Rascal.
It's nice to have a reward in the game even if it is random
Rascal.
It's nice to have a reward in the game even if it is random
Quote from allyourbasesaregone»
I'm sorry to tell you you'll have to look for new chunks to get the fixed ratio again, heh, might be good bit of travelling...
It stands to reason it's wise to wait until 1.18 + a few patches before trusting this update as our vanilla Minecraft experience,
and actually I've recently considered a new world by the time 1.18 update comes out,
because it means deeper mines are available at world creation in the original spawn area, and with no need to travel
hundreds or thousands of blocks elsewhere.
the diamond ore generation being fixed is nice
and contents of a shulker box being deleted just for dying it didn't affect me or friends thankfully, as we had already dyed our shulker boxes before the 1.17 update.
that bug being fixed according to that list is very nice too.
now we just need to be patient for 1.18, when the full features of Caves and Cliffs are open
actually I'd suggest waiting for a couple of patches after 1.18 is first released, just to be on the safe side,
you never know what bothersome glitch could cause other lost items or for something else to not work the way it should.
this update from what this list suggests, is a revised version of 1.17, functioning as intended,
it would be sensible to assume patches would be needed for 1.18 because there could be bugs with terrain generation still,
or severe ones that cause chest items to get deleted which is awful.
Quote from Justin_Grande»
This Minecraft update is beautiful but I had one problem on 2GB RAM phone is too lags, takes long time to load.
2gb of RAM is no longer ideal for the game. It was for the older versions which is why it ran so great on the Wii U, but things have changed.
Quote from allyourbasesaregone»
Seems like the game is ruined balance wise, Agtrigormortis was right.
It's now easier to get diamonds from raiding structures or trading than from actual mining.
So a wise miner will only mine emeralds from now on...
which is a completely backwards way to solve the balancing problem, if anything the diamond trading system should have been nerfed, not the presence of diamond ore.
I am no longer excited for 1.18 because of this. I agree with TheMasterCaver on this one, we have much less incentive to explore the new cave systems due to the vastly increased rarity of diamond ore, which presumably not even the technique of strip mining can do much to fix.
awful decision, I hope the community puts up enough of a backlash over this to encourage Mojange to put the ore generation back to what it once was. It wasn't broken before and the standard ore generation should have been left alone. If people wanted that much of a challenge that they wanted ores to be rarer then there should be world settings for that, it shouldn't be forced on everybody else, just because they disagreed with us.
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But the rest of the tree is flammable, surely if fire was the culprit the rest of the tree would have burned down, no?
I suppose rain would put the fire out before it got a chance to go that far, but that's not always the case, sometimes fire spreads before the rain can do that or if the rain stops at just the right time, the entire tree would reasonably be expected to have been totalled, but this also depends on if fire tick is on or off.
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And copper is abundant enough to do both, make copper tools if it became a feature with copper and use copper for large buildings.
I've decided to use oxidized copper for the top of a bridge I am going to make, you don't even need ingots from Drowned Zombies for this because there is so much copper underground that can be fortuned and resources can go further if paired with the use of a stone cutter for making slabs and staircases.
For permanent one and done structures, item renewability generally only becomes a problem if we want to preserve the look of biomes or if we are irresponsible/careless or if somebody else griefs your build or refused to clean up after themselves after accidentally damaging your build. If that resource in question is abundant in naturally generated biomes, players have no excuse not to mine for it in my opinion if they need those resources for a project they're working on. The only exceptions being things like wood, crops and food, where renewability is reasonable to expect no matter how common or uncommon they are.
Resource renewability is primarily a concern for things like rare items as well as enchantments, potions, wood, food, tools and armour, where anvils are destroyed after a limited number of uses in addition to replacing anything that was lost by breaking or death. Even with mending it is still possible to break something, especially if we're talking about something like golden boots which have abysmal durability ratings to start with.
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TMC is probably right about this one Princess Garnet, I did say my recently built nether tunnels I had not noticed Ghast spawn on bedrock edition, although I alluded to it being an issue in the past, so it was most likely a bug in earlier versions where Ghast would spawn in spaces smaller than what the wiki states to be their ideal spawning conditions.
I could give it a try as I was saying before because it would save a ton of resources crafting the rails. If it works, the Nether will be better suited for railway networks because they serve as shortcuts through the Overworld with their 1 to 8 block ratio. This means a railway 1,000 blocks long inside the Nether would be roughly 8,000 blocks in distance, it wouldn't be an exact figure because the Nether portals will only generate in areas with enough space for them at the other side, they cannot spawn in an area that is solid, if they did, players and mobs would suffocate when passing through them, or be stuck in between solid terrain where the portal would have spawned.
