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    posted a message on I don't like Minecraft 1.18 terrain generation
    Quote from SirDaddicus»

    I'm OK with the rivers being wider in places. I live in Minnesota (USA), and almost EVERY river widens out to a lake somewhere on its path. So, it's realistic.

    But, I could agree that it might happen too much in 1.18. Still, it makes great places to build drowned farms.


    Some of the best highlights in the 1.18 generation are in the mesas, in the screenshot shown. I don't like everything in the 1.18 update, however I like how the badlands are handled, not only do mesas look more like actual canyons now such as the famous Grand Canyon in US state Arizona, they have wider rivers which I do agree with, because rivers do cause erosion of land masses on their paths over time, causing not only rivers to become wider, but also for ravines to form. So now Minecraft badlands feel more like the "wild west" type of desert.


    And yes in Minecraft they do make for excellent Drowned Zombie farming, you got more gold to mine in mesas on top of an unlimited copper supply, I just wished copper had more uses besides just the lightning rod and spyglass, to be fair though it is a new feature so I'll let that slide for now. Mojang may implement more uses for copper into the future of the game, if we're lucky.

    Posted in: Recent Updates and Snapshots
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    posted a message on Which type of server should I choose?

    As far as I know, feed the beast servers recommend at least 4gb for modded Minecraft servers, but this depends on how many mods you're running as well as the render distance you're using, and the number of active players.


    Vanilla Minecraft servers shouldn't need any more than 2gb allocated if in single player or small multiplayer up to 4 players, although 8gb of system memory is what I'd recommend for playing Minecraft on so that the Operating System has enough headroom for its own tasks as well as any background third party apps that may be running.


    depending on what you're doing, 32gb could be beneficial, but I highly doubt with only 7 to 8 people on the server that's even needed, it doesn't hurt, but it doesn't help either as you'd have a large amount of RAM that's just idling waiting for programs to fill it up.


    Although I'm not very active on Minecraft Java any longer, I used to be and I have used mods using Forge mod loader in the past, so I do have enough experience to know that mods can eat up a lot of memory, even then I still had enough and I was only using a PC with 8gb of RAM back then. Now I have a desktop that has 16gb.

    Posted in: Discussion
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    posted a message on which weapon do you use to kill mobs?


    just put blocks on the other side of the lava and they double as a floor to a low ceiling


    haha funny meme


    It's still not very reliable, tow4rzysz made more sense when tow4rzysz said use blocks to make only a 2 block tall opening to prevent them from coming through, which does work. I also put doors in Nether fortresses to stop other hostile mobs coming through with them, regular Skeletons also spawn in the Nether including in fortresses, and they can make it through 2 block tall openings, same thing with Blazes, Zombified Piglin and small Magma cubes.


    Sometimes the safest way to play is to play defensively, unless you intend on fighting Wither bosses in the future, you have no real reason to be starting fights with Wither Skeletons. Sure, you can get renewable coal from fighting and defeating Wither Skeletons, but charcoal does the exact same thing as coal, with the exception of making coal blocks, and charcoal is a much safer fuel source to get on top of being renewable, so why wouldn't you make it? it's cheap, 8 pieces of charcoal will cook or smelt 64 items, and you can make campfires, torches and lanterns with them.

    Posted in: Survival Mode
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    posted a message on Almost everyone says this.

    Exactly. Thank you for the mathematical legwork.


    And as an added bonus, you can get 24 fishermen, which means you have plenty of fishermen for trading string with per in-game day, and this is very useful if you have a Spider Spawner or better yet a double spider spawner nearby.


    Also barrel inventory is completely unaffected by Fishermen using them, your items stay put even if they access the barrel.

    Out of all Villager types I'd say the Leatherworker is the least useful, not counting the Nitwit which we all know is useless.


    By the time you have trades set up, you most likely are wearing at least Iron armour, so leather armour becomes obsolete

    except for if traversing mountains, then leather boots are needed for safely going across powdered snow to avoid falling in.

