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    posted a message on The most useless things in Minecraft.

    Minecraft has so many useless features that nobody uses, and if they were removed, nobody would care. Here are some of those;

    Beetroots - why grow a crop that gives you one single food item that restores a petty half a hunger when you can grow carrots or potatoes, both of which drop multiple food items that restore several hunger bars?


    Furnace minecart - powered rails exist, rendering these completely useless. Even if you don't have powered rails yet, furnace minecarts are just too hard to use. They can only hold one coal at a time and choosing which direction it goes is annoying too. I don't see why they haven't buffed these yet.


    Llamas - I could not figure out what the point of these were. You can ride them but you can't even control them. Someone told me their purpose was to carry more items, like have a chest on them and store items in them while pulling them on a lead, but.... why do this when you can just use a donkey/mule? Or a shulker box once you're late game????


    Wandering trader - all of their trades are completely garbage. Except maybe the gunpowder trade, but he doesn't sell this consistently enough for it to be practical.


    Bottle o' enchanting - such a tiny amount of XP that simply isn't worth it. Sure, it's fine when you find them in chests, but they are entirely NOT worth purchasing from clerics.


    Conduit - so why use this to breathe underwater when you can just remove the water entirely, make air pockets, or place down doors? I used this solely for the "How Did We Get Here?" advancement and that's it.


    Riding pigs - why ride a pig when you can ride.... a horse? It's faster, doesn't require a carrot on a stick, can jump higher, is tougher, and can wear armor. And donkeys and mules can carry things for you.


    Wolf and fox - overrated if you ask me. They don't help that much at all with fighting mobs and usually just get themselves killed

    And finally, here are some more pointless mobs, but I'm putting them all in the same section due to not having much to say about them aside from just that they're pointless - panda, parrot, bat, ocelot, endermite, glow squid.


    Do you disagree with any of these? And if so, why? And do you have any to add to this list? If you do, I will add them to the post and credit you.

    Posted in: Discussion
  • 1

    posted a message on Filtering out unwanted items.

    It's insignificant time and nothing is completely useless imo. Just carry a chest or something. Or place blocks down


    Or let us filter out things we don't want.

    Posted in: Suggestions
  • 2

    posted a message on Filtering out unwanted items.

    We all know those items that we never actually want but always pick up by mistake. These items include, but are not limited to, seeds, rotten flesh, flowers, eggs, warped/crimson roots, saplings, etc. Why don't we just get an option to filter them out, so we never actually pick them up? Here's how such a mechanic could work;

    When hovering over an item in your inventory, you can mark it as "Unwanted" by pressing a specific key. From this point forward, you will not pick up this item when walking near it on the ground. You can still collect it from storage blocks, but you won't be able to pick it up off the ground ever. You can undo this at any time by opening a menu in your inventory titled "Unwanted items," which is next to the crafting book. This menu lists all items you have marked as unwanted, and you can freely remove items from it if you ever change your mind about not wanting them. You can also undo it by pressing the same key on an item already marked as unwanted.

    This would honestly be a really helpful thing to add, and keep our inventories from overflowing with unwanted garbage we just happened to walk over, without actually wanting it.

    Posted in: Suggestions
  • 1

    posted a message on Beds shoud no longer explode in The Nether/End.

    While I do think it's a funny mechanic and I like the idea, nowadays people use it to their advantage and that kind of annoys me. They're not supposed to be used that way at all and it's weird to think beds can be a better version of TNT.

    Posted in: Suggestions
  • 3

    posted a message on "Wake-up surprise" mechanic for sleeping in unsafe areas.

    I always found it rather lame that you can place a bed down and sleep just about anywhere in the Overworld, including out in the open in a completely unlit area, or even in the middle of a dark, scary cave, so as long as there's no monsters within a few blocks. Wouldn't it make more sense if you had to find a safe place to sleep? Yeah, it would, which is why i came up with this idea.


    If you sleep in an are considered "unsafe," like outside in the open, there's a high chance you'll be woken up and attacked by a random monster depending on the biome and depth you're currently at. For example, you're in the middle of the forest, it's just turning night and you decide to place a bed down and sleep. Instead of waking up in the morning, you wake up at a completely random time of the night, with a Creeper in front of you about to detonate. Unless you back away or push it away quick enough, you're likely to die.


