There should be an addition of nails into Minecraft. They can help reinforce and secure blocks together to make structures stronger and resist blast damage.
Two types of nails should exist: The wooden nail and the copper nail. The copper nail will be made of the upcoming copper material. The wooden nail will be crafted from two sticks and one button.
Nails can be fastened to doors, windows, and blocks that come in contact with another block. The connected blocks would resist blast damage, but would be limited by durability. The copper nails will have slightly better performance than the wooden nails.
No offence, but this sounds like it would make the building aspect of Minecraft needlessly complex. I understand what you're going for, but it doesn't really fit the purpose of the game.
Also with regards to blast resistance, you can somewhat deal with the problem by building structures out of stone materials, while not as hard as obsidian, it does offer a decent amount of durability for the building. Creepers for example can only blast away 1 layer of stone at a time.
I wouldn't see it as complex, but I do see your point. It's for the most part not going to have an impact on the game as it has a fairly insignificant purpose. You can go without it in your world and still continue normally. It is pretty easy to craft, and wooden nails would be easy to obtain, so it's unlikely it would be complex.
I wouldn't see it as complex, but I do see your point. It's for the most part not going to have an impact on the game as it has a fairly insignificant purpose. You can go without it in your world and still continue normally. It is pretty easy to craft, and wooden nails would be easy to obtain, so it's unlikely it would be complex.
If you want my honest opinion about this, I think copper is better reserved as a material for other things
in real life it is a very good conductor of electricity, and pure copper oxides very slowly, especially in cables,
why not incorporate the properties of this material into the game itself?
We could have it sending redstone signals through a cable over long distances without needing a repeater, which would be very useful for powered rail systems. The drawback is copper would be rarer than redstone ore so the benefits of it are not overpowered.
Another property placed copper cabling could have is this
keeping a chunk active on a persons world no matter where the player is on the server, which would be useful for automating powered rail systems or even mob farms if they're into that sort of thing.
To prevent lag, the copper would need to have limits on the number of extra chunks it could keep active at any given time.
And this limit would be determined by the persons computer specifications automatically, if on realms, only 1,024 extra blocks would have their ticks remain active beyond the standard tick radius of the player.
in real life it is a very good conductor of electricity, and pure copper oxides very slowly, especially in cables,
why not incorporate the properties of this material into the game itself?
We could have it sending redstone signals through a cable over long distances without needing a repeater, which would be very useful for powered rail systems. The drawback is copper would be rarer than redstone ore so the benefits of it are not overpowered.
That is a nice idea but i wouldn't like redstone to become more electricity like.
It's already very simular and so tech heavy. When i first saw a redstone ore i thought it was a ruby.
When i mined it i was confused to get dust with the fancy "Redstone" name.
That was so confusing. Why call it Redstone? I googled it up and i was hit with machines!
Wich where wired with dust... Didn't make sence at all but i was all fired up to build them.
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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
There might be another problem about nailing blocks. If they have to appear visually, how would that be handeled?
Alternate block texture? That could work i guess.
From what i have heard transparent blocks can cause lag. Nailing a big building could actually crash a server / world when the blocks had transparent blocks inside them and suddenly come into render distance. I'm not good at explaining what i mean by this but i don't think anyone would actually implement something this way...
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
Copper has many real-life uses, and copper nails are used in house construction, especially roofing.
Also that's a brilliant idea right there
In real life copper has many practical applications yes, it is even used for piping for radiators and for cooling systems inside computers, nowadays most high end or well cooled gaming computers use what is known as "vapor chambers", which use hollow copper tubing with liquid in the center that boils and releases heat through the top part, this is also more efficient than water cooling, since if the fan fails, it can generally be replaced, but if the pump fails in a water cooling system, you usually have to replace a more expensive part.
But as far as nails go, these things could complicate the game too much and as another poster mentioned, introduce lag, if more fine details were to be added to the aesthetics of each individual block. It was hard enough for Mojang to get computers to handle ray tracing with optimum performance, now imagine this in combination with texture packs and nails on each block. If nails were to count as transparent blocks that's quite a load that the game has to keep in memory and process at all times.
From what i have heard transparent blocks can cause lag.
They are no more resource-intensive than any other block; maybe you are thinking of Fancy leaves? That is because the game renders all sides, including sides adjacent to other leaf blocks, which are hidden on Fast graphics (excluding 1.15+, which have a bug that makes them always render), and the number of faces/vertices rendered is by far the most important factor affecting performance, both chunk updates (the main cause of lag spikes) and steady-state FPS (for example, a 16x16x16 cube of leaves has 1536 visible faces on Fast and 24576 on Fancy, a 16-fold increase. Even a more realistic 2x2x2 cube has twice as many faces rendered on Fancy). Many of my own rendering optimizations involve reducing the number of faces rendered by partial blocks (for example, at least in 1.6.4 snow layers and carpet do not cull faces next to themselves or cause blocks below them to cull their top face, resulting in up to 5 additional faces being rendered instead of just the top face of the snow/carpet).
