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    posted a message on Piglin Brutes spawn only in world generation

    Honestly, I believe they should spawn just like any other mob (that is - more of them spawn when you get near a valid location). Making them spawn on structure generation makes it so that there is a limited number of piglin brutes, which means that you could simply kill them all and then go straight back to exploitive bastion looting. I thought the whole point of having the brutes was to cut down on the number of people that just walk into a bastion, place down a hopper, and enjoy tons of valuable loot at no real cost. As long as to don't anger the piglins, there is almost no challenge at all in looting a bastion (aside from the typical lava hazard and occasional magma cube fight). I like how they added a chance for a chest to spawn on gilded Blackstone, but that chance should be a guarantee, and the piglins should also be angered when you move it with a piston. Also, when you explode TNT inside a bastion, the piglins should become angry at the owner of that TNT block. That way, people will not be able to loot ANY of the chests without activating a piglin fight, and they will become adequate guardians of the bastion.

    Posted in: Recent Updates and Snapshots
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    posted a message on Make piglins hostile towards other mobs.

    Almost none of these mobs exist in the nether, so this feature would only be effective for a few minutes after a piglin enters a portal. Then, they would become a zombified piglin and the feature would be useless.

    Posted in: Suggestions
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    posted a message on Do Ancient Debris spawn in a chunk that has been loaded from 1.15?

    No, they won't. Any new biomes, structures, or ores will be generated outside of explored areas. Mob spawning will change in explored chunks, though.

    Posted in: Recent Updates and Snapshots
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    posted a message on Is it easier to sprint by using CTRL or pressing W twice?

    It's more consistent to use control to sprint. When double-tapping W you aren't always going to enable the sprinting mechanic due to how difficult it is to double-tap something correctly. It's easier just to hold down a button, or you can change it to toggle in later versions.

    Posted in: Discussion
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    posted a message on Replace the terms 'whitelist'and'blacklist'with more inclusive alternatives

    Is this like how people resist switching to metric because "it's confusing"? The only thing confusing about it is how none of these people have PTSD from trying to wrap their head around the far MORE confusing way that it currently is. And you wonder why school is frustrating. Maybe we should stop catering to old dogs and actually just fix these things without stopping to ask if some old farts are afraid of change.



    Trust me, I'm not the kind of person who would resist switching to the metric system. I am very adamant about how superior the metric system is. However, switching the terms is a different story because it affects only a very small part of our lives. Also, the OP didn't mention what it would be changed to, so the replacement could possibly be more confusing than what we currently have, such as if they changed it to say "villagerlist" and "pillagerlist". The current system is not very confusing either, as almost everyone knows what it means and it's almost universally standardized.

    Posted in: Suggestions
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    posted a message on Disabling Certain Villager Trades - How can I achieve that?
    Quote from DapperDinosaur»

    Why would you ever want to do this when you could just not use those trades?


    Trading is required to gain villager XP, and if you want to advance in order to use better trades, you're going to have to use at least some of the current ones. But if you don't want to, you're out of luck.

    Posted in: Discussion
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    posted a message on Replace Enchanting Table with a Slotmachine

    This would be like asking to rename the crafting table to "workbench". It's almost utterly pointless in effect since none of the mechanics change. The only thing it does is mess around with the theme of the game, which is honestly not a good thing in most cases.

    Posted in: Suggestions
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    posted a message on Make Wood Tier Relevant

    This would bring the progression almost to a standstill, especially for new players or worlds that generate with specific biomes. Literally all of the solutions you present or reliant either on structure spawning, a high general skill level, or random numbers (except the one about the nether), which is a horrible way to progress, especially in a game like Minecraft. It would not be "pretty easy", especially if you can't find the structures or don't know what your doing (such as in the case of new players). I know that personally I would have to think for a while before I could even figure out how to progress, and I consider myself an expert on Minecraft. The entire advancement system would need a rework as well since almost all the advancements require you to get a stone pickaxe first. Wood pickaxes already have a purpose, and it is to obtain stone at first. It isn't a very bad problem anyway since wood has countless other uses that makes it far from irrelevant. I'm not even sure if survival without wood is even possible. The game isn't designed for you to get to the nether before doing anything else, and it is incredibly hard to do so anyway. Finally, this suggestion would make it near impossible to get any armor higher than leather in the first days, which is alarming because you'll really need the protection if you're going to be fighting mobs in order to get out of wood tier.


    If a player does find cobblestone, they will have no way to figure out what to do with this unless they collect it, which can only be done by mining, which likely won't be done with the pickaxe because of the general unintuitiveness of the mining system itself (as well as the lack of a decent tutorial system for this). They wouldn't even know that stone could possibly drop anything because so far they haven't experienced it.


    If all new players just have to go out and fight mobs or search far and wide for specific structures, and then solve the puzzle of what to do afterward, Minecraft would appeal to almost nobody.


    Without stone tools, you can't play at least 50% of the game, so you're basically just locking a giant amount of content behind a door that may be simple to open, but is also incredibly confusing and unintuitive. Since Minecraft is supposed to encourage creativity, this is not at all desirable.


    Literally the only thing I like about this is that it incentivizes the actual exploration of caves instead of strip mining, which most people do. The game is about exploration, after all.

    Posted in: Suggestions
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    posted a message on Minecraft 1.16 Update Opinion Thread

    I'm in full support of almost every feature they've added in 1.16 (though I thought they could do a little more), but I have found some balance problems:


    1) Even with the decreased gold loot, nether gold still appears to be far too common. One vein can give me 2 or 3 blocks of gold if I mine it all. With fortune, it's probably much worse.

    2) Bastions can be looted far too easily, due to the fact that piglin hostility can be avoided using a simple hopper, and that they tend to wander around instead of staying near the chests and gold. Either update piglin hostility or majorly debuff the loot you can get from a bastion (you might also want to make gold blocks less common).

    3) The bartering system gives enchanted books too much, and it seems to serve as a better method to obtain ender pearls than the endermen themselves. It's also a very viable string and leather farm. The potions should be more common.

    Posted in: Recent Updates and Snapshots
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    posted a message on Why do people creat iron golem farms?

    People just seem to be obsessed with transforming Minecraft from a survival game to a tycoon game.

    Posted in: Discussion
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