    Posted in: Discussion
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    posted a message on Why do endermen pick up blocks?

    It's done to encourage players to spawn proof their territory, there is no other reason for them moving dirt, gravel and sand around.

    it is a form of mob griefing, but it is also something within the players control, so I find this acceptable.


    Endermen don't spawn on mushroom islands in Overworld, however they can spawn in cave systems adjacent to those biomes, just not in caves underneath mushroom islands.


    If you don't want Endermen lurking around moving your sand or dirt, then you need to take the time to light up every cave within the simulation distance, not just everything on the surface.

    Posted in: Discussion
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    posted a message on New ender armours, items, blocks, mobs and features. (Part 1)

    End Forests, also called highlands and midlands, where chorus trees and end cities spawn, and there are no void gaps.


    Traversing the void with a properly aimed ender pearl is challenging enough, bottomless pits aren't bad game design in of themselves, but when they are combined with cheap and annoying mechanics that can send you plummeting into them through no fault of your own, that's when they do become bad design. Obviously if you don't aim an Ender Pearl properly and fall into the Void then that is on you if you die, but this is clearly different.


    Chorus fruit does exist in the game, so does potion of slow falling, but you can only carry so many of them before your supply runs out and you need to be in the midlands and highlands to collect more. In the barrens and small islands you won't have them, which brings up another problem in OP's suggestion.


    With regards to video games having almost unavoidable knockback that sends you into bottomless pits, we should have moved on from this issue since the late 90's, but apparently some people want their return, this is precisely why mods exist, if they want to personalize their game experience to fit that play style then that's their choice, but that doesn't mean the rest of the video game community should be forced to deal with it.

    Posted in: Suggestions
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    posted a message on New ender armours, items, blocks, mobs and features. (Part 1)
    Quote from dsf_dsf»


    First of all, although the flying snake will push the player into the void, the corundum armors can reduce the KB, so it can greatly reduce the possibility of being pushed into the void by the flying snake, and wouldn't you build a pipeline bridge to pass these two biomes? Also, have you ever played bedwars and skywars?
    Minecraft is not a game that is completely prepared for novice players, and Minecraft has changed a lot of mechanics, such as combat, commands, villages, and ore generation. You can check the wiki for any changes, so you can explore end more smoothly.


    But you can wear netherite armors to lower the KB a bit first, then build the pipeline bridge, which will be safer.
    So what kind of forest are you talking about?

    Irrelevant, as long as the possibility exists, it's still a risk that not even the armour in your suggestion would be enough to prevent, causing needless frustration and unfairly lost items just for traveling even if you didn't start the fight. And while it is true players can use the Ender chest to protect their most important items like enchanted netherite gear, potions and shulker boxes, this new "Corundum armour" would have to be worn at all times, without any armour players are faced with another problem besides just the flying snakes in your idea, they'd be at a great risk of being killed by Endermen.


    As for bedwars, that's a PVP server game that is entirely independent of vanilla Minecraft, it has no bearing on whether or not your suggestion is a valid one to introduce in an update.


    And as allyourbasesaregone just told you, if someone spawns in the barrens or small islands by the time this gets implemented, wikis won't help the player as they would be stuck there, meaning if they are not wearing netherite armour by then, but are using iron which has absolutely no knockback resistance, they're out of luck. The reason why players would wear iron gear in End isn't hard to figure out, the risk of losing expensive equipment still exists, and seeing as Iron gear is still compatible with enchantments it offers enough protection to make it practical and it at least gives players a fair shot at dealing with Shulkers and Endermen, even Ender Dragon if you're careful. Iron is renewable thanks to trades and Iron golems, but netherite is not, there are valid explanations as to why even good players would choose this armour type in some circumstances.

    Posted in: Suggestions
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    posted a message on New ender armours, items, blocks, mobs and features. (Part 1)
    Quote from dsf_dsf»

    Why would it be unfair? You also can even combine abyssal trident with corundum armors, so that you can more easily pass through these two biomes.