The main performance issue with this suggestion is the need for additional textures/blocks, which will needlessly complicate resource packs, require an overlay (which will increase the number of faces/vertices; grass blocks used to be affected by Fast/Fancy since rendering the fancy side means rendering an overlay which is separately colored according to the biome, so it was slower), and many more blocks, one for every possible combination of available blocks and nail count if multiple nails can be used per block (while Mojang removed block ID limits in 1.13 this by no means enables infinite blocks; if anything, it negatively impacted performance by greatly increasing the number of blocks from around 250 to thousands).
Especially when copper turns out as a non renewable resource.
This doesn't matter if it is common enough, even if you limit world size or exploration; most players greatly underestimate the abundance of resources like iron and even diamond - their perceived rarity comes from the fact that most are hidden, with only a fraction exposed in caves (these numbers were for 1.6.4, with more caves, however, versions since 1.8 have more ore), yet I average around 200 iron per hour while caving (the Wiki says that copper is as common as iron), and I'd expect something like a nail to be quite cheap, say 4 per ingot of material, maybe even 1 per nugget, so that's 800-1800 nails per hour. Also, I think it is a good thing if copper can't be farmed as it gives players more incentive to mine/cave and goes perfectly with a "cave update" (which IMO should nerf existing resource farms, at least so that mining is more effective).
That said, I think it is unnecessary to reinforce blocks; basic precautions can eliminate the risk of a creeper exploding next to your base - my bases are made out of quartz and glass, some of the weakest materials around (0.8 for quartz, 0.3 for glass, and 3 for wood planks), but I light up and fence in the area around them, with enough space that an explosion won't reach it, and it can be avoided in the first place due to a clear view over the fence. Multiplayer (other players)? Either have anti-griefing plugins/punishments/rollbacks or build with stronger materials or have additional protection as described above (good-looking builds are probably not a priority on an anarchy server).
They are no more resource-intensive than any other block; maybe you are thinking of Fancy leaves? That is because the game renders all sides, including sides adjacent to other leaf blocks, which are hidden on Fast graphics (excluding 1.15+, which have a bug that makes them always render), and the number of faces/vertices rendered is by far the most important factor affecting performance, both chunk updates (the main cause of lag spikes) and steady-state FPS (for example, a 16x16x16 cube of leaves has 1536 visible faces on Fast and 24576 on Fancy, a 16-fold increase. Even a more realistic 2x2x2 cube has twice as many faces rendered on Fancy). Many of my own rendering optimizations involve reducing the number of faces rendered by partial blocks (for example, at least in 1.6.4 snow layers and carpet do not cull faces next to themselves or cause blocks below them to cull their top face, resulting in up to 5 additional faces being rendered instead of just the top face of the snow/carpet).
The main performance issue with this suggestion is the need for additional textures/blocks, which will needlessly complicate resource packs, require an overlay (which will increase the number of faces/vertices; grass blocks used to be affected by Fast/Fancy since rendering the fancy side means rendering an overlay which is separately colored according to the biome, so it was slower), and many more blocks, one for every possible combination of available blocks and nail count if multiple nails can be used per block (while Mojang removed block ID limits in 1.13 this by no means enables infinite blocks; if anything, it negatively impacted performance by greatly increasing the number of blocks from around 250 to thousands).
This doesn't matter if it is common enough, even if you limit world size or exploration; most players greatly underestimate the abundance of resources like iron and even diamond - their perceived rarity comes from the fact that most are hidden, with only a fraction exposed in caves (these numbers were for 1.6.4, with more caves, however, versions since 1.8 have more ore), yet I average around 200 iron per hour while caving (the Wiki says that copper is as common as iron), and I'd expect something like a nail to be quite cheap, say 4 per ingot of material, maybe even 1 per nugget, so that's 800-1800 nails per hour. Also, I think it is a good thing if copper can't be farmed as it gives players more incentive to mine/cave and goes perfectly with a "cave update" (which IMO should nerf existing resource farms, at least so that mining is more effective).
That said, I think it is unnecessary to reinforce blocks; basic precautions can eliminate the risk of a creeper exploding next to your base - my bases are made out of quartz and glass, some of the weakest materials around (0.8 for quartz, 0.3 for glass, and 3 for wood planks), but I light up and fence in the area around them, with enough space that an explosion won't reach it, and it can be avoided in the first place due to a clear view over the fence. Multiplayer (other players)? Either have anti-griefing plugins/punishments/rollbacks or build with stronger materials or have additional protection as described above (good-looking builds are probably not a priority on an anarchy server).
Without mending enchantment however I think you would appreciate your perceived abundance of iron and diamonds a lot more, trust me. I used to play without enchantments years ago before I began to understand their benefits and it's ridiculous how quickly iron armour tools and armour can break. It is not like real life tool usage at all, in real life you can continue to use the same tools for years before wear and tear ruined them, if they were made from high quality alloys like steel. But an iron shovel can be destroyed in less than a day in Minecraft, that's in-game day.
Too many have underestimated the problem of what nerfing mending and unbreaking would mean for actual gameplay.
I don't think iron is very abundant at all in the mines, stone is far more common as is dirt and sand.
The placebo effect has set in because of things like iron golem farming, which not every player uses in their worlds.
I could easily imagine playing on legacy console world types being a nightmare, given my apparent avarice in the game, and I'd rather not fight with my friends over limited resources because that's not helpful for progression, that stuff encourages griefing which is total chaos.
Without mending enchantment however I think you would appreciate your perceived abundance of iron and diamonds a lot more, trust me.
