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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    As far as I can tell, that's exactly what i'm doing. I have twilight forest set to the ID of 4, and made a folder sky/world4. But...no sky. I also tried it with a test dimension I made with Just Enough Dimensions, that didn't work either.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Anybody know how to get the better skies working for dimensions added by mods (twilight forest, for example)?

    The documentation (on GitHub) says this:

    "Place the file at ~/sky/world0/sky0.properties ~/sky/world0/sky1.properties ... etc."

    and this:

    "NOTE: The "world0" in the path refers to the overworld. If there were other worlds with skies (the Nether and End do not use the standard sky rendering methods), their files would be in ~/sky/world<world number>."

    But I've tried creating a folder where the "0" in "world0" is instead the ID of the dimension in question, but it doesn't work. I know it's possible to do because I've seen videos where people are playing modded with custom skyboxes in the background in the twilight forest.

    Posted in: Minecraft Mods
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    posted a message on Revamped Enchanting System, No RNG, balanced

    I'd take this system over vanilla any day. Anything that allows me to select enchantments manually. Not sure what the point of experience is though if you're not actually spending it - might as well just have everything unlocked from the beginning and have the resource cost itself be the gate.


    The point of experience in this system is to have to work to get up a high enough level to be able to perform the enchantment. Essentially how the leveling system in most games works. Not a resource you spend, but tier of power you reach to unlock new stuff. Essentially, the point of leveling will be to unlock enchants. You would also still lose (at least some of) it when you die, giving you and incentive to stay alive and (when you do die) have to go get more experience.

    Posted in: Suggestions
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    posted a message on Revamped Enchanting System, No RNG, balanced
    Quote from Badprenup»

    Maybe for you it does, but similar to TheMasterCaver I have never once needed a grinder to get more XP than I'll ever need within the current system.


    As for the idea, I'm not a big fan. The costs for decent enchantments with this system sound so ridiculously expensive that it sounds like Mob Grinders would be more or less required unless you want to spend dozens of hours playing the game trying to get XP while remaining as safe as possible.


    If I wanted to take anything from this idea it would be the specific items needed to guarantee a specific enchantment. I don't mind the randomness and not knowing what additional enchantments you might get, but it would be cool to be able to set the first enchantment on an item without having to burn through a bunch of level 1 enchantments on trash gear until you get the guaranteed enchantment that you want.


    As I said, the costs are just examples. The reason I gave them was not to scare away people who worry that removing the randomness would make enchanting too easy. Apparently, this had the opposite effect as everyone here seems to worry that my system makes enchanting too hard/grindy. Personally, I prefer a straight up collecting resources grind to a random roll-of-the-dice over and over grind.

    My examples show that you could make the costs in this system massive to the point of making enchanting ludicrously hard. You could also make it super easy (level 5 + 1 Dirt Block for Fortune III), and anything in between. Obviously, I would not actually make enchantments cost 16 diamond blocks or 1 dirt block. It would be something in between.

    Posted in: Suggestions
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    posted a message on Revamped Enchanting System, No RNG, balanced
    Quote from coolcat430»

    This doesn't sound like it's balancing enchanting at all, it just makes it more of a chore and removes the primary use of lapis lazuli. For one, 100 levels for an enchantment is absolute ludicrousy. Taking 30 levels max is perfectly fine, especially since you keep most of your levels after you enchant something. It's just enough to have to work for your exp, but not so much that it's a complete pain or will punish you too severely if you end up dying. Secondly, allowing you to choose your enchantments essentially makes enchanted books useless, especially those obtained from villagers. One of the main uses for villagers is obtaining useful enchanted books for people who don't want to deal with the random chance of the enchanting table. Thirdly, if all the enchantments require different items, it makes lapis lazuli useless again. Before it was just used as a dye, and everyone rejoiced (I think) when it was given the use of "enchantment fuel", and now you can make blue dye with common flowers so removing its use as enchantment fuel would make it even more useless than it was originally!


    I think you (and others responding) are misunderstanding me. The enchanting cost/recipes I gave (16 diamond blocks, 100 levels) were *examples* as to how (if you want to make enchanting extremely difficult) you could. The developer can easily set the recipes to whatever they consider "balanced". What I am proposing is just a system, you can make the specific costs as high or low as you want.

    *also bear in mind, part of my system is that enchantments do not "consume" levels. If level 100 were required, you would only have to reach it once (assuming you don't die).

    As for enchanted books, I thought of that. I would probably remove the ability to enchant books (since this system renders that obsolete) and instead make enchanted books only obtainable through trading and chests. They would essentially be like "enchantment gift cards". In the same way you may find a pre-made sword or boots in a chest, you may find an enchanted book in a chest. Which you could then put on a piece of equipment without having to pay the enchanting prices.

