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    posted a message on Make rare mob drops more common, particularly for equipped weapons, like how it is in bedrock; perhaps also make drowned parity.

    I expect we have significant differences in playstyles as I seem to accumulate tridents fairly easily…

    although (barring Channeling for charged creeper production) I rarely use a trident.


    Part of this may be that my early game prioritizes land based builds and I avoid most mob confrontation/hunting until I'm well equiped.

    I also spawn proof any water in the spawn chunks (via lighting) and do a considerable amount of developement around one or more Ocean Monuments.

    [These later points may mean I'm spending significantly more time in Drowned spawnable volumes than are you. :idk: ]


    I do tend to proactively kill and trident weilder I see. [Favored tactic is to let a trident bounce off my shield, rush during the recharge, repeat until in range, and engage with a sword – Sharp5Loot3 (or Smite5Loot3 if I've time to switch weapons) ]


    If you're simply not seeing drowned there are a number of designs for farms based on tall, narrow volumes of falling water built over river biomes (for the increased drowned spawn weighting) and under bottom slab roofs to keep the water at light level 0. Many also incorporate resting/beathing platforms at frequent intervals — outside the water.

    A number of these were designed when 1.13 came out: River Biome Trident Farm from Ilmango may be a good place to start.


    EDIT: fixed link

    Posted in: Suggestions
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    posted a message on So you know how hostile mobs are supposed to be fantasy?

    Kelpie is a reasonable choice (particularly if some or all of the added versions were not invariably hostile)…


    However, a great deal more detail is needed:

    What are the spawn conditions? {solid only or floating | light level | time constrained | activity triggered }

    What combat states are proposed?

    What drops and – if new – for what is it used?

    How do these interact (if at all) with hother mobs: passive, hostile, and aesthetic?


    As the sying goes, the devil is in the details…

    Posted in: Suggestions
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    posted a message on Connect Minecarts And More Rails!

    Variations of this suggestion have been made (here and elsewhere) for years…

    [The 1st post suggestion relies too much on familiarity with 'railcraft; not knowing this mod?/server?, there isn't enough detal to form a meaningful opinion about this specific proposal.]



    Granting that MS/Mj is frequently slow off the mark with both items & bug fixes, I see two things being needed to move the idea to fruition:


    1) The idea needs to be fully fleshed out in terms of mechanics


    2) There needs to be a mod that implements that version of the mechanics.

    .......2a} the mod needs to become wildly popular — à la the pistons mod


    Without those, I don't see the chance of MS/Mj improving furnace mincarts as likely to happen anytime soon. :(

    Posted in: Suggestions
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    posted a message on Collision

    A partial version of this is already in the game and enables one to 'nudge' mobs…


    Of course, how poorly this works is what makes leads valuable…


    Why do you think adding this would be "a cool thing"?

    Posted in: Suggestions
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    posted a message on Redstone hopper

    I'm not clear on the idea: currently a hopper attempts to 'push' before it attems to 'pull' q.v. https://minecraft.wiki/w/Hopper#Redstone_component

    and will only push items down if the ouput pipe is facing down.


    Containers fed by a tower of side pointing hoppers have always filed bottom up rather than top down [apparently due top the order in which MC processes hoppers]. Just one of many RS quirks.


    What you seem to be proposing is a new alternative to hoppers that behaves as though

    'pull-locked' when interacting with any hopper beneath it

    ...........(unless the container into which it cannot push any item into the container into which it faces)

    but 'push-enabled'.and able to pull from any container (other than another RS-hopper) above it


    I dont see a pressing need for this, but it does represent "something different" and I am be no means certain there are not useful applications of which I have not thought.

    Should more uses for the item proposed be discovered, I would likely be nore interested in its addition.


    As an aside, I don't tend to use 'large' RS item sorters because of the lag induced and the time to process an item dump.

    (Moving down a row of chests to put away inventory doesn't bother me [mostly] although I do use some 'tricks' to make this easier…)

    [Tricks include using 'junk accumulation' chests so I need only transfer full stacks to bulk storage, and maintaining a number of local 'supply dumps' in favor of a single central megastorage facility.]

    Most of my item sorters are quite limited in scope e.g. sorting fish [mostly to discard] from shards from crystals in a guardian farm.

    Posted in: Suggestions
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    posted a message on Salmon OP...

    A major factor is if you are in SSP or SMP (although the per player caps from 1.18? onwards may attenuate this).

    Like ink sacs, fish are/were extremely easy to get in SSP, but much more challenging on SMP servers where the likelyhood of at least one player loading a water base at any given moment was high.


