Play a survival world locked on hard difficulty with cheats disabled (don't even switch to a LAN world to change these settings) and try to complete every advancement. Whilst doing so build a large base of some kind and find creative ways to store all the loot you've hoarded.
- Jancrash
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Member for 6 years, 9 months, and 13 days
Last active Fri, Dec, 18 2020 14:40:10
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MostlyNOOB posted a message on The smallest chicken cooker!Posted in: Redstone Creationsthis thing is just 3x2
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Perl posted a message on What have you done recently?Posted in: Survival ModeJust a few days ago I created a small (136 mods) sci-fi themed modpack on Minecraft v1.11.2 and started my adventure. I made myself a modern'ish style house to start me off in my adventures, but do not have much expertise when it comes to building in all honesty, with this being one of my first attempts at making buildings that go beyond a simplistic, utilitarian style.
After finding the location and enjoying the view I built my house on the seashore and the headquarters on a nearby islet, then connected the islet to the mainland with a small bridge.
I also built a large building to serve as my headquarters and base of operations, and to host the more general-use machinery that will help me on my journey.
Resource Pack used in the screenshots is a mixture of the Unity Resource Pack by CyanideX and the Unity-Styled Zederrian Technology Resource Pack by Zerrens in an attempt to provide the maximum possible coverage available to me (I am not a texture artist) for the mods in the modpack.
Neither resource pack is unmodified, however, I had to port some textures from versions of Unity for previous versions of Minecraft because they had become lost or incompatible in the transition from 1.7.10 to 1.10.2+, on top of the many textures from Zederrian Technology that required some very painstaking and time-consuming renaming to reflect the changes in texture names from v1.7.10 to v1.11.2.
Many textures used to use camelcase (itemName) type of names, but Minecraft v1.11.2 made lowercase (item_name) the standard.
It was all worth it at the end though, with the Zederrian Technology textures for GalactiCraft being among my favorites.
- Front (House):
- Living Room (1st Half):
- Living Room (2nd Half):
- Dining Room (1st Half):
- Dining Room (2nd Half):
- Kitchen:
- Entomology Studio (1st Half):
- Entomology Studio (2nd Half):
- Bathroom:
- Beekeeping Room:
- Bedroom:
- Headquarters:
- Mekanism Machines Room:
- GalactiCraft Machines Room:
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yoshi9048 posted a message on Temperature and freezing and stuff.Posted in: Suggestionsextreme micromanagement does not mean extreme survival.
Sometimes you have to kill the realistic elements of a game so that the things you want in a game come through.
What ALL GAMES NEED:
Interesting/novel mechanics
Clever/Engaging implementation of mechanics
An interface that allows the functionality of that implementation.
Temperature/thirst mechanics always seem to miss ALL THREE POINTS.
Temperature/thirst is not interesting nor is it novel
It is usually never presented with any clever or engaging mechanic (usually a bar with a penalty system... BORING!)
There is no clear interface that allows a player to meaningfully respond to changes in stimulus except for going for numeric efficiency. Again, boring.
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I'm just going to say. I did a fair bit of librarian trade rerolling in singleplayer last week. If you trade with a villager, zombify it, then cure it, the newly-cured villager will still have the same trades and trade EXP. So I don't think that what you said here is the case.
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Alright. The main argument against your point is that the devs have outright stated that they will never add fighting villagers. However, this reply isn't good enough for you, as seen by your response:
"As I pointed out above, villagers can still be pacifist. In that case, you can only make villager soldiers out of, say cured zombie villagers/Illagers. Or add different villager cultures where some are pacifist and others are not."
They all refuse to acknowledge that Mojang has outright stated on the Feedback site that villagers are passive. Not just in their category but by choice. Illagers are violent villagers. They are entirely different. Mojang has not stated that villagers won't naturally be violent. They have stated, and I quote,
"Villagers are pacifists. They don't want to fight. This is why golems exist. (Let's improve golems!) Villagers do not want to be guards, knights, soldiers, fighters, defenders, warriors, or protectors."
Since that idea is never going to happen, no matter how many times you make arbitrary points about "player freedom" and how mods aren't good enough, I'd recommend refocusing the post on one of the other aspects. Naturally, illagers aren't likely to take up arms in defense of villagers. And piglins will just zombify. However, piglin mercenaries could have interesting implications for Nether villages. I'd handle it some way like this:
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Rarity does not equal necessity. Ice spikes are very rare, but they don't have any special mobs. Jungles already have a lot of unique content (two mobs, three unique plants (including bamboo) and a structure). Jungles also have items that are otherwise hard to acquire such as vines and mossy cobblestone, sticky pistons and podzol. I'm all for adding new content, but it has to be within reason. There's no point in adding half a dozen unique mbos to the jungle, especially if they have extremely dynamic AI that would make the game run even poorer than it would with just the jungle itself (which is already a struggle). I need more reasons beyond "I like this".
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To be fair, I am a worldbuilding nut. I've spent so long coming up with names that it comes naturally.
I'm honored to have been chosen!
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You did indeed outright state Minecraft is forcing a pacifist philosophy.
I didn't accuse you of trying to negate all balance issues. As I already stated, saying not to use it if players don't want the game to be more unbalanced does negate all of those problems. If there's no downside to a suggestion (such as making all stone blocks have a 1% chance to drop diamonds when mined), then suddenly the downside is not having it. In the same way, having villagers and iron golems defending a village would be much better than only having iron golems doing the protecting.
