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    posted a message on Minecraft 1.17 Update Opinion Thread

    I'd like to see what they have planned for underground structures like mineshafts, strongholds, dungeons, etc. I speculate there's going to be layers to it, as there's going to be a "crust" layer that is virtually what we already have, including the underground structures. Beneath that would be where the larger open caves would generate, and obviously below that, there's the deep dark. There's obviously going to be modifications or sub-layers so that these layers mesh together well where they meet.


    I'd been working on a fun idea for strongholds for about 2 years now, and while it's always been for the sake of fun, there's always been that hope that it at least inspired some sort of change to the shabby stronghold algorithm we have now.

    Posted in: Recent Updates and Snapshots
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    posted a message on Suggestion: armour with elytra

    This has been officially shot down/explained. What Elytra offer is traded for less protection. Though I would like it if Leather Armor could be worked in this way, since Leather is honestly useless outside of being able to be dyed.

    Posted in: Suggestions
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    posted a message on Minecraft needs more loot

    To be fair, mostly everything (if not EVERYTHING) suggested so far has something equivalent in game, or is otherwise unnecessarily unique. Silver could be an enchantment "Silverblade"; sword decapitating undead, we have Smite for that; I don't really see the huge benefit to a slingshot; javelin is literally just a craftable trident, which is intentionally a monster-drop only; boomerangs and daggers and seem pointless, crossbows, bows, and tridents are more than enough; etc.


    Also, a new generated structure does not necessarily need new loot to go with it. I can imagine various different structures that could be added or revamped, but don't really need new loot to feel special. If a new generated structure is just an excuse for new loot, then why bother with the new structure? Someone once said that buildings had some kind of tutorial involving some of the more obscure mechanics (redstone, TNT, Nether Portal) and I'd like to think that true and that it should be upheld.

    Posted in: Suggestions
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    posted a message on ULTIMATE Stronghold Update

    I've been tinkering with this idea for almost 2 years, but it was unanimously agreed on in that post that strongholds are heavily outdated, particularly due to the fact that the only changes they have received have been loot table adjustments and any related bug fixes, yet no specific direct content updates. Breaking away from the traditional stronghold almost entirely, I've been building a stronghold of my own with many new aspects, including some new blocks, new room ideas, reworked old rooms, etc.


    Another Room, Another Door, Another Room


    One of the major features of the stronghold is the plethora of rooms. I scrapped the original concept of the stronghold, including the rudimentary upgrades found in the post above in favor of a bit more streamlined mega-structure, what could be seen as a stronghold pyramid. The various rooms (except the portal room) are a static size of 15x7x15, composed of a tall central section with a fire pit hanging from the ceiling via chains. The outer sections are alcoves that extend from the central section, leaving the corners and the entire upper outer ring empty to be occupied by the ground the stronghold is found in, and stairs (see below). This size has a lot of good points, which I'll note late, but ultimately could be larger for various reasons, including that that size cannot properly fit a Nether portal room type, though this may be an unnecessary room type given we have Nether portal ruins with the Nether Update.


    I'm still working on the number of rooms and their layouts, but I'm entertaining the idea of having two variant sizes. The inner ring of 3 strongholds will always be small variants (20 or so non-portal rooms), while the next ring will have a small chance for each stronghold to be a large variant (up to 40 rooms); the chance increases with each further ring, with the outermost ring being all large variants. The number of rooms would be expected to be a multiple of 4, given the base layout is square, with each side and corner being identical.


    Adjacent rooms will usually have a doorway to connect them (found in the alcoves). The room type will occupy the center of the room (if applicable) and any of the alcoves that do not have a doorway or stairway (see below). Some room types, such as the prison cell room type, may be exclusively be content that is generated in valid alcoves. If such a room does not have any valid alcoves (which should occur very rarely), the room will appear empty.


    Stair Maze



    A particular aspect of this stronghold idea is the rooms being linked between the floors via stairs that generate at the side of the alcoves. Each floor layout will be offset from adjacent floors, causing a limited selection of stairways possible, being L, C, or Z shaped (no straight stairs I think). A current limitation is the top part of a stairway may interfere with the adjacent alcove of the room it starts in, which may cause otherwise valid stairways to be invalid without overwriting the alcove. Each room should generate one stairway of its own, which will result in most having 2, some 3, stairways. The stairways will be lit by torches or fire pits depending on the shape, being somewhere near the middle of the stairway.


    Cut Our Losses and Portal Out of Here


    Of course, there is the End portal room. It will be in the center of the entire stronghold, spanning 2 or 3 floors, with the portal itself being at the bottom floor of the room. As with the traditional portal room, the portal is atop stairs, but being within a square stronghold, each side will have a staircase, meaning 4 silverfish spawners. There are various walkways connecting the doorways to other rooms and the portal as well, but no stairs connecting the floors, as that is handled by the stairways between rooms. The walkways have minimal overlap, as underneath the portal/bottom floor walkways is a lava pit spanning the entirety of the room, making the room very dangerous when silverfish breaking out of infested blocks cause the walkways to "crumble" with holes. Due to the pyramid nature of the stronghold, some rooms' floors will lead into the portal room, potentially with the same danger if silverfish are provoked into breaking out of infested blocks.


    Light the Way


    The fire pits consist of magma blocks (resembling embers) with flames on top since they stay lit forever. However, to emphasize the acient nature of the stronghold, some may end up being unlit (20% chance) and instead be an obsidian block. If unlit torches are added, torches will have the same chance of being unlit instead (intended as just an aesthetic).