Don't forget that I still play in 1.6.4, which does not have Mending - I must repair my gear with resources in the anvil - including in my modded worlds, where my own version of Mending simply works to keep the prior work penalty down, much as renaming did before 1.8, and the amethyst gear I use is only renewable through extremely rare mob drops, so all the resources I need are mined, and it is so costly that single unit repairs are the only practical way to repair it, increasing XP and resource costs (you need 4 units to fully repair any item while you need as little as one to craft a new item, e.g. shovels. Armor (excluding boots) needs less units than crafting new items but it doesn't need to be repaired as often).
Not that it matters much - I've filled up nearly an entire chest with diamond blocks in my first world and I haven't even used Fortune to mine most of it, which would far offset the diamonds needed to repair my gear if I didn't trade for it (if I used diamonds to repair my gear I'd use about 25% of the diamonds I mined without Fortune). Likewise, I have hundreds of thousands of iron and millions of resources stored away - all I need iron for is the occasional anvil and a few other minor uses (most of the iron I'd need would be for rails but I get all I need from mineshafts) and the amount I mine in a single play session, averaging 700-800 with over 20 stacks mined before, could last for months:
This gives you some idea of how many diamonds I'd have needed to repair my gear if I didn't trade for it; 563 pickaxes is 1689 diamonds, or about 11% of the diamonds I've crafted into blocks, which does include some diamond mined with Fortune but I also used to use them to repair my gear. Overall, I probably use about as many diamonds to repair everything else (the number of swords crafted is low since I repaired it with individual diamonds due to a new sword being too expensive, until I found I could use slightly worn down swords, halving the resources needed):
This was all mined in just one play session:
This is my all-time record for the most ores mined in a single play session, including 1,329 iron:
This is also only a tiny fraction of all the resources that remain in the world - even a single level 4 map has an average of about 1.4 million iron and 52,000 diamond in 1.6.4 and 1.8 million iron and 60,000 diamond in 1.8+ (yes, newer versions actually have more resources) - I really, really can't understand why people are so concerned about running out of resources. The only resource I'd even consider to be rare (relative that what I need) is TMCW's amethyst, which barely meets my needs while caving, and even then I could use Fortune to more than double what I get (its rarity in caves is intentional).
This should give you another idea of just how many resources I've collected; these show what a million coal looks like as ore and blocks (made with surplus coal, which I use a lot of for torches and fuel) - and I've since mined about 2/3 as much iron with a relatively larger surplus (in fact, I actually have more iron than ore alone can account for, with the surplus from chests and even zombie drops, which adds up even at 1-2 per day. I don't actually have 69624 blocks in storage due to using some to make anvils but the 92 anvils I've crafted only needed 276 blocks, or 2484 out of the surplus of 3341 iron in blocks over ore mined, and some of that ore was lost):
A 100x100x100 cube of coal ore next to my main base in my first world:
A 1000x1000 sheet one block thick:
This is a 42x51x50 cube of coal blocks, which is 107,100 blocks, approximately the number I crafted from 1 million ore mined:
A comparison of the renderings above with the entire world (which has since been explored far more). This world may be large by some standards but you could fly cross it with an elytra in a few minutes; you'd be lucky to find a woodland mansion within this area in a modern version:
Don't forget that I still play in 1.6.4, which does not have Mending - I must repair my gear with resources in the anvil - including in my modded worlds, where my own version of Mending simply works to keep the prior work penalty down, much as renaming did before 1.8, and the amethyst gear I use is only renewable through extremely rare mob drops, so all the resources I need are mined, and it is so costly that single unit repairs are the only practical way to repair it, increasing XP and resource costs (you need 4 units to fully repair any item while you need as little as one to craft a new item, e.g. shovels. Armor (excluding boots) needs less units than crafting new items but it doesn't need to be repaired as often).
Not that it matters much - I've filled up nearly an entire chest with diamond blocks in my first world and I haven't even used Fortune to mine most of it, which would far offset the diamonds needed to repair my gear if I didn't trade for it (if I used diamonds to repair my gear I'd use about 25% of the diamonds I mined without Fortune). Likewise, I have hundreds of thousands of iron and millions of resources stored away - all I need iron for is the occasional anvil and a few other minor uses (most of the iron I'd need would be for rails but I get all I need from mineshafts) and the amount I mine in a single play session, averaging 700-800 with over 20 stacks mined before, could last for months:
This gives you some idea of how many diamonds I'd have needed to repair my gear if I didn't trade for it; 563 pickaxes is 1689 diamonds, or about 11% of the diamonds I've crafted into blocks, which does include some diamond mined with Fortune but I also used to use them to repair my gear. Overall, I probably use about as many diamonds to repair everything else (the number of swords crafted is low since I repaired it with individual diamonds due to a new sword being too expensive, until I found I could use slightly worn down swords, halving the resources needed):
This was all mined in just one play session:
This is my all-time record for the most ores mined in a single play session, including 1,329 iron:
This is also only a tiny fraction of all the resources that remain in the world - even a single level 4 map has an average of about 1.4 million iron and 52,000 diamond in 1.6.4 and 1.8 million iron and 60,000 diamond in 1.8+ (yes, newer versions actually have more resources) - I really, really can't understand why people are so concerned about running out of resources. The only resource I'd even consider to be rare (relative that what I need) is TMCW's amethyst, which barely meets my needs while caving, and even then I could use Fortune to more than double what I get (its rarity in caves is intentional).