You could argue that players wouldn't even need that change to play the game properly (either my example stone suggestion or fighting villagers) because the game is easy enough as it is. But that's not the point I'm making.
You also chose to ignore the entire section on villager ideas Mojang doesn't want suggestions for which does include this idea.
That was a purposefully bad example made to prove a point. This "don't use it if you don't like it" idea pops up in dozens of suggestions. I've seen people suggest adding thirst bars with gamerule toggles. I've seen people suggest natural disasters with toggles.
You could of course argue that those are both negative suggestions and that somehow invalidates my point since they would before "difficulty sake". That isn't the case, however. I've seen at least a dozen suggestions for gamerules that remove the 1.9 attack cooldown. The attack cooldown has been proven to end before something's invincibility frames wear off, and thanks to the bug that removes durability when hitting something's invincibility frames, there's really no reason to remove it. So then why add a gamerule to toggle between two virtually identical systems? It would make people more comfortable with playing newer versions. Yet removing the cooldown goes against Mojang's vision of the game, so it won't be reviewed anymore. The same goes with villager soldiers.
This isn't as good of an argument as you think. Video games can't give you infinitely more or less of a blank slate since somebody needs to program everything in. Everything has its limits. If you want that extra freedom Mojang is denying you, either create or find either a JSON mod or an external mod that adds it. That's why mods exist: so players can add features that won't likely make it into official.
I'm just going to stop quoting the rest of it. Your entire argument for it is "it would give players more control over villagers," and you continually ignore that Mojang has said it won't happen, ever. They're the ones who develop the game. If you don't like their choice, you can learn to mod the game or use someone else's mod. Villagers are the player's responsibility, and as a result of caring for them, villagers allow their professions to be changed by the player and allow players to freely trade. There's no reason for a villager to suddenly decide to risk its life just because a player places a weapon rack on the ground. Wolves and golems are understandable since wolves are loyal to humans and golems are magical constructs designed to serve the villagers. But a human-like creature marching off to risk its life because the player said so? That doesn't fit with them. The villagers, as stated on the Feedback site, are "live and let live" creatures.
No support.
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It's peaceful if you don't look at them above the legs or bring a carved pumpkin, both of which are easy enough.
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Minecraft isn't reinforcing philosophical pacifism like it seems you're saying. The fact of the matter is, iron golems were added specifically to protect villagers. When villages were revamped and the threat of attack became more important than ever, Mojang buffed their spawn rate and made them repairable. It's pretty clear that'll always be their stance and that no amount of revisiting the idea will result in a different outcome. It's been brought up so many times that it's listed in the official Feedback site's list of "these will always be immediately rejected by developers" ideas. In fact, there's an entire section on Villagers.
"Villagers are pacifists. They don't want to fight. This is why golems exist. (Let's improve golems!) Villagers do not want to be guards, knights, soldiers, fighters, defenders, warriors, or protectors."
"They don't want to build things, or do anything but live and let live. They're pretty chill. No builders."
Villagers are pacifists by choice. Fighting villagers are called illagers.
As headgames stated, villagers are meant to be blank slates for players to carve into whatever profession they want. At this level of moldability, they're balanced by ultimately tasking the players with their safety. Having villagers fight hostile mobs themselves would take away one of their very few balancing negatives. Not even extreme prices are a real downside of villagers since they can be negated through curing, positive gossip and Hero of the Village, which in and of itself has farming potential. And then comes the problem of their player interaction. If the villagers themselves attack players with bad reputation (as Iron Golems do), it'd be impossible for a player to rebuild a positive reputation.
If you've really read through that many forum posts while developing this idea, then you should know that "make it entirely optional" is an abysmal way of backing up your idea. It negates any and all balance issues by saying "just don't use it." I could suggest making Wooden Pickaxes have infinite durability and instantly mine everything. And with the addition of 1.16's Gamerule menu in the World Creation menu, there could just be a gamerule to toggle it. But it doesn't add anything to the game and goes against Mojang's ideas for how the game should develop.
Even if it somehow was optional, the game would have to be balanced around one or the other. If it was balanced around golems, fighting villagers would become severely overpowered. If villagers were the center, then golems would become too weak to be worth using.
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Some sort of Warped Wasp would be interesting. The problem is Mojang purposefully developed Warped Forests to be peaceful, and without a day/night cycle, any new additions would need to be neutral.
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You could look for a world name generator. Something like this one.
I don't have a problem creating my own unique names, personally. My Minecraft names are usually complete nonsense that almost sounds real. For instance, my current world is named Elcionne, which is something that took me all of 10 seconds to create.
You could also leave it blank and rename it based on some important aspect of your world. For example, if your main base is a mega-castle, you could call the world "The Keep." You could even incorporate your name. Since your Forum name is AstralMagic, maybe you could go with something like "The Astral Realm" or "Astria". I've used similar methods in my personal projects- one of my major planets is named Akkyn after the queen of its first settlers.
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Currently cows, pigs, sheep, chickens, parrots and ocelots spawn in jungles. Pandas too, if you count bamboo forests as part of the jungle. That's not "lacking" animals. And I need more details to go off of for the suggestion other than you thinking orangutans being added would be cool.