Nether portals do have some safeguards in place to prevent unfair spawns, but they don't go far enough because it is still possible for players to be killed by a hazard or a mob at the other side before they even find out what they are dealing with. An issue in bedrock edition which hasn't yet been patched, and if a Nether portal sends you into a deep dark biome when attempting to use them to escape the Nether in a different location, players are in serious trouble here, especially if they then walk off the narrow platform the Nether portal makes.
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This is why I am a fan of locked difficulty and why I think it should be imposed on any world that has cheats disabled. I have my current world on normal difficulty which chaptmc plays on and I have not had a need or desire to switch the difficulty going forward for any reason and haven't.
If I wanted a world to be on peaceful I'd make a separate world for that purpose.
Oddly enough servers on bedrock edition have a default difficulty of easy, even though the default should be normal just as it is in single player and non dedicated server multiplayer. Mojang obviously intended normal difficulty to be the standard for general survival gameplay, while hardcore is meant for professional or expert level players which of course are not the majority of the playerbase.
It could very well be a feature exclusive to bedrock edition, you have a point, I have not tested this on Java edition, but on bedrock edition we can definitely say for sure that Sheep do indeed destroy tall grass. The workaround is to use moss blocks with grass bone mealed on top, as Sheep do not spawn on moss blocks, it gives moss blocks a legit purpose I suppose other than aesthetics for player gardens and making mossy stone blocks renewable.
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I suppose I could give it a try, the Wiki states that Ghast need at least 4 blocks high and 5 blocks wide of unoccupied space to spawn in, and under normal circumstances this should always be the case. I have however and so has my friend Chaptmc seen stationary Ghast spawn in spaces smaller than this, it's rare, but it can happen, but most of the time they don't, and you're right, I have not seen them spawn in small tunnels I recently made in the Nether, which are 2 blocks high.
If a rail or two gets demolished by a Ghast spawning in a place they shouldn't, over the course of say 3 months, a full season, or a year, 12 months, it's no problem to replace those, even if powered rail because both of these are renewable, and you'd likely have a surplus of gold even by killing naturally spawning Zombified Piglin well before then.
Just fill up a double chest of golden swords, smelt them and we have the 6 ingots we need to replace the lost powered rail or two.
And these can be manually farmed within less than 12 hours if you're dedicated enough.
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I love this suggestion, the addition of a pen to edit signs, would eliminate the accidental clicking on signs which take you to the edit prompt
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I've heard of boats being used on ice being part of the game for a long time but never used them myself, I am aware packed Ice does not melt in the Nether however so I could see why some people would use it there.
I just wished minecart systems were safe to build in the Nether, as technically even a stationary Ghast that spawns in areas not normally suitable for them to be in, gaps 2x2 wide, could still destroy the track. It is this very reason that makes me too worried to build a rail in the Nether.
Lighting could be used to prevent the spawning of Skeletons and Wither Skeletons, and Piglin will not automatically start harassing players that wear gold armour, so they're not usually the problem, they can bump you in a different direction though, whether this is intended design or not it doesn't change the fact that it is problematic for players, personally I think minecarts should be reworked so that their forward momentum causes minecarts to push mobs or players if there are any mobs or players riding them. IMO something this heavy shouldn't be so easily stopped and bounced back just by a mob that just casually walks onto the track. The only thing that should have the power to cause minecarts to immediately come to a halt is something like a powered rail that is switched off, a block at the end of the track or even the rail itself terminating, otherwise moving minecarts should have momentum physics programmed in so that they gradually slow down if moving along normal rails, even if there is a mob in the way.
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I would think glowing variants of these blocks would be a good idea to add for End city structures yes, it would give them a more mysterious look and having them being the only natural means of finding the glowing dyed variant of blocks in End cities would be good.
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And that's proof that their obsession with nerfing resource farms isn't doing the game any favours, while some nerfs are necessary, the fact is when it is done in stupid amounts as it is now, we get this, a game that punishes players simply for not having as much free time as other people. Not everybody can or afford to spend every day of their life playing video games, some people have to go to work to earn money to pay their bills, or go to school or college.
Thankfully many food items in the game, although not all of them, are easy to farm in large amounts when you have the infrastructure for it which understandably and for good reason, takes knowledge, time and patience to build. With cropfields you avoid the need for even cooking food items with the exception of potatoes, as raw potatoes have lousy hunger restoration, and campfires can bake potatoes with no additional cost on fuel.
But when you are cooking meat items in the game, as campfires do not do burn status, only burn damage itself which is not damage over time status effect, but a direct form of damage that can be avoided being taken with enchantments like Frost Walker, they will not cause animals to get roasted then drop a cooked food item. I can see why for some people who build food processing plants or factories, this would be inconvenient for them.
I mean, Mojang may have a point against it if their reasoning is not to promote animal abuse, but I doubt this is their reasoning,
if it was, why even allow players to kill animals for food to start with in the game? it's more likely that they just hate resource farms
and do everything they can to prohibit their construction in survival, no matter the world options chosen.