This should give you another idea of just how many resources I've collected; these show what a million coal looks like as ore and blocks (made with surplus coal, which I use a lot of for torches and fuel) - and I've since mined about 2/3 as much iron with a relatively larger surplus (in fact, I actually have more iron than ore alone can account for, with the surplus from chests and even zombie drops, which adds up even at 1-2 per day. I don't actually have 69624 blocks in storage due to using some to make anvils but the 92 anvils I've crafted only needed 276 blocks, or 2484 out of the surplus of 3341 iron in blocks over ore mined, and some of that ore was lost):
A 100x100x100 cube of coal ore next to my main base in my first world:
A 1000x1000 sheet one block thick:
This is a 42x51x50 cube of coal blocks, which is 107,100 blocks, approximately the number I crafted from 1 million ore mined:
A comparison of the renderings above with the entire world (which has since been explored far more). This world may be large by some standards but you could fly cross it with an elytra in a few minutes; you'd be lucky to find a woodland mansion within this area in a modern version:
Those diamonds wouldn't be renewable if it were not for the trades and mending to keep your armour repaired however.
and the available resources we have on our worlds is less common than a lot of people seem to realize, when we factor in the glitches involving the far lands, you really do need to be careful how many players you invite to your world, aside from the monetary cost of the machine you'd need to cope with 100's of players on your server at any given time, the natural resources need to be shared among players if your server is not strictly PVP.
Based on the video AntVenom provided on Youtube I would say it is unwise to stray far away from 500,000 blocks from center X to Z, this is where the flaws of the game begin to show their demonic side, for starters it can cause insane amounts of lag and it is not because you have a bad computer, it is because of the limits of the game itself, while the theoretical surface area you have in Minecraft is about 60 million by 60 million in blocks side to side, the real usable area is far below this, it's actually more like 4 million when you factor in the terrible physics and falling into the void much beyond that point, perhaps Java version is different, idk, I've not played Java edition in a long time, the point is a popular version of the game has some serious problems.
if a world border was allowed in bedrock edition I'd set it to 500,000 by 500,000 in the overworld on all my current worlds, why? because most players wouldn't go much beyond this so having that extra area available doesn't serve any purpose, and because on the off chance someone does stray beyond that I don't want them to be hindered by lag. On one of the older survival worlds I made friends have told me about lag when they traveled this far out which gave me reason for concern. Fortunately I'm only on realms that consist of 3 active players at most at any given time so I don't have to worry about resources themselves ever running out.
Also think about this, if new resources like copper and the ore variant were to be added to the game, that's less space available for the current resources already in the game. The world generator would have to be modified to make way for copper ore to generate naturally, over time as the game advances and new resources are added to the game this needs to be taken into consideration for the purposes of balance. Having materials like diorite, granite and andesite added to the game didn't affect it too much because it mostly just affected the availability of stone, which was already extremely common anyway so who cares, but when you start replacing precious minerals and ores like diamonds, redstone, emeralds and lapis, then we've got a problem in the long run.
Gonna say no on this one. I wouldn't say it's too complex, but it's just... a lot of unnecessary work that can be achieved by building out of something else. At most, I would say perhaps you could combine Planks and Nails (and probably Iron Nails, not Copper) to create Beams, which are visually similar (not identical) to Planks but also feature improved Blast resistance... but, why even introduce Nails for that? Why not just craft two rows of Planks with an Iron Nugget in the top two corners to produce 3 Beams? Unless you can think of more purposes for Nails, I don't think they're really necessary
Gonna say no on this one. I wouldn't say it's too complex, but it's just... a lot of unnecessary work that can be achieved by building out of something else. At most, I would say perhaps you could combine Planks and Nails (and probably Iron Nails, not Copper) to create Beams, which are visually similar (not identical) to Planks but also feature improved Blast resistance... but, why even introduce Nails for that? Why not just craft two rows of Planks with an Iron Nugget in the top two corners to produce 3 Beams? Unless you can think of more purposes for Nails, I don't think they're really necessary
Even with support beams there's still a problem, gravity has no affect on the overwhelming majority of blocks in the game, so they make little sense other than for show.
it's very similar to the requests to add slopes in the game, they wouldn't serve any useful function,
you can't slide on them because the mechanics for that don't exist in Minecraft, like-wise they wouldn't have any purpose for supporting wood from an angle, either.
To make iron nails and slopes useful there would have to be an update dedicated to carpentry.
and the available resources we have on our worlds is less common than a lot of people seem to realize, when we factor in the glitches involving the far lands
Also think about this, if new resources like copper and the ore variant were to be added to the game, that's less space available for the current resources already in the game.
How many diamonds have you used in your current world? Divide that by 3.7 to get how many chunks you'd have had to mine out to get them, a chunk being only 16x16 blocks; 160x160 blocks = 100 chunks, 2048x2048 (a level 4 map) = 16384 chunks, 500,000x500,000 = 976 million chunks - that's over 3.6 billion diamond ore!
