Redstone, in its current stage, is comparatively useless in Survival Minecraft for a simple reason: it can't actually do most things unless you have a ton of resources.
The average Minecraft player would never touch Redstone because Redstone mechanisms are among the most expensive things you can create in Minecraft. The cost-to-benefit ratio is way too skewed towards cost.
This change aims to move Redstone far closer to the earlygame, and eliminate most of the cost-barriers Redstone has in survival minecraft
1). Hopper now requires Iron Nuggets rather than Iron Ingots. This allows players to acquire Hoppers before an Iron Golem farm, and open up the possibility of having a lot of hoppers right after making a single Iron Golem farm.
2). Slime Blocks now require 4 slime, down from 9
3). Slimes now spawn extremely rapidly within slime chunks, causing them to replace 70% of spawns where the y=level and light level spawn criteria matches.
4). You no longer need Silk Touch to not anger bees within a beehive. Bee nests still require a Silk Touch pickaxe.
Redstone, in its current stage, is comparatively useless in Survival Minecraft for a simple reason: it can't actually do most things unless you have a ton of resources.
The average Minecraft player would never touch Redstone because Redstone mechanisms are among the most expensive things you can create in Minecraft. The cost-to-benefit ratio is way too skewed towards cost.
This change aims to move Redstone far closer to the earlygame, and eliminate most of the cost-barriers Redstone has in survival minecraft
1). Hopper now requires Iron Nuggets rather than Iron Ingots. This allows players to acquire Hoppers before an Iron Golem farm, and open up the possibility of having a lot of hoppers right after making a single Iron Golem farm.
2). Slime Blocks now require 4 slime, down from 9
3). Slimes now spawn extremely rapidly within slime chunks, causing them to replace 70% of spawns where the y=level and light level spawn criteria matches.
4). You no longer need Silk Touch to not anger bees within a beehive. Bee nests still require a Silk Touch pickaxe.
1. Is ok i guess. The only reason i abuse Irongolems are hoppers.
2. Seems also ok to me but not becouse of redstone "buffing". I am not a friend of slime farms, i hunt them down in swamps.
When you actually build a slimefarm, you have more slime then you could use alone. Unless you plan a redicolous large flying machine, you don't need a slimefarm in singleplayer. I understand that it might be frustrating to light up the underground but once it's done you have all the slime you need.
This buff would make slimefarming less frustrating for singleplayer aka swamp hunting.
When you are in multiplayer you can team up and get the work done pritty fast.
Consider using minimap mods with cave mode or mobradar to get every dark place underground.
-If it is allowed on the server ect your planing to build a slimefarm.
4. I don't see the redstone buff behind this suggestion.
I'm torn on this. On one hand, I don't really feel like the resource cost for hoppers and slime blocks are the limiting factors regarding Redstone. Iron is super easy to get in huge amounts without a Golem farm, even more so now that Fortune affects Iron as of the latest snapshots. The reason I don't mess with Redstone is because I find the time and space I need to use to make anything useful out of it isn't worth the effort. There are a couple exceptions (an automatic chicken farm at most needs a couple hoppers, a dispenser, and half a stack of Redstone), but the hours it takes to build a working sorting system are not worth it when it at most saves me a couple seconds walking each trip, especially when I need to head to my chests regularly anyways to get materials for whatever I am working on.
For me the biggest drawback with Redstone is the fact that it is so esoteric in nature. It is also incredibly inefficient due to how it works. You need to know a lot of little intricacies about Redstone and quirks about game mechanics to do a lot of useful stuff. The way that I would buff Redstone is by adding a new layer to how stuff works by allowing players to make single block logic gates, timers, etc. Also develop a way for Redstone to be next to each other without connecting and interacting with each other. I know there is lots of opposition to that because a large portion of players like to keep Minecraft mechanics "old school" but that's what I would do.
As for these ideas, yeah support for 1 and 2 I guess, doesn't really change much for me. 2 seems like it could have negative impact on other mob spawns and the bee thing seems unrelated so no support on those.
