easy, just because a lot of players are able to gather a lot of resources in chests even just by mining, building is as much of an important aspect to Minecraft as combat. The big problem is some people have made suggestions which would've discouraged mining or resource gathering for whatever reason. When something is taking people time and effort to do, they are earning it, not cheesing it.
Another tier?!
Netherite was enough shock to usurp diamond tools as top-grade weapons after several good years of their reign!
No!
I would approve another tier only if it filled a specialist niche dedicated to certain environments, unable to compete with generalist iron/diamond/netherite in most other situations.
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
You could possibly make this "enderite" material the same rarity as netherite. However, there should definitely not be a 7th-tier weapon. 6 tiers is enough. Maybe, if you upgrade to netherite, you can't have enderite? There should be multiple 6th-tier weapons, like Netherite sword, and Enderite sword being on the same tier. The enderite sword could possibly have a special "dash" attack, that makes you dash forward in the direction you're facing in, doing 8 damage? The tradeoff would be that you could possibly get hurt by mobs while dashing, like zombies' contact attacks, and every time you dash, the sword loses 2 durability. Similar to how endermen escape by teleporting and moving quickly, enderite could give you similar buffs. Enderite armor could give you a little speed boost, similar to how netherite armor gives you knockback resistance and is impervious to lava and burning.
Just some of my thoughts on enderite.
I love making farms.
PC Specs: Intel Xeon E5-1630 v3, NVIDIA GeForce GTX 1650 Super, 16GB DDR4-2133, 512 GB Silicon Power SSD, 500W EVGA PSU
I would be okay with a higher tier tool and armour set if it were an ultra rare item found only in End cities inside of chests you find when you go looking for the Elytra, it should be a treasure item that someone obtains by patience and determination to get it, not be something that can be crafted. Should it be compatible with enchantments like mending and the others? sure, no problem, but the point remains.
I don't like some of the other suggestions TMC made though because without the ability to gain XP from mob spawners it means players need to go out hunting for naturally occurring monsters all the time, which has potential to leave a huge mess to clean up after each night is over. I don't like the idea of Creepers destroying nearby biomes because either myself or friends on a server had to battle them to get equipment. At least from a mob spawner the destruction to environment can be controlled somewhat using obsidian platforms and a drop hatch to prevent the spawner itself being blown up by a naturally spawned Creeper in the dark areas underground.
Out in the open on natural terrain you don't have much control over this and I don't want to have to clean up holes everywhere due to a lack of reliable alternatives to get XP for mine or friends gear. Dirt and sand may be abundant but outside of trades, which already require a rare item to start with, they are not renewable. Sorry, but if such a nerf ever disabled XP farming from spawners I'm going to start using Java again and make a new server for friends to join to play on a world where updates didn't destroy something we actually need in our playstyle.
I don't like Java version due to its tendency to lag even on very fast computers,
but if this is the only way to avoid authoritarian developers taking away features we rely on, I will resort to doing it.
They've already added the grindstone, which is a useless item I hate with a passion of a thousand suns.
Seeing these comments, totally confuses me how I didn't realize it before. You're right. To be honest if they were to have a new set of gear, it should just be more than "better than netherite."
I actually really like this idea. (edit: i meant quote someone else's reply, not reply to my post)
Perhaps an "Enderium" (or whatever the material is) upgrade to Iron can create something like the Resonant Iron found in a few mods, allowing the player some limited teleportation abilities in exchange for durability on the armor
YESS! Glad to hear someone agrees with me on something. Enderium sounds cool as well. Maybe just Ender, for the ore name? Ender Armor and Ender tools. The armor teleportation is something that I would LOVE to see in the game though.
I love making farms.