Also, the impact of adding more ores is quite insignificant and they will not displace existing ores if they are generated afterwards (aside from minor overlap along chunk borders since most veins are 2x2 in size) - even at layers 5-12 only around 3.3% of all blocks are ores (this seems rare but when branch-mining you can expose multiple blocks per block mined and veins are usually multiple blocks; the Wiki says up to 1.7% of blocks can be diamond, compared to an abundance of only 0.12%; likewise, caves expose many blocks), and they could always increase the amounts to offset this, much as they increased the amounts of all ores in 1.8, possibly to offset a reduction in caves (a 20% increase in ores means that they could add something that displaces 16.6% of blocks (1.2 * (1 - 0.1666) = 1) and there would still be as much ore as there was before 1.8):
This is from before 1.8; ores are about 20% more common in newer versions:
Also, this is a chart of ore distribution in my own mod, which is similar to versions prior to 1.8, aside from changes to cave lava level and the ranges of rarer ores (7 layers lower), and more lapis below layer 3 (along with amethyst this makes branch-mining below lava level more attractive). The addition of new ores (amethyst and ruby, the latter not shown as it is biome-specific) have no impact since they are generated afterwards, nor is there any significant impact on the abundance of amethyst due to being overwritten by ores generated earlier (it is 1/8 as common as diamond above layer 2 in terms of actual attempts):
These are the results from an actual world, 18687 chunks between layers 3-62 (excluding the deepest two layers which have more amethyst); redstone, which generates before diamond, is about 8.1 times more common than diamond (expected is 8), which implies that 1.25% (8.1 / 8) of diamond is being overwritten; likewise, redstone is about 66 times more common than amethyst (expected is 64), implying that about 3.125% is being overwritten (by both redstone and diamond), amounting to a loss of 3 ores out of every 100 that would otherwise be generated - note that these are within the layers with the highest overall ore abundance and the Wiki says that copper is as abundant as iron, so it will have less of an effect than redstone:
(14:0),Gold Ore,131343
(15:0),Iron Ore,1538846
(16:0),Coal Ore,2809561
(21:0),Lapis Lazuli Ore,56802
(49:1),Obsidian,2786 [aka amethyst ore, which is a variant of obsidian]
(56:0),Diamond Ore,22699
(73:0),Redstone Ore,183973
Even with support beams there's still a problem, gravity has no affect on the overwhelming majority of blocks in the game, so they make little sense other than for show.
Not what I was talking about when I was describing beams. Don't let the name confuse you It's just a different take on reinforced planks, but I couldn't think of a better name (I guess Reinforced Planks?). Basically trying to propose a way this guy could get the core idea he's aiming for without introducing an unnecessary new item
Basically trying to propose a way this guy could get the core idea he's aiming for without introducing an unnecessary new item
If "unnecessary" Is something a player can easily go without and have a normal game, then the following is unnecessary:
Lanterns
TNT
Rotten Flesh
Heart of the Sea
Sponge
Also, some benefits nails would have over "reinforced beams":
Has 2+ Blocks of coverage in the event of a blast. Reinforced beams can only cover one block, themselves.
With the exception of copper nails (which I agree on your point concerning them), they are VERY basic to craft and many can be crafted from only a couple of logs. Beams require a plank, as well as the ability to get iron before crafting them..
If "unnecessary" Is something a player can easily go without and have a normal game, then the following is unnecessary:
Lanterns
TNT
Rotten Flesh
Heart of the Sea
Sponge
Also, some benefits nails would have over "reinforced beams":
Has 2+ Blocks of coverage in the event of a blast. Reinforced beams can only cover one block, themselves.
With the exception of copper nails (which I agree on your point concerning them), they are VERY basic to craft and many can be crafted from only a couple of logs. Beams require a plank, as well as the ability to get iron before crafting them..
TNT defenitly is not unnecessary. It's the first item that comes into your mind when you hear the word grief.
Wether you like griefing or not, this item is very important to many minecraft players.
Lanterns are nice to look at and you can attach them under a block.
Rotten Flesh can safe your life. The poisonous potato would have been a better example.
Heart of the sea is uneccesary? Why is that? Was the Aquatic update unecessary too? Why isn't the beacon uneccessary?
Sponge I agree. But only becouse i don't like to use them. On larger scales redstone machines are the better choice.
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
There should be an addition of nails into Minecraft. They can help reinforce and secure blocks together to make structures stronger and resist blast damage.
Two types of nails should exist: The wooden nail and the copper nail. The copper nail will be made of the upcoming copper material. The wooden nail will be crafted from two sticks and one button.
Nails can be fastened to doors, windows, and blocks that come in contact with another block. The connected blocks would resist blast damage, but would be limited by durability. The copper nails will have slightly better performance than the wooden nails.
I don't think i would craft copper nails to increase the blast resistence of wooden blocks.
Especially when copper turns out as a non renewable resource.
What other purpose could those nails serve? Any ideas for new items with recipes?
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
No offence, but this sounds like it would make the building aspect of Minecraft needlessly complex. I understand what you're going for, but it doesn't really fit the purpose of the game.
Also with regards to blast resistance, you can somewhat deal with the problem by building structures out of stone materials, while not as hard as obsidian, it does offer a decent amount of durability for the building. Creepers for example can only blast away 1 layer of stone at a time.