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'm torn on this. On one hand, I don't really feel like the resource cost for hoppers and slime blocks are the limiting factors regarding Redstone. Iron is super easy to get in huge amounts without a Golem farm, even more so now that Fortune affects Iron as of the latest snapshots. The reason I don't mess with Redstone is because I find the time and space I need to use to make anything useful out of it isn't worth the effort. There are a couple exceptions (an automatic chicken farm at most needs a couple hoppers, a dispenser, and half a stack of Redstone), but the hours it takes to build a working sorting system are not worth it when it at most saves me a couple seconds walking each trip, especially when I need to head to my chests regularly anyways to get materials for whatever I am working on.
For me the biggest drawback with Redstone is the fact that it is so esoteric in nature. It is also incredibly inefficient due to how it works. You need to know a lot of little intricacies about Redstone and quirks about game mechanics to do a lot of useful stuff. The way that I would buff Redstone is by adding a new layer to how stuff works by allowing players to make single block logic gates, timers, etc. Also develop a way for Redstone to be next to each other without connecting and interacting with each other. I know there is lots of opposition to that because a large portion of players like to keep Minecraft mechanics "old school" but that's what I would do.
As for these ideas, yeah support for 1 and 2 I guess, doesn't really change much for me. 2 seems like it could have negative impact on other mob spawns and the bee thing seems unrelated so no support on those.
Same here. But i make use of item filters combined with lava-trashcans for mobfarms instead of building large automatic storage systems.
Automatic disposal is like finetuning to me.
Rollback Post to RevisionRollBack
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
you can already create a lot of automatic storage of items you farm by killing Zombies, Skeletons and Cave Spiders and then having items drop into hoppers.
I don't think redstone is expensive at all, if you need a lot of it just use a Fortune Pickaxe.
I agree with 1 and 2 of your suggestion, but this is more to do with cost of Iron on Hoppers and Slime to make Slime Blocks,
As one who has occasionally mined over a thousand iron in a single sitting and 2/3 of a million iron in one world I don't find 5 iron for a hopper to be expensive at all - on average I could make 160 hoppers with the iron that I mine every time I play - and multiply that by 2.2 once 1.17 comes out (I'm also adding the ability to use Fortune on iron in my own mod but I won't be using it while caving since I already collect dozens to hundreds of times the resources I need; back when I did use Fortune my ender chest (modded to have 54 slots) would look like this by the time I returned from a caving trip). I'm also of the impression that the main use of hoppers is in automated farms, which are an absolute no - I've even nerfed them in my own mod despite never using them myself; for example, iron golems require a direct player kill (this means only melee attacks work) to drop iron and all other mobs that drop resources only drop them if killed by a player (as with XP and rare drops); it is still possible to exploit them but mining should be the preferred way to collect resources and even a small but steady supply from farms still adds up over time.
As one who has occasionally mined over a thousand iron in a single sitting and 2/3 of a million iron in one world I don't find 5 iron for a hopper to be expensive at all - on average I could make 160 hoppers with the iron that I mine every time I play - and multiply that by 2.2 once 1.17 comes out (I'm also adding the ability to use Fortune on iron in my own mod but I won't be using it while caving since I already collect dozens to hundreds of times the resources I need; back when I did use Fortune my ender chest (modded to have 54 slots) would look like this by the time I returned from a caving trip). I'm also of the impression that the main use of hoppers is in automated farms, which are an absolute no - I've even nerfed them in my own mod despite never using them myself; for example, iron golems require a direct player kill (this means only melee attacks work) to drop iron and all other mobs that drop resources only drop them if killed by a player (as with XP and rare drops); it is still possible to exploit them but mining should be the preferred way to collect resources and even a small but steady supply from farms still adds up over time.
I've thought about it for a while and the only automated farms I can say have a place in Minecraft legitimately, are automated crop farms.