    This can happen with a number of other mobs as well, the most common being Zombies, Creepers, Skeletons, and Spiders. If you're in a snow biome or desert it can also be a Stray or Husk respectively, if you're near an ocean it can also be a Drowned, and if you're in a Swamp it can be a Slime. On rare occasions, it can be a Zombie Villager or Witch, and on very very rare occasions it can be a Spider Jockey. If you're sleeping during a raid, it can even be a Pillager, Vindicator, Evoker, or Ravager that wakes you up. In a mansion that has at least 1 Vindicator or Evoker still alive in it, it can be one of those that wakes you up if you are in a place where they can reach you. Akin to mansions, in an ocean monument that has at least 1 Guardian or Elder Guardian left in it, it can be one of those that wakes you up if you are in a place they can reach you. And finally, in a Stronghold, it can be a Silverfish that wakes you up, but only if you are near a Silverfish, or the Silverfish spawner. Other hostile mobs I did not mention above can also cause wake-up surprises, but only if they are nearby and able to pathfind to you. Phantoms are the only hostile mobs that cannot cause wake-up surprises at all.


    Uniquely, if a monster cannot pathfind to you, but there is a closed door nearby which WOULD allow mobs to pathfind you if it were open, you are instead given a chance of waking up to a Zombie beating on your door, but this is not as common.


    You might wonder, how would the game detect whether or not the area you're in is "safe" or "unsafe?" Well it works like this; whenever you sleep, the game checks to see if there are any mobs nearby, as well as spots nearby where mobs could spawn, such as monster spawners or dark areas that aren't within a few blocks of the player, and checks to see whether a nearby monster could successfully pathfind to you over the course of the night. If they can, then you are at risk of being woken up by a mob, and this risk increases more and more based on how many monsters or valid monster spawn points are near you, how easy it is to pathfind to you, and how much time is left in the night. Doing something like sleeping in a small dark room with a blocked entrance would not cause a wake-up surprise despite the light level, as mobs cannot spawn that close to you, but sleeping outside in the open with no sort of protection around you, or next to a monster spawner, would basically guarantee that you will be woken up.


    In multiplayer, only the player, or players, who get a wake-up surprise are kicked out of their bed. Other players who don't get a wake-up surprise just remain in their bed unless they willingly get up.


    This kind of system would encourage players to find a safer place to sleep rather than just doing it anywhere. If they cannot make it to a house, then they can make a "temporary" safe zone to sleep in instead, or perhaps sleep up in a tree, as mobs likely could not pathfind to you there.


    What do you think about this idea? I think it would be very interesting to see.

    Posted in: Suggestions
  • 1

    posted a message on "Wake-up surprise" mechanic for sleeping in unsafe areas.
    Quote from Agtrigormortis»

    The delay can't be too long otherwise it would mean the Creepers would almost never succeed in either killing the player or destroying their bed if they survive the close range blast as a result of an enchantment. I do agree it needs to be fair but it has to be something that punishes the player for not paying attention or taking the unnecessary risk for placing beds out in the open at night.


    I propose setting the detonation timer just 1 second after the player is awoken out of their bed, this would mean the player gets a total of 2.5 seconds before the explosion, giving them a bit of time to see what is going on, but not too long that they can just stand around like a noob

    and let themself be attacked.


    Okay, sure. I just don't want to outright EXCLUDE them from the mechanic because it wouldn't make sense, considering they're common monsters. But I'm fine with your proposition.

    Posted in: Suggestions
  • 2

    posted a message on Reworked tool/armor smelting.

    Smelting an iron or gold tool, or armor piece, in a furnace will give you one iron/gold nugget. This is an utterly useless feature, as wasting an entire tool for a puny little nugget is quite worthless. Here is how it should be;

    Smelting a tool/armor piece will give you an amount of iron/gold depending on the durability remaining on the item. For example, smelting an iron pickaxe with full durability will give you three whole iron ingots. If roughly 1/27 of it's durability is missing, you will get 2 iron ingots, and 8 iron nuggets. The nuggets appear in the output after grabbing the ingots. For every 1/27 of the pickaxe that's missing, it takes away one nugget you get from smelting it. This is also the case for axes, since they are crafted with 3 iron/gold as well. Shovels however, will remove one nugget for every 1/9 missing from the durability, as they're crafted with only one iron/gold. Hoes and swords will lose one nugget for every 1/18 missing. Chestplates lose one for every 1/72, helmets lose one for every 1/45 missing, leggings lose one for every 1/63 missing, and boots lose one for every 1/36 missing.