I wouldn't see it as complex, but I do see your point. It's for the most part not going to have an impact on the game as it has a fairly insignificant purpose. You can go without it in your world and still continue normally. It is pretty easy to craft, and wooden nails would be easy to obtain, so it's unlikely it would be complex.
If you want my honest opinion about this, I think copper is better reserved as a material for other things
in real life it is a very good conductor of electricity, and pure copper oxides very slowly, especially in cables,
why not incorporate the properties of this material into the game itself?
We could have it sending redstone signals through a cable over long distances without needing a repeater, which would be very useful for powered rail systems. The drawback is copper would be rarer than redstone ore so the benefits of it are not overpowered.
Another property placed copper cabling could have is this
keeping a chunk active on a persons world no matter where the player is on the server, which would be useful for automating powered rail systems or even mob farms if they're into that sort of thing.
To prevent lag, the copper would need to have limits on the number of extra chunks it could keep active at any given time.
And this limit would be determined by the persons computer specifications automatically, if on realms, only 1,024 extra blocks would have their ticks remain active beyond the standard tick radius of the player.
That is a nice idea but i wouldn't like redstone to become more electricity like.
It's already very simular and so tech heavy. When i first saw a redstone ore i thought it was a ruby.
When i mined it i was confused to get dust with the fancy "Redstone" name.
That was so confusing. Why call it Redstone? I googled it up and i was hit with machines!
Wich where wired with dust... Didn't make sence at all but i was all fired up to build them.
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
Copper has many real-life uses, and copper nails are used in house construction, especially roofing.
Also that's a brilliant idea right there
There might be another problem about nailing blocks. If they have to appear visually, how would that be handeled?
Alternate block texture? That could work i guess.
From what i have heard transparent blocks can cause lag. Nailing a big building could actually crash a server / world when the blocks had transparent blocks inside them and suddenly come into render distance. I'm not good at explaining what i mean by this but i don't think anyone would actually implement something this way...
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
In real life copper has many practical applications yes, it is even used for piping for radiators and for cooling systems inside computers, nowadays most high end or well cooled gaming computers use what is known as "vapor chambers", which use hollow copper tubing with liquid in the center that boils and releases heat through the top part, this is also more efficient than water cooling, since if the fan fails, it can generally be replaced, but if the pump fails in a water cooling system, you usually have to replace a more expensive part.
But as far as nails go, these things could complicate the game too much and as another poster mentioned, introduce lag, if more fine details were to be added to the aesthetics of each individual block. It was hard enough for Mojang to get computers to handle ray tracing with optimum performance, now imagine this in combination with texture packs and nails on each block. If nails were to count as transparent blocks that's quite a load that the game has to keep in memory and process at all times.
They are no more resource-intensive than any other block; maybe you are thinking of Fancy leaves? That is because the game renders all sides, including sides adjacent to other leaf blocks, which are hidden on Fast graphics (excluding 1.15+, which have a bug that makes them always render), and the number of faces/vertices rendered is by far the most important factor affecting performance, both chunk updates (the main cause of lag spikes) and steady-state FPS (for example, a 16x16x16 cube of leaves has 1536 visible faces on Fast and 24576 on Fancy, a 16-fold increase. Even a more realistic 2x2x2 cube has twice as many faces rendered on Fancy). Many of my own rendering optimizations involve reducing the number of faces rendered by partial blocks (for example, at least in 1.6.4 snow layers and carpet do not cull faces next to themselves or cause blocks below them to cull their top face, resulting in up to 5 additional faces being rendered instead of just the top face of the snow/carpet).
The main performance issue with this suggestion is the need for additional textures/blocks, which will needlessly complicate resource packs, require an overlay (which will increase the number of faces/vertices; grass blocks used to be affected by Fast/Fancy since rendering the fancy side means rendering an overlay which is separately colored according to the biome, so it was slower), and many more blocks, one for every possible combination of available blocks and nail count if multiple nails can be used per block (while Mojang removed block ID limits in 1.13 this by no means enables infinite blocks; if anything, it negatively impacted performance by greatly increasing the number of blocks from around 250 to thousands).
This doesn't matter if it is common enough, even if you limit world size or exploration; most players greatly underestimate the abundance of resources like iron and even diamond - their perceived rarity comes from the fact that most are hidden, with only a fraction exposed in caves (these numbers were for 1.6.4, with more caves, however, versions since 1.8 have more ore), yet I average around 200 iron per hour while caving (the Wiki says that copper is as common as iron), and I'd expect something like a nail to be quite cheap, say 4 per ingot of material, maybe even 1 per nugget, so that's 800-1800 nails per hour. Also, I think it is a good thing if copper can't be farmed as it gives players more incentive to mine/cave and goes perfectly with a "cave update" (which IMO should nerf existing resource farms, at least so that mining is more effective).
That said, I think it is unnecessary to reinforce blocks; basic precautions can eliminate the risk of a creeper exploding next to your base - my bases are made out of quartz and glass, some of the weakest materials around (0.8 for quartz, 0.3 for glass, and 3 for wood planks), but I light up and fence in the area around them, with enough space that an explosion won't reach it, and it can be avoided in the first place due to a clear view over the fence. Multiplayer (other players)? Either have anti-griefing plugins/punishments/rollbacks or build with stronger materials or have additional protection as described above (good-looking builds are probably not a priority on an anarchy server).
