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    posted a message on Cleaning Copper
    Quote from Jancrash»

    Oxidization is a chemical reaction, so chemicals would be necessary for removal, not just heat. Gameplay is better than realism, but in situations like this, Mojang typically makes realistic additions. (Think changing cookies to seeds for parrots and when anti-oxidation was added in the first place.)

    From a bit of research, I see that most of the cleaning is done through pastes or juice rather than heat. It'd make sense if some sort of water and honey combination could clean it. Most likely, I'd say you can craft a water bucket, honeycomb and rusted copper block together to reset its rust state with the water bucket not being consumed upon crafting.


    But the Furnace doesn't seem to just use heat, and the fact that it can smelt ores indicates that it can be used to reduce metal oxides, as most ores are either oxides, carbonates, or sulphides (And rusted copper itself in-game rusts into the carbonate, which IRL is, as malachite, one of the main copper ores), so, if the furnace can smelt ores, it should be able to remove rust.

    Posted in: Suggestions
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    posted a message on A new villager type that could help repair equipment in the early game

    I actually think it's OP. In a reasonably large village with farmers, it's fairly easy to obtain emeralds, whereas high-end equipment can involve repairs with diamonds and other rare materials, so it effectively would render anvil repairs obsolete.

    Posted in: Suggestions
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    posted a message on Drops for Piglins and Pillagers

    Village and Pillage, and the Nether Update added new mobs with a weird feature: Having no drops, apart from held equipment, in spite of being hostile. Namely, these mobs are Pillagers and Piglins; as well as Piglin Brutes.
    These are quite puzzling: They're hardly weak (Apart from Pillagers having no brains, but that's rather common in-game), and Piglin Brutes in particular are stronger than most Nether mobs, yet drop practically nothing. Similarly, Pillagers are also rather bad in this regard: During a Raid, you have to fight a lot of them, but due to the lack of drops, it becomes quite a drain on your arrow supply unless you already had a lot beforehand.

    Without further ado, I propose the following drops:
    Pillagers:
    33% chance of dropping an Emerald. Works like in the case of Spider Eyes: Player damage only, and Looting just increases drop chance.
    1-5 Arrows. They need ammo for their crossbows, after all.
    0-1 Iron Nugget: No source of these exist apart from crafting them and bartering. This would provide a reason to seek out Patrols. Works just like Zombified Piglin Gold Nugget drops.
    Piglins:
    0-1 Raw/Cooked Porkchop: The reason is simple: They're pig-like after all, and it's weird that you can eat their undead brethen but not them. Plus, it harkens back to the very early days when Zombie Pigmen (Now called "Zombified Piglins" dropped Cooked Porkchops.
    0-2 Gold Nuggets: It doesn't make much sense for their zombified counterparts to drop gold, but not them, specially when it's living Piglins that hoard gold; not to mention that they're normally hostile anyways.
    0-1 Gold Ingot (Rare): Same as above.
    0.2 Arrows (If they spawn with a Crossbow): Well, they should be carrying the arrows they shoot.
    Piglin Brutes:
    0-1 Raw/Cooked Porkchop: Same as above.
    1-3 Gold Ingots: They don't respawn, are strong, and are visibly carrying a gold bracelet. They're clearly carrying more gold than usual AND their strength makes it weird that they have no drops.

    Posted in: Suggestions
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    posted a message on Villager Iron Golems behave like Piglins or Piglin Brutes

    Pretty much the only reasonable behavior on Golems that you've suggested is that opening village chests also angers them. The rest deviate from their main role as a combat golem or are already done by villagers.
    As for making them attack you on sight unless you're wearing chainmail, that makes no sense. In the case of Piglins, they attack you on sight unless you wear gold because they seem to really value gold and respect someone who wears it, but there's no connection between iron golems and chainmail that's like that.

    Posted in: Suggestions
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    posted a message on Seized Villages

    Rather than Vexes, it'd be better to put Ravagers in the cages, as vexes are otherwise spawned by Evokers.

    In order to set the seized villages out from mansions in terms of loot, you could include the Illusioners, as open spaces is where they can more easily fight.

    Posted in: Suggestions
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    posted a message on Put the CRAFT back in MineCRAFT

    I can see the point of saddles, specially as they're renewable through fishing anyways.
    I'd be more in favor of craftable horse armor if it could break and be enchanted.
    Chainmail IMO already struggles to find a real point in existing. I don't see the point of crafting it when trade is already it's main source and could be balanced around that.
    Trident feels too cheap, althrough I think it's fine material-wise because you don't have to conquer a monument to obtain it unlike most other suggestions (Which voids the point of the Trident).
    Elytra shouldn't be craftable, specially with such a cheap recipe.

    Posted in: Suggestions
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    posted a message on More fantasy and made up creatures

    I think it's a bit too broad in wording, but I'm not exactly going to fool myself into thinking that a broad, undetailed idea is necessarily bad.
    I'd advise you to consider making a few examples in future suggestions.

    As for this one, I agree, specially as fantasy passives can be made to do stuff that passive mobs based on real animals could not.

    Posted in: Suggestions
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    posted a message on The Petrified Beast/The Juggernaut (Nether iron source)

    A small problem I see with the design is that it doesn't, unlike the Nether gold and mushrooms, really explain where the iron came from in the first place, so it'd be interesting if, rather than wearing ruined armor, it looked rusty, as if it were either made of iron ore, or somehow produced iron ore "scales" not too differently from a Scaly-Foot Snail, which would imply that it's a native source of iron rather than just the remnants of imported iron (After all, the update so far has made most other raw materials that used to appear in the Overworld but had products made of them found in the Nether such as stone and gold able to be found in the Nether itself as well).