    Takeaways



    Overall, the stronghold is attempting to accomplish a few goals:


    1. Motivate the player to seek farther strongholds.

    2. Consistent layout/minimal procedural generation that might cause overlap issues or weird dead ends.

    3. More room types

    4. Looking generally awesome.

    5. Being more dangerous for those less prepared.


    I will have screenshots as I go, but should not be taken too... finitely. Aspects may change slightly or majorly based on needs, and many details are just my personal preference.

    Posted in: Suggestions
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    posted a message on What do you do with all that Spare Stone and Cobble lying Aroundd?

    I always have a full stack on me for survival purposes (makeshift bridge, stairs, etc), while I generally keep it stored (often smelted with excess charcoal). I often build things out of stone bricks, or usually make some attempt somewhere at having a floating island because they always look cool.

    Posted in: Discussion
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    posted a message on Why I believe Minecraft needs a serious change

    The issue I'm having with this thread is that it's incredibly one-sided against the fact that Minecraft's greatest strength is replay value and variety. Not saying you are wrong, but it feels more like whining "I've reached fully enchanted Netherite equipment, 15 Totems of Undying, and a massive home base. Why am I able to kill everything so easily?"


    As part of catering to more variety and replay value, Minecraft also opts for a more casual experience. It's not too hard to play at any given moment, unless you ask for it. If you want a challenge, go play on Hardcore and don't use armor or don't use anything better than Iron, etc. Make the challenge yourself.

    Posted in: Discussion
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    posted a message on The Small Suggestions Thread: Electric Boogaloo
    Quote from erictom333»

    I use beacons a lot in Creative, but never in Survival as the recipe is too expensive for a simple waypoint. My solution: Change the crafting recipe of beacons to use 1 diamond instead of 1 nether star, and allow them to be used as beacons without being placed on a material block base. However, instead of requiring one iron ingot/gold ingot/diamond/emerald to access the permanent buffs, a nether star is placed instead. Result: easier to use beacons as waypoints; no change for us8ng beacons as buff fields.


    I like this idea, especially since it gives decorative beacons easier access (but still only if you have a surplus of diamonds). Maybe add a particle effect based on its base, size affects density/amount, material used affects color, buff active gives other effects (more effects for level 2 buff).

    Posted in: Suggestions
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    posted a message on The Small Suggestions Thread: Electric Boogaloo

    Static state for stairs, walls, fences, etc. Defaults to false; generated blocks may generate as true if desired. Placing a block while sneaking sets this state to true. This is a rare and not necessarily needed feature, but it occurred to me that it can be useful for more detailed designs, especially when trying to manipulate their states to give a particular, sometimes edgy, look. I ran into this idea when a stairway ceiling met, but did not overlap, with a ceiling edge trim to a room. Being that both incorporated upside-down stairs, the vertex being at one far side of the stairway ceiling forced that block to become a corner, whereas to match the rest of the room, should have been static so that it's backside matched what was otherwise a whole block.

    Posted in: Suggestions
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    posted a message on Spears

    Not needed since we have Tridents.

    Posted in: Suggestions
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    posted a message on Make TNT craftable using soul sand.

    How about that be called Soul TNT, with increased damage to mobs and players, but less damage to blocks. Similar to fire damage, most Nether mobs are immune to its soul-piercing explosion. Soul Sand and Gunpowder are reasonably easier to get in the Nether than in the Overworld, plus the resources for beds are obtainable in the Nether (CaptainSparklez literally just did a video on using that). Focusing on mob damage seems fitting since beds already offer a reliable mining alternative to regular TNT, but with the ease of being obtained, it is ineffective against most Nether mobs.

    Posted in: Suggestions
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    posted a message on Brewing stand removal

    No support.


    I feel like this is in the campfire/smoker territory. Campfires cost only the single charcoal/coal used to craft it to be able to cook an indefinite amount of food, faster when at full capacity than a furnace, but slower than a smoker.


    That said, I feel like both should work as intended, and neither removed.

    Posted in: Suggestions
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    posted a message on Cracked stone brick stairs

    I made this suggestion (with some added modification) before: https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/2989222-complete-cracked-stone-bricks-variants-variants.

    Quote from headgames001»

    Mossy ones too?


    There's already Mossy Stone Brick Stairs. It doesn't seem like they intend on Cracked and Mossy combo variants, if that's what you mean.

    Posted in: Suggestions
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    posted a message on Rails on narrow blocks
    Quote from OrangePacker10»

    I know this is eight years late but there would not be a problem with the entities and fences. If you place carpets or pressure plates on top of fences then the extra height of the fence disappears. It would be the same with monorails. I just find it funny nobody pointed this out.


    This is also still a very likeable suggestion eight years later, as the math still applies. I still think that powered rails should give a little less propulsion to compensate that the cost isn't that much more, as I tend to acquire quite a bit of redstone in general from just spelunking. Also stone and wood are not really relevant when considered as an extra cost because they are easily renewable as well as easily amassed casually too.

    Posted in: Suggestions
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    posted a message on Magic Combat - Why So Little?

    I didn't read everyone's comment so far, so apologize if I happen to copy any ideas.


    Here's an idea I just had. Use a piece of paper at an enchanting table and it turns into a scroll for the spell. Similar to standard enchanting, spells available are random and may have multiple effects (and maybe slight drawbacks), and stronger effects require a higher level and bookshelf setup. Also as an addendum to current enchanting, different materials can be used for different items and spell scrolls (with likely some overlap somewhere). Each cast of a scroll's spell (with use) costs durability, which I would think is probably balanced around 75 or less uses.

    Posted in: Suggestions
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    posted a message on The Placer

    You joined just to post this, welcome aboard.


    I personally like it, as you've even covered corners like lack of effective Silk Touch and immovable blocks. Support.

    Posted in: Suggestions
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