Let's face it, once the initial work is done, crops are easy to maintain and grow in infinite amounts anyway, so it wouldn't hurt the balance of the game too much to keep automated food factories, it would also mean food farms end up using less space.
As for automatic or AFK resource farms like Iron Golem AFK iron, I agree with you, they are overpowered and I don't believe mods are enough to solve the problem.
This doesn't warrant abolishing ingot drops from mobs entirely, but it does need to be reworked to require input from the player, and so players don't become too reliant on their resource farms to replace mining materials.
The occasional Iron Ingot drop to eventually replace one set of iron bars that got destroyed by a Creeper? I do not see why this is inherently a bad thing,
but iron ingot drops from mob farms taking over the need for mining iron ore? that's harmful for the general game design,
because it then means you don't need to mine for the stuff to get all the iron you could possibly want/need.
I'm also of the impression that the main use of hoppers is in automated farms
An automated farm requires 9 hoppers. A sorting system of any functional size requires 2-3 per item sorted, which quickly adds up to 60 for just 20 items
I've thought about it for a while and the only automated farms I can say have a place in Minecraft legitimately, are automated crop farms.
Let's face it, once the initial work is done, crops are easy to maintain and grow in infinite amounts anyway, so it wouldn't hurt the balance of the game too much to keep automated food factories, it would also mean food farms end up using less space.
As for automatic or AFK resource farms like Iron Golem AFK iron, I agree with you, they are overpowered and I don't believe mods are enough to solve the problem.
This doesn't warrant abolishing ingot drops from mobs entirely, but it does need to be reworked to require input from the player, and so players don't become too reliant on their resource farms to replace mining materials.
The occasional Iron Ingot drop to eventually replace one set of iron bars that got destroyed by a Creeper? I do not see why this is inherently a bad thing,
but iron ingot drops from mob farms taking over the need for mining iron ore? that's harmful for the general game design,
because it then means you don't need to mine for the stuff to get all the iron you could possibly want/need.
Villagers are literally a diamond armor + tools + all enchs farm
Redstone, in its current stage, is comparatively useless in Survival Minecraft for a simple reason: it can't actually do most things unless you have a ton of resources.
The average Minecraft player would never touch Redstone because Redstone mechanisms are among the most expensive things you can create in Minecraft. The cost-to-benefit ratio is way too skewed towards cost.
This change aims to move Redstone far closer to the earlygame, and eliminate most of the cost-barriers Redstone has in survival minecraft
1). Hopper now requires Iron Nuggets rather than Iron Ingots. This allows players to acquire Hoppers before an Iron Golem farm, and open up the possibility of having a lot of hoppers right after making a single Iron Golem farm.
2). Slime Blocks now require 4 slime, down from 9
3). Slimes now spawn extremely rapidly within slime chunks, causing them to replace 70% of spawns where the y=level and light level spawn criteria matches.
4). You no longer need Silk Touch to not anger bees within a beehive. Bee nests still require a Silk Touch pickaxe.
1. Is ok i guess. The only reason i abuse Irongolems are hoppers.
2. Seems also ok to me but not becouse of redstone "buffing". I am not a friend of slime farms, i hunt them down in swamps.
When you actually build a slimefarm, you have more slime then you could use alone. Unless you plan a redicolous large flying machine, you don't need a slimefarm in singleplayer. I understand that it might be frustrating to light up the underground but once it's done you have all the slime you need.
This buff would make slimefarming less frustrating for singleplayer aka swamp hunting.
When you are in multiplayer you can team up and get the work done pritty fast.
Consider using minimap mods with cave mode or mobradar to get every dark place underground.
-If it is allowed on the server ect your planing to build a slimefarm.
4. I don't see the redstone buff behind this suggestion.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
One more thing about the slime farming:
I think suggestion Nr. 2 is also good becouse it encaurages the player to explore for swamps & fight slimes.
