So the Glow squid snap just came out and knowing the glow ink sack is what they drop and are used for item frames, what if you could use it for more things? Like imagine using the ink sack to put on leather clothes to make them glow.
Like using it on a tunic to make yourself or other players wearing it illuminate, a portable light source. Now I know optifine has its torch feature that lights up the surrounding area while holding it but could you imagine just wearing the light source, not only could you wear one piece of it but all your leather clothes. The more you wear the brighter the area around you is.
I took into consideration before thinking this. Like "why leather, why not diamond armor or iron?" to that I respond with that the fact leather can be dyed should make more sense for glow ink to work with leather, since its like a paste. Which makes it balanced and not OP, leather armor is pretty weak which means that you would use this for light up your surroundings while building or mining, not combat as much. which would mean you can wear diamond boots, leggings, chest plate but have a leather cap with glow ink on it, as if it was a miners cap but leaving your head vulnerable at that cost.
I think it would be a interesting function and give leather armor a little bit of a better use.
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Axolotls just got added. I find it interesting how they can remove mining fatigue and play dead.
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The spyglass isn't useless, it allows you to increase your vision, and it works multiple times better than optifine does. Some of these mobs don't drop because they are hostile and intended to add a challenge to the game, not to be exploited. The warden won't drop anything because it's not supposed to be killed but instead avoided at all costs. It makes the game harder rather than more convenient. Turtles can be used to create turtle shell helmets, and the others were added for environmental reasons, which is a poor excuse to add something into the game, but still a legitimate reason. They don't hurt anything by existing, so the only complaints I have are about lost potential. It likely did not take them months to figure out the chain thing - Development in a company like that is slower than individually, and they had to decide that they were going to add these features first (it is not a given that this should be done).
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So, what you're saying is that the three latest updates are completely pointless and don't do anything good for the game? If they even add one good thing, they must be adding value.
You said yourself that building giant redstone machines was a pain, so why would you intentionally advocate for that pain to remain where it is? What about a pointless challenge like this is so appealing? 1.15 was also mostly a bug fixing update, so the game was improved because it performed better.
You know what else felt "modded"? Pretty much every single thing that was added to the game since the modding community started up. This argument is just an irrational fear of change, and it stands in the way of evolution. They've already overhauled almost all the textures, making the game look and feel much different than before. Why can't the game change any more?
The zombie pigman has ONLY changed aesthetically, and it pretty much looked like a weird piglin in the first place. If the model hadn't changed, it would have just looked like a slightly weirder piglin, but it still would have looked like one. Otherwise, nothing changed.
Netherite has the exact same protection level as diamond armor, and the knockback resistance doesn't work every time. It's not much better than diamond itself.
Efficiency is also only barely changed, and instamining is still just as possible as it was before.
What is with this fear of evolution? Why is change so bad for Minecraft?
It's literally the exact same as a regular block, just with a snow animation. The game is all about exploring and reaping resources from the blocks, so archaeology fits perfectly into the theme.
The Warden is part of a brand new part of the lore that was never seen at all before the announcement. How are you already going to claim that it doesn't fit when you haven't even seen what it would fit into?
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They added stalagmites, stalactites, a new bundle mechanic, and freeze damage gamerule.
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I don't see how an entirely new food type is required for the suggestion. They do mention new soup types, but soup is not at all anything new to the game. Mushroom stew and beetroot soup are both classics (beetroots were in pocket edition for a while), and rabbit stew is a newer soup type. The suggestion here implies that they be creatable through a cauldron, and I don't see why that shouldn't happen, especially since liquid storage is only limited in use, considering that a 1 block hole works just as well most of the time and you can put powdered snow in a bucket.
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In new snapshots, they can store lava and powdered snow, and they can grab water from stalagmites. In bedrock they're used for brewing purposes.
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Considering the situation with enabling or disabling cheats, I wouldn't be so quick to assume everyone has such self-control. The entire argument for disabling them is that it's easier not to cheat if you don't have the option to opt to, implying that they lack the self-control not to opt for it. It is evident that ultimately the setting doesn't matter since you can change it via nbt, yet people argue that they wouldn't do that because it's too difficult (they don't have the self-control to be willing to do things of this difficulty).
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The fact that they allow you to skip the night ensures that you are completely safe all the time except if you are in a cave or another dimension. Beds turn the entire overworld into one giant safehouse and remove almost any challenging aspect from the whole dimension. You could opt not to use them, but then the phantoms will come in and start killing you, which is a ridiculous concept if you ask me. If you try to make the game more difficult for yourself, you're bombarded with excessive difficulty and annoyance, and the only way to prevent this is to sleep, which makes the game ridiculously easy. It's black and white, and the only way to escape the trap is to turn the gamerule for phantoms off.
Further, the bed causes massive explosions that can be used offensively in the nether and end, which makes the fights easier for an incredibly cheap price. That's very overpowered.
I don't even see spawnpoints as significant in terms of balance, I'm just so mad about the other stuff.
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They specifically stated that this would not be the case. An account can be associated with Microsoft without actually being the Microsoft account itself, and they could very easily allow for multiple usernames or remove the charge via their own methods. Plus, they stated they will.
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Perhaps it was a little exaggerated, but it's shockingly accurate to how things actually went down. I can't count how many times I've seen questions being asked about how this migration will affect the game even though Mojang couldn't make it more clear that the answer is "not at all." And people actually do not seem to care much about security, though I don't exactly see why they would care that much about a cape. It's almost as if this video successfully satirized the audience before they could even be sure what the audience would think. If they were purposefully trying to cause this reaction, then it's a pretty bad move since they literally just summoned a huge wave of opposition that theoretically wouldn't be there otherwise. I think the video was just designed to be fun and address the predicted concerns, but they might have nailed those concerns a little bit too accurately.