    Because it's a change that would abruptly catch people by surprise when they're already used to the existing armour system allowing them to traverse the barrens and small islands in End using ender pearls. With your suggestion, not even bridging the void would be safe, as the flying snakes could push players off and down into the Void costing them all their inventory. In the majority of other cases barring hardcore mode, it is possible to retrieve dropped gear if you die, but not in this situation.


    If they don't know what the features of this update entails, how would they prepare for it playing through the normal rules of vanilla Minecraft? it's not something that would show up in a hint. Potions of slow falling may offer some protection against the Void if you miss one of the islands, but it's not a 100% reliable solution, and you don't start out with the Elytra, you have to go looking for it which is fair enough. The problem here is the new armour system completely changing the way the End works.


    I don't know about you, but I'm not a fan of obnoxious knockback that causes players to fall into the Void,

    and it's generally associated with bad game design for a reason.

    Posted in: Suggestions
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    posted a message on Better Pillagers
    Quote from tow4rzysz»

    Raids are of no issue if you move villagers underground or wall the village off properly. Villagers obediently follow beds, bells and working blocks where you set them most of the time.

    If raiders started yeeting TNT at anything they deem obstacle you'd have to turn your fortification efforts several notches to be actually working, like building water-coated/obsidian walls or having to create a large artificial lake over the bunker.


    Sorry for the massively delayed response, I wasn't sure how to reply to this one but now I do.


    Actually I agree with you on the TNT thing, I think Pillagers wielding TNT would be overpowered, considering that there wouldn't be much you could do to stop them, not even trench building would guarantee safety with this one. Furthermore, a newer difficulty mode could be added for people who want that type of feature, Very Hard mode as I brought up several times in the past, that way Pillagers will have TNT as a means to sharply increase the difficulty of survival mode.


    I don't feel like Pillagers in raids being able to break walls except obsidian around areas with Villagers is too harsh though, not on hard and hardcore, after some thought, as it would be limited to these areas. All you'd have to do to avoid the possibility of a raid destroying or looting your base is to have your base either outside of a Village or on a mushroom island. I believe Mushroom islands have a no hostile mob spawn rule, technically eliminating the problem although you still need to watch out for hostile mobs including Pillagers coming from the ocean as they can spawn in the sea funny enough.

    Posted in: Suggestions
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    posted a message on New ender armours, items, blocks, mobs and features. (Part 1)
    Quote from dsf_dsf»

    That's what I hope to "potentially sending players into the void", because this can make it very difficult for players to pass the end barrens and small end islands, and have to wear corundum armors.


    Which is an unfair mechanic and wouldn't work.

    Posted in: Suggestions
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    posted a message on which weapon do you use to kill mobs?

    Wither skeletons are weak to blocks so a stack of dirt does the trick. You can also use lava to push them back.


    But the lava can also hurt you, not a wise thing to do unless you're using a fire resistance potion, something you don't already have access to making without netherwart. And not wearing armour only increases the risk of dying.

    Posted in: Survival Mode
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    posted a message on New ender armours, items, blocks, mobs and features. (Part 1)

    Ender marrow- what does that do?


    Your ideas sound tough and a bit unfair but The End is late game so I think they work.


    But the snake would deflect the flight path of the ender pearl, potentially sending players into the void,

    If this spawns over the void, no support.

    Posted in: Suggestions
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    posted a message on Add a new biome


    I don't lay claim to the name here but I think the meaning is a sparse forest with dark oak style canopy. Like a savanna or a mesa forest almost.


    I'm not sure if I understand this one myself, I do agree that forests could use an update though and I've even made my own suggestions about this.


    Dark forest is the most risky biome for the reasons you mentioned, they happen to be less safe than jungles believe it or not, because at least with jungles you can sit on top of a tree all night waiting for dawn and hardly anything would follow you up there besides Spiders which are easy to kill. In the day time, monsters can still exist in jungles but because more light is let through, mobs are easier to see.