    And for Lapis, you could easily give it a couple new recipes. Though in my system, I envision *multiple* items being required for each enchantment. You could keep Lapis as a "base cost" in addition to other items.

    Posted in: Suggestions
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    posted a message on Revamped Enchanting System, No RNG, balanced
    Quote from TheMasterCaver»

    I personally want changes made so that mob grinders, or other such farms, aren't part of the game at all - I've played for over 6 years without using any sort of mob/XP/resource farms mainly because I've never seen the need for them; need XP for enchanting my gear? Most of it is from mining quartz in the Nether (this also gives me a building material for my main base), after which I get more XP from normal gameplay than I can ever hope to spend, even in my modded worlds which add impossibly expensive items (by most player's standards, and otherwise I have to spend far more XP to repair them as I still play in 1.6.4, where repairing cost far more (enchanting was also totally random - not even a preview of one enchantment) - for example, a maxed-out set of 6 Mending items costs 4684 XP to fully repair all items (assuming diamond tools as each XP restored 2 durability, split among 6 items, and diamond tools have 1561 durability) in 1.9+ while an Efficiency V, Fortune III, Unbreaking III diamond pickaxe costs 5624 XP to fully repair (4 separate repairs for 1406 XP each) - just for that single item - and I never had any issues maintaining it (I dropped Fortune in later worlds not because of the cost but because of the amount of resources it gave, which I only see as a byproduct of caving for fun):
















    Indeed, I've been developing my own version of the game for the past 5 1/2 years and one of the things it does is nerf mob farms; want to make an iron farm? Sure, if you care to kill them yourself. Dungeon spawner? Sure, they do spawn mobs like crazy (aside from blaze spawners) but after about 50 mobs they will stop dropping loot and XP (including blaze spawners) unless you let it recover (taking many minutes). Darkroom spawner? Sure, if you light up all the caves (which are more common and extensive than in vanilla, especially since 1.7) since mobs only despawn based on horizontal distance (i.e. a cylinder instead of sphere) and deal with as little as 1/12 of the spawn rate as vanilla (the base rate of spawn attempts is 1/4 as high per chunk, with individual attempts reduced by a factor of 3 if the mob cap can't be maintained, which is normally desirable to maximize throughput). They can also never spawn above the Nether ceiling (already made pointless due to the aforementioned despawn rules).

    Likewise, things like "If you wanted to make a really powerful enchant like mending available, but hard to obtain, you could make it take something crazy like level 200 + 16 diamond blocks." only fosters farms and/or extreme levels of grinding; I'd have to mine more than a thousand diamonds in order to get Mending on my gear, which is absolutely essential (in part because of the grinding that would otherwise be needed to remake it every few days - yes days, at least in the case of my pickaxe, where I've had to repair it more than once in a single session - with over 6000 uses per repair. Indeed, a major reason why I've never updated past 1.6.4 is because of changes in later versions - this post (in the second nested spoiler) is a classic - "I won't play on it until/if it can be reverted back to the old mechanics", which was referring to the removing of the ability to rename an item to be able to repair it indefinitely in 1.8. That said, I also think that Mending is incredibly OP as it lets you make crazy OP gear with the same maintenance cost as an item with only Mending and eliminates the need to do any more mining, at least for diamonds - my own version of Mending works just like renaming did before 1.8, where the cost to repair an item was based on the enchantments and how much you repaired it, so better items cost more, and yes, in the anvil, so you were limited by the anvil cost limit - no indefinitely using that sword with half a dozen enchantments, but 2-3 (in addition to Mending) is fine).

    Also, I only do a single round of enchanting to make my "end-game" gear and have little risk of death during this time (the biggest risk is probably entering the Nether for the first time, the only time I leave important items behind when going somewhere) so if you didn't need to spend any levels I could just enchant all of my gear as soon as I reached the highest level needed, then be done with it for the entire rest of the game (I take around 50 hours to "beat" the game, including making my "end-game" gear, which includes 6-12 hours in the Nether mining quartz) then spend the rest of the time caving for fun. The time taken to "beat" the game would be less in vanilla, which I've never actually timed as I've only started modded worlds since my first world, which didn't follow the same early-game progression as I currently have, and my modded worlds have mostly had modded items which cost more to make).

    That said, it does make sense to use certain items to choose enchantments, but then that is why enchanted books exist, which I use to enchant most of my gear, only directly enchanting a few items, like bows, to avoid wasting resources (then again, if you are in 1.14+ you can just use a grindstone to disenchant an item, getting some XP back as well; since 1.8 you can also check out multiple items in the table without actually enchanting them (look at the tooltip which shows one enchantment) to enchant an item that has what you want).