Hostile mobs are made to fight. Industrialization isn't the only option. Buffing the slime recipes might help to make redstone more fun.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I'm torn on this. On one hand, I don't really feel like the resource cost for hoppers and slime blocks are the limiting factors regarding Redstone. Iron is super easy to get in huge amounts without a Golem farm, even more so now that Fortune affects Iron as of the latest snapshots. The reason I don't mess with Redstone is because I find the time and space I need to use to make anything useful out of it isn't worth the effort. There are a couple exceptions (an automatic chicken farm at most needs a couple hoppers, a dispenser, and half a stack of Redstone), but the hours it takes to build a working sorting system are not worth it when it at most saves me a couple seconds walking each trip, especially when I need to head to my chests regularly anyways to get materials for whatever I am working on.
For me the biggest drawback with Redstone is the fact that it is so esoteric in nature. It is also incredibly inefficient due to how it works. You need to know a lot of little intricacies about Redstone and quirks about game mechanics to do a lot of useful stuff. The way that I would buff Redstone is by adding a new layer to how stuff works by allowing players to make single block logic gates, timers, etc. Also develop a way for Redstone to be next to each other without connecting and interacting with each other. I know there is lots of opposition to that because a large portion of players like to keep Minecraft mechanics "old school" but that's what I would do.
As for these ideas, yeah support for 1 and 2 I guess, doesn't really change much for me. 2 seems like it could have negative impact on other mob spawns and the bee thing seems unrelated so no support on those.
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
Same here. But i make use of item filters combined with lava-trashcans for mobfarms instead of building large automatic storage systems.
Automatic disposal is like finetuning to me.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
With mob farms why would redstone need a buff?
you can already create a lot of automatic storage of items you farm by killing Zombies, Skeletons and Cave Spiders and then having items drop into hoppers.
I don't think redstone is expensive at all, if you need a lot of it just use a Fortune Pickaxe.
I agree with 1 and 2 of your suggestion, but this is more to do with cost of Iron on Hoppers and Slime to make Slime Blocks,
not redstone itself.
As one who has occasionally mined over a thousand iron in a single sitting and 2/3 of a million iron in one world I don't find 5 iron for a hopper to be expensive at all - on average I could make 160 hoppers with the iron that I mine every time I play - and multiply that by 2.2 once 1.17 comes out (I'm also adding the ability to use Fortune on iron in my own mod but I won't be using it while caving since I already collect dozens to hundreds of times the resources I need; back when I did use Fortune my ender chest (modded to have 54 slots) would look like this by the time I returned from a caving trip). I'm also of the impression that the main use of hoppers is in automated farms, which are an absolute no - I've even nerfed them in my own mod despite never using them myself; for example, iron golems require a direct player kill (this means only melee attacks work) to drop iron and all other mobs that drop resources only drop them if killed by a player (as with XP and rare drops); it is still possible to exploit them but mining should be the preferred way to collect resources and even a small but steady supply from farms still adds up over time.
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've thought about it for a while and the only automated farms I can say have a place in Minecraft legitimately, are automated crop farms.
Let's face it, once the initial work is done, crops are easy to maintain and grow in infinite amounts anyway, so it wouldn't hurt the balance of the game too much to keep automated food factories, it would also mean food farms end up using less space.
As for automatic or AFK resource farms like Iron Golem AFK iron, I agree with you, they are overpowered and I don't believe mods are enough to solve the problem.
This doesn't warrant abolishing ingot drops from mobs entirely, but it does need to be reworked to require input from the player, and so players don't become too reliant on their resource farms to replace mining materials.
The occasional Iron Ingot drop to eventually replace one set of iron bars that got destroyed by a Creeper? I do not see why this is inherently a bad thing,
but iron ingot drops from mob farms taking over the need for mining iron ore? that's harmful for the general game design,
because it then means you don't need to mine for the stuff to get all the iron you could possibly want/need.
An automated farm requires 9 hoppers. A sorting system of any functional size requires 2-3 per item sorted, which quickly adds up to 60 for just 20 items
Villagers are literally a diamond armor + tools + all enchs farm
bee thing is so that people can get reliable honey blocks before silk touch