    Given the existence of "Chickenators" and the massive output of cod from guardian farms [virtually all of which is thrown away], or – for that matter – the output of even small gardens [manual crop farms], I don't see this as an important issue.


    Something that occurs to me:

    What equipment (beyond the stone sword) are you using?

    Even with just DepthStrider3 and Respiration/AquaAffinity, sword hunting is quite easy; add a conduit in range and it becomes far more so…

    With a 3 deep river farm, only DepthStrider is really important — and that can be beaten by keeping the farm narrow (and with several bridges) so one can run on 'land' to quite near the fish.


    Given the ease of obtaining charcoal and kelp (and by mid-game lava buckets and blaze rods), the zero fuel requirement of campfires also doesn't seem like much of an issue…


    Other than in some skyblock, challenge seed, or map scenarios, I've never found food scarcity to be a constraint.

    Posted in: Survival Mode
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    posted a message on Cactus Blocks wont flow with the water

    Weird.


    Knowing the version you're playing might help, also any mods that are active… [Not familiar with 'dawncraft']


    The water certainly looks like it's flowing, but confirming this with f3 (if available) would eliminate one sort of glitching…


    Next, what does happen to the cactus items? (sink/float/vanish)


    What happens if you throw or drop other items (ie cobble or dirt) into the water?


    Does this happen with cactus block items in all flowing water (or only in the farm)?

    Posted in: Survival Mode
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    posted a message on Why so many Iron Golems.

    What version are you playing?

    (I recall this sort of thing being an issue in early 1.14 versions, but not how long it persisted….)

    Posted in: Survival Mode
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    posted a message on Are woodland mansions still worth it in 1.20

    From a purely mechanical standpoint I'd have to say no.

    Since 1.14, vindicators and totems have been easily & renewably available from raids.


    On the other hand, finding and clearing a mansion was an end game marker / rite-of-passage for many years and something everyone ought to do once. [It can also just be fun :egad:]

    [Others on the list are:

    beating a wither without trapping it in a cage

    beating the initial dragon without 'cheesing' it (bonus bragging rights for without enchanted equipment)

    finding a slime chunk/village/x-spawner without 3rd party applications/commands.]


    EDIT: formatting, spelling, & BBCODE

    Posted in: Survival Mode
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    posted a message on Thoughts on the below opinion piece that Minecraft is losing its feel?

    One of the most significant comments IMO occurs @~6m50 noting that at least some of the perceived loss of 'magic' may by due to the video poster's having 'been there; done that".

    (I can remember a certain thrill at spotting my first desrt well [arguably the most useless structure in the game] vs. the more recent reaction of simply considering the well a convenient waymarker as I flew over it.)


    Harking back to the days of paper & pencil gaming this issue was commonly understood to be an important factor in changing the nature of the gameplay [generally from the "down the door, kill the critters, grab the goodies" random dungeon crawl to a more nuanced involvement with the occupants of the campaign world]. I doubt most strongly that current "AI" is anywhere near providing this possibility.

    This may explain the popularity of SMP as something like the 'Southern Canal project' would be incredibly boring to do in SSP [or CSP].


    There does seem to be a change in the target audience. As much as it can be said to have had a target demographic, early MC seems aimed at the 15-30 gamer/computer 'nerd' whereas recent updates appear more interested in capturing the casual kids market.

    [Things like freely re-dyeable blocks remove an element of planning that was often considered a critical part of the 'feel' of MC.]


    The archeology additions also feel more like a mini-game frankensteined onto the base game. Something similarcan be said of the multiple cat and horse skins (although the developement resources and added lag for these seem likely to be less).

    Posted in: Discussion
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    posted a message on Minecraft Base Location

    I prefer using a random seed and 'making it work'.

    Something that may affect the answer is that I don't seem to creat a base; rather I will have multiple clusters of resource producing builds.


    Which means, early on, I have a 'starter base' in spawn [unless the location is too limiting e.g.riduculously small baren island] that I never do seem to abandon completely… :rolleyes:


    From there it becomes a matter of what biome do I need to get certain resources/advantages.


    I like savannah for setting up basic gardens/ranches and priority farms (slime/iron/basic hostile) anthough this is at least partially a holdover from playing before lightning rods).

    [My current main world is has the spawn chunks ~40% mixed ocean, 20% savannah, 20% desert with the rest a mix of mainly river/beach/plains.

    (The lack of lightning was quite helpful as I was able to safely use 2x spruce to generate podzol to made the spawnproofing easier than expected.) ]


    "[N]ear a village" begs a definition of 'near': I prefer to stay out or render distance (other than raiding) until I can fence/light/otherwise secure the village.