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?
Without mending enchantment however I think you would appreciate your perceived abundance of iron and diamonds a lot more, trust me. I used to play without enchantments years ago before I began to understand their benefits and it's ridiculous how quickly iron armour tools and armour can break. It is not like real life tool usage at all, in real life you can continue to use the same tools for years before wear and tear ruined them, if they were made from high quality alloys like steel. But an iron shovel can be destroyed in less than a day in Minecraft, that's in-game day.
Too many have underestimated the problem of what nerfing mending and unbreaking would mean for actual gameplay.
I don't think iron is very abundant at all in the mines, stone is far more common as is dirt and sand.
The placebo effect has set in because of things like iron golem farming, which not every player uses in their worlds.
I could easily imagine playing on legacy console world types being a nightmare, given my apparent avarice in the game, and I'd rather not fight with my friends over limited resources because that's not helpful for progression, that stuff encourages griefing which is total chaos.
Don't forget that I still play in 1.6.4, which does not have Mending - I must repair my gear with resources in the anvil - including in my modded worlds, where my own version of Mending simply works to keep the prior work penalty down, much as renaming did before 1.8, and the amethyst gear I use is only renewable through extremely rare mob drops, so all the resources I need are mined, and it is so costly that single unit repairs are the only practical way to repair it, increasing XP and resource costs (you need 4 units to fully repair any item while you need as little as one to craft a new item, e.g. shovels. Armor (excluding boots) needs less units than crafting new items but it doesn't need to be repaired as often).
Not that it matters much - I've filled up nearly an entire chest with diamond blocks in my first world and I haven't even used Fortune to mine most of it, which would far offset the diamonds needed to repair my gear if I didn't trade for it (if I used diamonds to repair my gear I'd use about 25% of the diamonds I mined without Fortune). Likewise, I have hundreds of thousands of iron and millions of resources stored away - all I need iron for is the occasional anvil and a few other minor uses (most of the iron I'd need would be for rails but I get all I need from mineshafts) and the amount I mine in a single play session, averaging 700-800 with over 20 stacks mined before, could last for months:
This gives you some idea of how many diamonds I'd have needed to repair my gear if I didn't trade for it; 563 pickaxes is 1689 diamonds, or about 11% of the diamonds I've crafted into blocks, which does include some diamond mined with Fortune but I also used to use them to repair my gear. Overall, I probably use about as many diamonds to repair everything else (the number of swords crafted is low since I repaired it with individual diamonds due to a new sword being too expensive, until I found I could use slightly worn down swords, halving the resources needed):
This was all mined in just one play session:
This is my all-time record for the most ores mined in a single play session, including 1,329 iron:
This is also only a tiny fraction of all the resources that remain in the world - even a single level 4 map has an average of about 1.4 million iron and 52,000 diamond in 1.6.4 and 1.8 million iron and 60,000 diamond in 1.8+ (yes, newer versions actually have more resources) - I really, really can't understand why people are so concerned about running out of resources. The only resource I'd even consider to be rare (relative that what I need) is TMCW's amethyst, which barely meets my needs while caving, and even then I could use Fortune to more than double what I get (its rarity in caves is intentional).
This should give you another idea of just how many resources I've collected; these show what a million coal looks like as ore and blocks (made with surplus coal, which I use a lot of for torches and fuel) - and I've since mined about 2/3 as much iron with a relatively larger surplus (in fact, I actually have more iron than ore alone can account for, with the surplus from chests and even zombie drops, which adds up even at 1-2 per day. I don't actually have 69624 blocks in storage due to using some to make anvils but the 92 anvils I've crafted only needed 276 blocks, or 2484 out of the surplus of 3341 iron in blocks over ore mined, and some of that ore was lost):
A 1000x1000 sheet one block thick:
This is a 42x51x50 cube of coal blocks, which is 107,100 blocks, approximately the number I crafted from 1 million ore mined:
A comparison of the renderings above with the entire world (which has since been explored far more). This world may be large by some standards but you could fly cross it with an elytra in a few minutes; you'd be lucky to find a woodland mansion within this area in a modern version:
More details here: https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/2748332-i-just-mined-one-million-coal-ore
See also: https://www.minecraftforum.net/forums/minecraft-java-edition/discussion/2992751-the-results-of-100-play-sessions-of-caving
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?
Those diamonds wouldn't be renewable if it were not for the trades and mending to keep your armour repaired however.
and the available resources we have on our worlds is less common than a lot of people seem to realize, when we factor in the glitches involving the far lands, you really do need to be careful how many players you invite to your world, aside from the monetary cost of the machine you'd need to cope with 100's of players on your server at any given time, the natural resources need to be shared among players if your server is not strictly PVP.
Based on the video AntVenom provided on Youtube I would say it is unwise to stray far away from 500,000 blocks from center X to Z, this is where the flaws of the game begin to show their demonic side, for starters it can cause insane amounts of lag and it is not because you have a bad computer, it is because of the limits of the game itself, while the theoretical surface area you have in Minecraft is about 60 million by 60 million in blocks side to side, the real usable area is far below this, it's actually more like 4 million when you factor in the terrible physics and falling into the void much beyond that point, perhaps Java version is different, idk, I've not played Java edition in a long time, the point is a popular version of the game has some serious problems.
if a world border was allowed in bedrock edition I'd set it to 500,000 by 500,000 in the overworld on all my current worlds, why? because most players wouldn't go much beyond this so having that extra area available doesn't serve any purpose, and because on the off chance someone does stray beyond that I don't want them to be hindered by lag. On one of the older survival worlds I made friends have told me about lag when they traveled this far out which gave me reason for concern. Fortunately I'm only on realms that consist of 3 active players at most at any given time so I don't have to worry about resources themselves ever running out.