    Either way, it shouldn't be that easy to make powerful enchanted gear (speaking as one who considers something as mundane as a sword with Sharpness V, Knockback II, Unbreaking III to be perfectly adequate, while most probably also have Looting III, Fire Aspect II, Sweeping Edge III on theirs - there's no hope of repairing such a sword in 1.6.4; in fact, it isn't even possible to use a new sword to repair what I use as it costs over 39 levels, instead you must use a damaged sword or individual diamonds. Even just one more enchantment makes it impossible to repair at all, so a Looting sword would have to drop one of the other enchantments; for example, I've used a Sharpness V, Looting III, Unbreaking III sword for passive mob drops, which costs 37 levels for a single diamond repair).


    I think we have different game philosophies. Mining, killing a bunch of mobs, etc. is what minecraft is about. I would prefer a "grind" to random chance. I don't think making an enchant expensive via a high cost (like a bunch of diamond blocks) is encouraging anything bad. It just means you have to work hard to get the item.

    I don't actually think mending should be that expensive anyways. I actually think I would make the max level of unbreaking just make durability infinite (the enchant would be costly though). My point was just that my system can be used to make enchanting extremely difficult (i.e. enchants take a lot of effort to obtain) or very easy (costs are small). It's just a better system IMO, but the system can work regardless of how easy or hard you want enchanting to be. Increase the prices & level requirements for increased difficulty, lower them for lower difficulty.

    As for mob farms, I think they are good part of the game. It's about creativity. You don't have to use them if you don't want to, but the idea of a mob farm is to use game mechanics in a clever way to automate something, spending resources and time to remove maintenance in the future. It's not a bug, it's a feature. Minecraft is all about manipulating the world to your advantage. That's why I want to keep mob farms relevant. But in my system, you still don't have to use them any more than you do today. Through mining and mob-killing you could still get up to the required level for enchants just like you can now.

    Posted in: Suggestions
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    posted a message on Revamped Enchanting System, No RNG, balanced

    Today I propose a total revamp of the enchanting system that hopefully is a massive improvement. In addition to being a suggestion for Minecraft, it would also make a great mod. If neither Mojang nor the modding community takes this idea, I will probably make it a mod myself in a year or two when my coding skills are up to snuff.

    So, in the same style as Jeb did with the 1.15 combat snapshot, I will outline what i'm trying to achieve here:

    1. Remove the RNG. No random elements in the enchanting system, total player control.

    2. Keep it balanced / not too easy. Obviously if you simply changed the current system to allow you to pick exactly what enchants you want it would become far too easy/OP.

    3. Keep levels, experience, and mob grinders (at least) as relevant as they are now.

    4. Compatible across Java and Bedrock, PC and Consoles

    ------------------------------------------------------------------------------------------

    My idea for how to do this is relatively simple, which is why i'm surprised nobody has really caught on to this yet. The changes are as follows:

    1. Change the enchanting table interface. Make it so that when you put an item (pickaxe, bow, sword, helm, etc.) in it brings up a simple list of all enchantments possible for that item. Probably designed similarly to 1.14 villager trading or the console crafting system. You can put tools that are already enchanted back into the table at any time to add more enchantments (ones that aren't already on there, or higher levels of ones that already are).

    2. No experience or levels are "spent" (removed from the player) when enchanting an item. There is still a "required level" to perform the enchant, which could be made extremely high (40, 70, 100, etc.) for powerful enchants. You will still lose most of your levels when you die, so getting experience will still be a big part of the game. Mob grinders will still be relevant to reach the very high levels, and to quickly regain what you lost after dying.

    3. Similar to how small amounts of Lapis Lazuli are required in the current system, every enchantment will now have a significant resource cost. The items will vary. You may need gold, diamonds, and emeralds for Fortune III, You may need blaze rods for Fire Aspect, you may need Obsidian for Unbreaking, there are many interesting possibilities.

    ------------------------------------------------------------------------------------------

    An example enchant would be something like this:

    Fire Aspect I: 4 Blaze Rods, 4 Gunpowder, 1 Ghast Tear (Required level = 25)

    Fire Aspect II: 12 Blaze Rods, 16 Gunpowder, 3 Ghast Tears (Required level = 60)

    The exact values for the resources required and the minimum level required could be adjusted to make each enchant as easy or as hard as you want it to be to achieve "balance" in the game. If you wanted to make a really powerful enchant like mending available, but hard to obtain, you could make it take something crazy like level 200 + 16 diamond blocks.

    I really like this idea, and think it would be great for either Mojang to do, or for somebody to make into a mod. On either side, if you see this and like the idea, feel free to use it however you wish, total permission. I don't even ask for credit. I just wanted to throw my idea out there, on the chance it will be used by somebody.

    Posted in: Suggestions
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