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If you're careful and know how to use the mob proofing mechanics to your advantage, you don't need to be in peaceful difficulty.
There are exceptions, some hostile mobs will spawn in the Nether regardless of the light level, but even then you don't have to build a rail system in the Nether. The Overworld, although the longer route, is usually the safest one to build a minecart transport system in.
Unfortunately Pillagers can spawn regardless of the light level in the Overworld, this means players are either forced to deal with them or avoid them altogether by running away from them until they despawn. So I do see some valid use cases where peaceful difficulty would be done, Pillagers don't destroy builds unless Ravagers spawn in raids and attack cropfields, but Endermen can tear up dirt blocks which for some people is annoying.
But it is not like peaceful difficulty completely gets rid of mob griefing, it is as my friend chaptmc put it, Sheep can tear up double tall grass
and they spawn in any vanilla Minecraft world in the Overworld dimension provided there are grass blocks and if the light level is high enough. As annoying as it sounds, you'd either need mods or cheats to disable mob griefing altogether.
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I would like to see an alloy system being added so they can enhance the base durability of pure item tools, similar to netherite doing it for diamond gear.
And copper tools could be given special properties other tools don't, such as low cost repairability on the anvil even when enchanted.
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Unfortunately we don't have a choice in whether or not a rod has Curse of Vanishing if say it was received out of the water with it or if it was given to us by somebody else.
However fully enchanted cursed rods I would still use sometimes, it's not like using them would be hurtful to the overall gameplay and provided your fishing hut was secure enough, which you do a good job of making yourself on our server, it makes no difference whether the rod was cursed or not, by the time you had finished using your rod it's likely you would've kept it in a chest somewhere, making it immune to the vanishing effect in the case of death, then there's the use of Totem of Undying, which means the consequences for using a Curse of Vanishing item becomes moot.
Treasure can be obtained in naturally generated lake, river or ocean provided the minimum requirements are met which you mentioned, 5x5x5.
I go by testing first and foremost, if it provided me treasure once, it would most probably do it again and again by RNG.
Some things we need to figure out on our own, but generally speaking I use naturally generated lakes or oceans for fishing in the game as they do a pretty good job in providing decent loot anyhow.
My fishing huts are not AFK by design, they're all manual, but they do work and I even use lightning rods for them to protect the wooden structure, not just make the boardwalk secure from attack from Drowned Zombies using Magma Blocks. The only main weakness in them being that if they do not have a suitable shelter for the outdoor portion on the boardwalk, then Phantoms will come out and harass me or other players using them who haven't used a bed on the 3rd night.
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Speaking of compacting blocks, I've recently began compacting bone meal into bone blocks and only now do I find this feature useful because it will allow me to compress materials for making white dye and their associated blocks as well as farm moss blocks for making mossy stone block variants.
Each bone block being worth 9 bone meal means 3 stacks of bones are worth 1 stack of bone blocks,
as 3 stacks of bones are worth 9 stacks of bone meal, meaning we save 3 times the space by converting bones into bone blocks.
As an added bonus I suppose I could build a pseudo dinosaur in the museum build I said I wanted to do.
My method of gathering bone meal is sorta dangerous, as it means fighting Wither Skeletons in a Nether fortress,
but it is worth the trouble. I could do composting to get bone meal instead, but that takes too long and is an annoying way to farm the material,
the reason composters exist is obvious, it gives players in peaceful difficulty access to renewable bone meal other than killing fish, but I wouldn't say it was efficient, even hay-bales don't do a 1 to 1 conversion of bone meal even though they are worth 9 wheat each. So I turn to killing Skeletons as my go to method of mass gathering of bone meal, as is often the case, the classics are the best.
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A positive me and a friend noticed with 1.20, Mojang just fixed an issue where texture packs would stop working properly after each game restart in bedrock edition, now we can set marketplace texture packs to load each time the game starts and only have to do the setting once, not every time we restart the game.
Classic texture pack is now worth using again!
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There are pros and cons to refusing updates, on the one hand we don't get bug fixes and security patches, meaning software that doesn't get updated will at some point either stop working with a newer operating system or worse, be exploited as a backdoor security hole into somebody's system for malicious purposes.
And people don't get new content, as someone who asked for Mojang to do not only content parity but also give bedrock edition players the ability to lock versions in both the launcher for the client application and the server, I too would be irked by missing out on newer decoration blocks and passive mobs, it's a tradeoff for blocking something extremely negative for somebody's play style, it could be a nerf or perhaps not, in some instances an update could cause something to not work the way it should, don't ask me how because I don't even know, but occasionally an update does break something, it took Mojang until 1.20 to force texture packs to load properly and not just keep loading the default ones every time on bedrock edition after each game restart.
But better late than never I suppose.