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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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Which is an unfair mechanic and wouldn't work.
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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.
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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.
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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
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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.
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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.