PC Specs: Intel Xeon E5-1630 v3, NVIDIA GeForce GTX 1650 Super, 16GB DDR4-2133, 512 GB Silicon Power SSD, 500W EVGA PSU
Mechanically, players could just "double jump" to warp forward ~4 blocks plus 2 for each additional piece of armor (meaning you could sprint, jump, then warp to gain a little extra distance, up to 10 blocks with a full set). In exchange, Ender Armor has half the durability of Iron Armor, putting it roughly on par with Gold.
Ender Tools, on the other hand, take a 40% hit to durability (150 durability, as opposed to 250 for Iron) for the ability to link to a Shulker Box (craft together at a Smithing Table), in which they will automatically deposit any materials they gather. Shulker links are tracked at the tool, so multiple tools can link to a single Shulker Box.
I think that would be a pretty fitting trade-off, and one that's actually quite useful. The cost here obviously is your gear is going to need repairs a lot more often, using a material that I imagine would be relatively rare (but perhaps not quite as rare as Netherite--maybe more on par with Diamond or even Gold). Iron is better for mass-mining job and for situations where you expect a lot of fighting, while Ender Armor and Tools are better suited to exploration/escape and targeting gathering.
Hmm. Gold armor is something people would never use, except in the recently updated Nether, so I think the durability should be increased to... say 3/4ths of iron durability? Then they could repair it with Ender/Enderium/Enderite or Ender Pearls. As for shulker box linking, I never would have thought of that! That actually gives people a reason to use a low-durability sword, and mining diamonds would be insanely helpful if you didn't want to fall into lava. Here's a few questions though: Can multiple shulker boxes connect to a single tool? Would it cost XP to link a shulker box and the tools?
I love making farms.
PC Specs: Intel Xeon E5-1630 v3, NVIDIA GeForce GTX 1650 Super, 16GB DDR4-2133, 512 GB Silicon Power SSD, 500W EVGA PSU
People don't use gold for a combination of reasons--it's expensive, it's low durability, and it's low protection. Iron is cheaper, more durable, and provides more protection, so that's why folks usually skip over Gold. Teleportation is a pretty big benefit, so it should come at a sizable penalty, so I think a 50% durability reduction is reasonable. Keep in mind it still provides a lot of protection, especially when you factor in enchantments, and you can also combine it with Mending and Unbreaking to circumvent the durability penalty. The durability pretty much just stops you from using it in protracted combat, which I think is perfectly fine.
And I imagine it'd be repaired with the End material (Enderium or w/e it's called)
Like I said, linking is tracked at the tool, not the Box, so I imagine a tool can only link to a single box--multiple boxes would require some kind of game logic to prioritize boxes. I suppose it could link up to three boxes sequentially, and it'll simply fill them in that order, but I don't think there's any "balanced" way to create logic where it'll put X material in Box 1, Y material in Box 2, etc etc. Sticking to a single box seems like the best option IMO.
As far as costing XP... I'm not sure, to be honest. My inclination is to say no, since you're already "paying" for the functionality through the Ender upgrade, but I'm also not opposed to the idea of there being a low XP cost to linking them.
Ah, I see.You should make a suggestion on this, about this 6th-tier Ender gear branch. I'd love to see this added. And, after giving it some thought, maybe don't make it cost XP? Upgrading diamond gear with Netherite doesn't cost XP. Why make Enderium or whatever it's called do the same?
I love making farms.
PC Specs: Intel Xeon E5-1630 v3, NVIDIA GeForce GTX 1650 Super, 16GB DDR4-2133, 512 GB Silicon Power SSD, 500W EVGA PSU
I think you don't realize the intent of getting Netherite at all.
It is meant to be the late-game tier that the player is supposed to spend a lot of effort and time on with a great deal of patience and quite a lot of risk involved.
Oh, and don't compare it to Elytra, it is utility object that on purpose cannot be combined with chestplates.
If we are to have any armor like endium, it should be an utility/specialist one that shouldn't match Netherite even remotely in brute force tactics.
As of grindstone, it's Villager job block, and is pretty good for builds, like chain reels, or so-called yeeters.
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