    This would really give more of a reason to actually smelt tools, as one nugget from an entire tool made with several ingots is a big waste. It also makes 0 sense to get 1 puny nugget from a big chestplate made of 8 iron bars.

    Posted in: Suggestions
  • 5

    posted a message on Grapes

    My only problem with this is the absurd amount of food we have already.

    Posted in: Suggestions
  • 1

    posted a message on Character temperature.
    Quote from 00009»

    Oh dear god no. No to the power of infinite no's. I'm not trying to be mean, but people not wanting a thirst mechanic is pretty universal in the community. Remember how people acted when hunger became a thing? There's a lot to do in this game, and having to manage thirst on top of hunger is not necessary. Granted, it would be easy to be near water and whatnot, yeah. But we're better off not having it than having it.

    I should have mentioned this to you, N1x0n. In terms of wanting more difficulty, I'm on your side 100%. It's just that the execution of this idea is not how you do it. I just thought of something. What if we add new sub-biomes within these biomes that have... say... unique materials/mobs/etc but make the player suffer the same stuff as the original idea. That way, no one gets their favorite biomes nerfed and more biomes comes in, except these new "hard biomes" now exist inside/next to their original counterparts.

    It doesn't add too much difficulty in the game as the original idea does, but at least it wouldn't upset anyone.


    Well if they wanna exist in their favorite biomes, they could put torches or campfires around the area to keep theirself warm. You seem to think I mean you'll freeze to death without any way of stopping it. This is in fact not true, I was at least reasonable with the idea and gave a quite simple way to protect yourself, by being near fires. Bases in these biomes would still be mostly fine, you'd just need to have some torches or fires in the area.

    Posted in: Suggestions
  • 1

    posted a message on Why am I the only one who finds Minecraft too easy?
    Quote from eiche_brutal»

    1. I object. Especially if you play on hardcore, skeletons, drowneds & babyzombies can kill you in no time.

    I play most of the time wearing iron armor since i'm constantly working on modpacks.



    2. That's true! It wouldn't hurt if all those passive animals, which drop food would strike back if provoked.

    Let's say the provoked animal strikes back once and then trys to flee.

    Dolphins and lamas strike back, with the dolphins beeing absolutly annoying if you want to build a guardian farm.


    The problem here is that ppl would complain about how to kill a herd of cows. I'd say "go figuere out how".

    If ppl can build farms targeting hostiles, it shouldn't be too hard to deal with cows ect.

    Btw i can not recommand to anger cows in real life. That's potentially deadly.




    3. Stripmining is just a result of planning ahead.

    It may not be obvious to a new player at wich hight to mine but sooner or later you figuere out some easy tricks.

    Like towering up to kill a hostile mob (or iron golem).



    4. The mining speed... nope! I think it's actually slow. Of corse you can instamine most things with efficiency 5 netherite,

    but i'm a nomad. I don't enchant. I punch tree, i cavemine and then i go off traveling and pillaging.


    When it comes to ocean monuments i am actually disappointed. While they are the hardest challange imo,

    they don't compensate with rewarding loot. A few goldblocks and sponges? come on!



    Overall i think the difficulty is just fine. Hunger is to easy to satisfy imo. But we have played this game for years.

    We know it in and out. That's the problem. I remember my first days in minecraft. I was terrified of the nights and caves.



    1. Actually... I never get killed by any mob at all in default Survival... am I just too good? Or is everyone bad? Because I don't find any mob to be challenging except the Wither.
    3. That's not really the point. The point is that it's too easy.
    4. Have you seen how long it takes to mine in real life, with a pickaxe? Compare them. Then come and tell me what is "too slow." But you didn't get my point of structures being too easy to explore due to the easy mining.

    I don't feel the "survival" aspect of Minecraft because it's just too easy. I played normal Minecraft again recently and honestly just laughed at how pathetically easy everything is. I don't think the difficulty is fine at all, an even harder mode would be interesting to see.

    Posted in: Discussion
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