    Posted in: Suggestions
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    posted a message on Be the last poster to win!

    Make me.

    Posted in: Forum Games
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    posted a message on JADE - The Decorative but Useful Nether Ore

    The concept of the Urn is interesting, but the cost per summon risks making it too awesome to use. I'd recommend adding lesser rituals, which wouldn't necessarily destroy the urn.
    Rather than having jade ingots and bricks, it should be more like actual jade, and be a gem, both for realism, and because it'd put an inconsistency in the game, which is that only metals require smelting for now.

    Posted in: Suggestions
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    posted a message on New weapon idea: Gun
    Quote from senpian»

    What point does melee weapons doing instant damage have to do with anything? I'm not sure if the OP forgot that you have to be close to your target with a melee weapon? I'm not trying to be rude here, but the point still confuses me to death. That's kind of like going, "well my idea of insta-nukes do instant damage and melee weapons do instant damage so why is my nuke so overpowered?!?!" Because... it's... it's a nuke? I know that's an extreme example, but notice how saying that didn't save the nuke idea by even 1%.


    The tracer would only have an effect in multiplayer. Sure, mobs could be programmed to come at you from farther away, but a.) it's still a not-so-fitting gun that will still be hated by many, and b.) I'll just switch to the crossbow so I can pick off unaware mobs from afar with hardly any problems, leaving this gun still an unbalanced add. Like I said many many many many times now, if the crossbow is so quick and long-ranged, why add another ranged weapon? The OP would be better off suggesting something different.

    Also, if this weapon wasn't a gun, I'd still not support because the balance/reason issues are still there.


    In the case of melee, yes, it's not relevant to the suggestion.
    As for PvE, that problem is common to ranged weapons in general, but, as you point out, that makes adding a gun (At least in the same format as this one) pointless, as the existing ranged weapons already fill that role well enough, and a weapon that does so even better is hardly a wise idea to add.

    Posted in: Suggestions
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    posted a message on New weapon idea: Gun
    Quote from senpian»

    It seems like every time I bring up a good point it gets lost and forgotten.

    The OP compared melee weapons and ranged weapons in the most illogical way I've ever read in my life. Don't take this the wrong way AMPPL50, but you upvoted him. Why? That weird, weird comparison had absolutely nothing to do with my point. I don't think the OP even knows a single point I'm making in this thread. There's comparing apples and oranges, but that was comparing a German-Swiss cookie to an alien clown covered in sulfuric acid and whale blood.

    You're doing it wrong man. Modern/future gun or not, the problem still lies in the balance. Don't be so quick to just jump on the support wagon because something sounds "fun". It needs to be balanced too.



    Because he has a point in that melee weapons are instantaneous, althrough the flaws created by it don't make much sense to be mentioned here, to the point that, in hindsight, I've removed that upvote (Or tried to, considering how weird the forum can get with it). Then again, that may just have been my brain going out to lunch.
    Considering that one of your complaints is caused by the very fast projectile, it could have a tracer effect, which could reveal where you've been shot from, allowing you to do things such as building a dirt wall to protect yourself from further fire, or the exact speed could be mentioned in the OP, and compared to the crossbow and bow's arrow speeds, as "somewhat faster" is hardly the same as "effectively hitscan", but it's not explained which one of the two it is.

    Posted in: Suggestions
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    posted a message on New weapon idea: Gun
    Quote from senpian»

    Do diamond swords no-scope shoot people from 60 blocks away..?


    No, but crossbows can. In fact, one of the flaws of the suggestion (And one you pointed out, and I agree with, althrough we differ in the conclusions taken from this, as you seem to consider it too powerful, while I consider it to be too weak) is that it overlaps with the crossbow too much.

    Posted in: Suggestions
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    posted a message on New weapon idea: Gun
    Quote from senpian»

    What's with this fixation on you wanting a gun or some gun-like object in the game? Why is that so important? Pretty much what Calico said. Why does "gunpowder has few uses" need to equal "there needs to be a gun to fill the void". That's like saying "I don't think paper has enough uses, so we need to have paper airplanes!! >=["


    What makes you assume that a weapon that shoots fireballs is necessarily the same as a gun? Why couldn't it be like a blowgun, or a bullet-firing crossbow? After all, what would matter is that it can shoot fireballs, not that it's actually a gun.
    As for wanting something like that, because it's the most obvious use of gunpowder that cannot be replicated with TNT and Redstone.
    The real question is: What's with the tendency to treat gun suggestions as if they were trying to turn Minecraft into a CoD clone, as opposed to valuing the suggestion purely on it's own merits? What I see is that, when anyone puts any suggestion, they're not given constructive criticism and just told that "It doesn't fit because guns are not medieval" (Meanwhile, they were invented in the late Middle Ages, and became very popular by the end of it), or "This will turn Minecraft into CoD" (Without explaining how), or "This will make the game less family-friendly" (Again, no explanation how would adding a gun intrinsically do this), or, worst of all, "This is OP" (And reading the suggestion actually shows a crappy weapon that is too expensive for what it can do) without explanation.

    Posted in: Suggestions
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    posted a message on New weapon idea: Gun
    Quote from senpian»

    Well... yeah, I guess.


    Ehhhhhh... We already have enchantments for fire arrows so this new fire charge weapon feels redundant. Regardless, it's stupid easy to kill mobs from a distance with or without fire

    Fire charges have other properties apart from just setting entities on fire, such as setting blocks on fire (Which would make it a great forest-burning tool), and not being affected by gravity.

    Posted in: Suggestions
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