    Not safe to do that with dark oak because of how close to the ground they are, and Creepers could potentially spot you from below and detonate, then there's the problem of Witches.


    https://www.minecraftforum.net/forums/minecraft/suggestions/3137259-forest-update#c4

    https://www.minecraftforum.net/forums/minecraft/suggestions/3126107-ideas-for-wild-update-tier-2-1-20-if-possible

    Posted in: Suggestions
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    posted a message on which weapon do you use to kill mobs?
    Quote from TheMasterCaver»


    Fire Protection also does not negate armor durability loss, the ultimate limiting factor regardless of whether you can out-regen the damage that does get through armor (if you have plenty of good-quality food you can heal faster than lava deals damage in 1.9+, or offset about 80% of the damage in earlier versions, enabling survival for several minutes, either way, even Netherite armor will break by then).


    Now you understand why some people want the convenience of being able to indefinitely repair their equipment, so long as they were careful enough not to lose it in the Void in End, or remember to keep track of the location where they die in the Overworld so they can return to retrieve their items.


    Which without mending would be outright impossible, seeing as the anvils do not allow indefinite repairs due to the prior work penalty nonsense.


    What's the point in even having enchanted gear if you can't keep it by repairing it? it would be a total waste of time. Sure there are some people who might enjoy the experience of crafting new weapons all the time, but not everybody does, and to have that feature, robbed from us just because of some minority of people's complaints about mending, would be a buzz kill. There's got to be a better way to balance the game, instead of forcing people to give up all their enchanted equipment which they spent a lot of time earning. That's why I asked for the introduction of more neutral and hostile mobs, improvements to mob pathfinding and range of detection on higher difficulties, as well as an increased chance that mobs would spawn with certain buffs like enchanted bows or armour etc, so players have a tougher time dealing with them.

    Posted in: Survival Mode
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    posted a message on which weapon do you use to kill mobs?
    Quote from tow4rzysz»



    "risk", hah.
    They need to almost touch you physically, you can swing at range.
    It's enough not to be under block that keeps them at bay, just the one further - a 3x3 slab setup is for me a 360-degree safety guarantee from Endermen when mass-triggering them to get enderpearls in quantity for instance.



    What I meant is that protection is overall a common enchantment and even at low level increases survivability when afflicted with wither, so armor as equipment while not as protective from wither effect as compared to other sources of damage still protects. (I might have misread your previous post)


    I always wear armor when going to Nether, maybe not always the best ones due to risk of burning in lava, but enchanted iron is kinda a must - even if I entrench myself I still can get shot from above by Blazes, one of the skeletons can slip by the fortifications or engage me when I'm trying to create a next layer of defense - and here it's the armor that supports/backups the fortification, not the other way around, so yes, one has to be very careful.


    And unbreaking III, without the Thorns enchantment, Thorns comes with a durability penalty so I believe it to be foolish to waste on iron equipment unless it is End where there aren't many things that can damage your armour in the first place.


    Soul Speed is sorta an overrated enchantment if you ask me also since its use case is not only very situational, and it too comes with a durability penalty making it a very bad enchantment when combined with Thorns III. You'll ruin a pair of gold boots in seconds using both of these.


    It also doesn't help that steel does not exist in the game with the exception of flint and steel either.


    Tools and armour would be far more useful if we had the ability to craft steel ingots, granting iron tools a triple durability buff,

    and on armour I'm not 100% sure of, with mending it's very rare you'll be in a situation where you'd have to replace your armour unless you're bad at the game. Normally armour is a one and done thing, but with tools sometimes if you're like me, you'll end up crafting numerous pickaxes and shovels just to move lots of terrain around in between repairs. I do believe the majority of the benefit would be in tools and weapons.


    Axes in the game are used for both collecting wood and killing hostile mobs, so my suggestion on how to improve the material system

    is relevant in this case.

    Posted in: Survival Mode
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