Also think about this, if new resources like copper and the ore variant were to be added to the game, that's less space available for the current resources already in the game. The world generator would have to be modified to make way for copper ore to generate naturally, over time as the game advances and new resources are added to the game this needs to be taken into consideration for the purposes of balance. Having materials like diorite, granite and andesite added to the game didn't affect it too much because it mostly just affected the availability of stone, which was already extremely common anyway so who cares, but when you start replacing precious minerals and ores like diamonds, redstone, emeralds and lapis, then we've got a problem in the long run.
Gonna say no on this one. I wouldn't say it's too complex, but it's just... a lot of unnecessary work that can be achieved by building out of something else. At most, I would say perhaps you could combine Planks and Nails (and probably Iron Nails, not Copper) to create Beams, which are visually similar (not identical) to Planks but also feature improved Blast resistance... but, why even introduce Nails for that? Why not just craft two rows of Planks with an Iron Nugget in the top two corners to produce 3 Beams? Unless you can think of more purposes for Nails, I don't think they're really necessary
Even with support beams there's still a problem, gravity has no affect on the overwhelming majority of blocks in the game, so they make little sense other than for show.
it's very similar to the requests to add slopes in the game, they wouldn't serve any useful function,
you can't slide on them because the mechanics for that don't exist in Minecraft, like-wise they wouldn't have any purpose for supporting wood from an angle, either.
To make iron nails and slopes useful there would have to be an update dedicated to carpentry.
Is this necessary? not really.
How many diamonds have you used in your current world? Divide that by 3.7 to get how many chunks you'd have had to mine out to get them, a chunk being only 16x16 blocks; 160x160 blocks = 100 chunks, 2048x2048 (a level 4 map) = 16384 chunks, 500,000x500,000 = 976 million chunks - that's over 3.6 billion diamond ore!
Also, the impact of adding more ores is quite insignificant and they will not displace existing ores if they are generated afterwards (aside from minor overlap along chunk borders since most veins are 2x2 in size) - even at layers 5-12 only around 3.3% of all blocks are ores (this seems rare but when branch-mining you can expose multiple blocks per block mined and veins are usually multiple blocks; the Wiki says up to 1.7% of blocks can be diamond, compared to an abundance of only 0.12%; likewise, caves expose many blocks), and they could always increase the amounts to offset this, much as they increased the amounts of all ores in 1.8, possibly to offset a reduction in caves (a 20% increase in ores means that they could add something that displaces 16.6% of blocks (1.2 * (1 - 0.1666) = 1) and there would still be as much ore as there was before 1.8):
This is from before 1.8; ores are about 20% more common in newer versions:
Also, this is a chart of ore distribution in my own mod, which is similar to versions prior to 1.8, aside from changes to cave lava level and the ranges of rarer ores (7 layers lower), and more lapis below layer 3 (along with amethyst this makes branch-mining below lava level more attractive). The addition of new ores (amethyst and ruby, the latter not shown as it is biome-specific) have no impact since they are generated afterwards, nor is there any significant impact on the abundance of amethyst due to being overwritten by ores generated earlier (it is 1/8 as common as diamond above layer 2 in terms of actual attempts):
These are the results from an actual world, 18687 chunks between layers 3-62 (excluding the deepest two layers which have more amethyst); redstone, which generates before diamond, is about 8.1 times more common than diamond (expected is 8), which implies that 1.25% (8.1 / 8) of diamond is being overwritten; likewise, redstone is about 66 times more common than amethyst (expected is 64), implying that about 3.125% is being overwritten (by both redstone and diamond), amounting to a loss of 3 ores out of every 100 that would otherwise be generated - note that these are within the layers with the highest overall ore abundance and the Wiki says that copper is as abundant as iron, so it will have less of an effect than redstone:
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?
Not what I was talking about when I was describing beams. Don't let the name confuse you It's just a different take on reinforced planks, but I couldn't think of a better name (I guess Reinforced Planks?). Basically trying to propose a way this guy could get the core idea he's aiming for without introducing an unnecessary new item
If "unnecessary" Is something a player can easily go without and have a normal game, then the following is unnecessary:
Also, some benefits nails would have over "reinforced beams":
Here's how I believe they would be textured:
You know when you place a button on the side of a block? Looks like that, but smaller and more square.
TNT defenitly is not unnecessary. It's the first item that comes into your mind when you hear the word grief.
Wether you like griefing or not, this item is very important to many minecraft players.
Lanterns are nice to look at and you can attach them under a block.
Rotten Flesh can safe your life. The poisonous potato would have been a better example.
Heart of the sea is uneccesary? Why is that? Was the Aquatic update unecessary too? Why isn't the beacon uneccessary?
Sponge I agree. But only becouse i don't like to use them. On larger scales redstone machines are the better choice.
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