    Certainly want to have early access to villagers :>:


    I find mineshafts too common to be a matter of concern; Ocean monuments and Nether Fortresses are more of a reason to develope an area. (Particularly if one can find a pair that are 'near' enought to each other that travel is quick. [Maybe 100-200 blocks netherside for me.])


    Developing the area around a Stronghold (and building some form of rapid transport from spawn) is also desireable.

    Posted in: Discussion
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    posted a message on beethroot vs carrot for emerald

    My OPINION only, but I would stay with carrots and potatoes just to avoid dealing with the potential issues from the seeds.


    I'd also add a pumpkin & melon farm [probably a piston stamp version] to be able to use those trades as well.


    [Or build a raid farm and never worry about having emeralds again :P ]

    Posted in: Discussion
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    posted a message on What is this?

    @TMC good call


    Copying and enlarging the avy shows a blue skull (with possible 2-3 more skulls of indeterminate color in the background)

    Posted in: Discussion
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    posted a message on Lets play 'which tut version is it'

    THX that was a good chuckle…


    glad to see I'm not the only one who views MS/Mj regularly nerfing/breaking mechanics without ire.


    I'm not aware that the 1 item per container type @ https://minecraft.wiki/w/Tutorials/Hopper#Item_sorter has been broken. [What version?]


    TangoTek's dropper push system was certainly more compact for non bulk items, but came with a lag hit I found prohibitive. (Also multichunk versions were prone to breaking if unloaded while sorting; which could be counterd by using a chunk loading system that would create still more lag.)

    Posted in: Discussion
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    posted a message on The most useless things in Minecraft.

    There was a similar thread [ Top 20 Most Useless Features in Minecraft ] started back in Dec18; some may find comparing the lists interesting…,. [My comments @ reply #13]


    Per the new list:


    Beetroot: gives food, red dye and seeds.

    As a food it grows faster than potatoes/carrots/wheat. Combined with wheat one can breed sheep & get red and white wool > carpet [I use red & white crapet on fences to indicate the 'safe' side when expanding.]

    (Red dye may also be useful very early game [before setting up an iron farm].)


    Furnace minecart: Prior to being able to crawl [1.14.?], these were useful for 'restarting' hopper minecart collection systems.

    Other than that, I agree they are, at best, a bit of specialty equipment…


    Llamas: Mostly agree; this seem to have been touted as an early game / poor man's shulker, but are so limited as to be consigned to special circumstances thing.

    (The poor AS [artificial stupidity :rolleyes:]more or less mandates a previously prepared road, and forming a caravan from the llamas one [i]wants[i] is its own minigame. Add the time needed to load/unload and multiple trips just using the PC inventory are often preferrable. N.B. Using llamas in the nether is problematic because of the potential for a llama spitting on a pigman.)[/i][/i]


    Wandering trader: Coral blocks from WTs are [IIRC] the only [non-duplication glitch] renewable source.

    Also a low volume source of leads until a slime farm is established.

    Seed & foreign biome saplings can be useful early game as this allows access to some resources without needing to visit the normally required biome. [This last feature seems very much at odds with various other changes that seek to add various chokepoints to the game to force more PC exploration… :wacko:]

    [

    Bottle o' enchanting: Given how cheap/easy XP is to acquire, I agree this seem to be a solution in search of a problem…

    Even with raid farms making emeralds exceedingly cheap, the time needed to do the trading just doesn't seem worth the result.


    Conduit: I find these to have considerable use. They make the process of draining a volume far easier – particularly the interior of Ocean Monuments or roofed and/or irregular caves where Moses machines would be difficult to use.

    Conduits also eliminate one issue when using swim-in ink and trident farms (also amethyst, if one likes the flooded geode model).


    Riding pigs: IIRC, these were the first rideable mob,and – for a time – 'pig parking' designs were fairly common. Basically rendered obslette by equines and other modes of travel. (Stider riding may have been an attempt to update this mechnainc :IDK: )


    Wolf [dog] and fox: Important for player absent wither skeleton skull farms and sweetberry farming respectively; otherwise concur.


    more pointless mobs: None are [i]totally[/i] pointless (although the polar bear comes close).

    Ocelots, as mentioned, used to be the original source for cats (as wolf to dog).

    Endermites are vital for ender enders (in turn very useful for pearls and XP).

    Glow squid add a means of enhancing signs etc. which – at least – seems widely liked…

    Parrots have an imitate mob sounds feature that is (in theory) useful for mob detection.

    Bats can (rarely) influence combat either by taking blows or by statling the player

    Posted in: Discussion
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