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    posted a message on Alternative Sources for Dyes

    The Problem

    Currently, some dyes in Minecraft are much harder to obtain than others. Of the 7 "primary" dyes that cannot be crested by combining other dyes, it's easy to get red and yellow (and also blue) from flowers, black from ink, white from bones, and blue from lapis. However, green and brown are much harder to get, as they can only be obtained from cacti and cocoa beans respectively, which if you're unlucky require venturing thousands and thousands of blocks to find a desert or jungle or waiting until a wandering trader has those items in stock. This seems absurd, just to be able to dye things green or brown.

    The Solution

    I propose being able to craft raw ores, which currently are only useful for smelting into ingots, into dyes (as well as some other items), as minerals have historically been used as a source of pigments.

    • Charcoal would be crafted into black dye, as charcoal has frequently been used as black pigment
    • Raw copper would be crafted into green dye, as malachite (an ore of copper) has been used as green pigment
    • Raw iron would be crafted into brown dye, as various iron-bearing minerals have been used for red and brown pigments
    • Raw gold would be crafted into yellow dye, as gold has sometimes been used for yellow pigments
    • Redstone dust would be crafted into red dye.

    Posted in: Suggestions
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    posted a message on Mixing Slaps - wooden and stone.

    This would likely be impossible unless it became possible to have two (or more) blocks in the same space. If this change happened, it could also become possible to have flowing water in non-solid blocks like stairs, slabs or fences, lava-logged blocks, redstone on or under slabs, carpets on slabs or stairs, torches on slabs, and more; however, it would also probably break commands like /fill and /testforblock.

    Posted in: Suggestions
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    posted a message on Amiibo Functionality for Nintendo Switch

    I do not support the idea as it stands, as it would give undue advantage to players using them. Instead, I propose that all Amiibos give you a skin of the character in question

    Posted in: Suggestions
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    posted a message on Synthetic Diamonds!

    No Support. Just because it's realistic doesn't make it a good (or even a thematically fitting) idea for Minecraft, and it's both too unbalanced (it would be possible to make diamonds, which are meant to be rare and valuable, using only common ores) and too tedious (it would take quantities of coal that would require a wither skeleton farm, and time spent mining graphite comparable to the time you'd spend mining a comparable amount of diamond, to get enough diamonds for any practical use) to justify.

    Posted in: Suggestions
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    posted a message on A new middle ground between Creative and Surival for people who don't like to grind

    There's no real need for a gamemode between Survival and Creative. Those who want to build can do so in Creative, and those who want to build within the constraints of Survival can do so in Survival. (Also, there's a list of non-renewable resources on the Minecraft Wiki for people who want to build in Survival)

    Posted in: Suggestions
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    posted a message on Does anyone have Aether textures and models?

    I'm making my own mod which includes some features from the Aether mod, specifically the Aerwhale and the Zephyr. Does anyone have the textures and/or models available to send to me so that I can add them into my mod?

    Posted in: Modification Development
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    posted a message on 1.22 Mob Update

    Should 1.22 be the Mob update?


    No.



    ☆All mobs having baby variants except for creepers, skeletons (all types), blazes, Elder guardians, withers, phantoms, and wardens.



    No support. Baby zombies are already annoying enough, we don't need baby spiders or endermen.



    ☆Adult piglins and Baby Piglin brutes having a 1 in 700 chance to spawn as a "Pig-Jockey" (Piglin riding a regular pig)



    No support. Regular pigs should stay in the Overworld, we have hoglins for the Nether.



    ☆Pigs/Piglins/Hoglins can have different variants [Normal, With spots, or Black (No Racism intended)]



    Support, would add variety.



    ☆Adds Guinea pigs

    ▪︎0.756 of a block in size

    ▪︎Can locate villages by sniffing for the hay bales in the villages

    ▪︎Tamed with Hay bales



    Undecided. Villages are easy to locate by exploring, so I'm not sure how useful a new mob intended to make them easier to find would be.



    ☆Dogs

    ▪︎With the different breeds

    ▪︎Can spawn in villages

    ▪︎Tamed with bones



    Support for different dog breeds similar to cats, but not for adding dogs as a mob distinct from wolves.



    ☆Clerics can cure Zombie villagers.

    ▪︎The Cleric can capture the Zombie Villager by using a lead and locking it in the church until the curing is finished.



    Undecided.



    ☆Adds hamsters

    ▪︎Slightly smaller than guinea pigs (0.513 of a block in size)

    ▪︎Can attack enemies for you but only do half a heart in damage.

    ▪︎Tamed with Apples



    No support, we don't need another mob that acts like wolves but weaker.



    ☆Re-Textures The villager to have a Steve or Alex-like appearance

    ▪︎Their arms would no longer be connected

    ▪︎Their body would animate like players

    ▪︎The Old villager texture (Minecraft:Villager_v2) can stay until everyone gets used to the new texture (Minecraft:Villager_v3) due to the old texture being very iconic.

    ▪︎Fun fact: Can serve a reference to the old human mob



    No support, the crossed-arms villager model is iconic and does not need to be changed.

    Posted in: Suggestions
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    posted a message on Change

    Suggestion: Add a pen item, crafted with 1 stick and 1 ink sac, that can be used to edit signs. That way signs can still be edited, but only with the new pen item.

    Posted in: Suggestions
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    posted a message on The Wildfire

    Personally I think Mob D should be a miniboss that spawns either in a new room of the Nether Fortress or a new structure.

    Posted in: Suggestions
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    posted a message on I just had a crazy idea for a pottery feature

    Support, although I think items should be loaded by dropping them in or by hopper instead of crafting them in like you suggest.

    Posted in: Suggestions
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    posted a message on Iron and gold ores should drop nuggets sometimes when mined
    Quote from Agtrigormortis»

    Then make a chest,


    That won't help with the fact that you still have to carry two more stacks of items back, four or six if you craft them into ingots and blocks respectively. Shulker boxes and ender chests don't solve this problem either, they just mitigate it.

    Anyway, there's no real advantage to having iron and gold ore having two essentially equivalent drops. Personally I'd prefer Nether gold ore and gilded blackstone to drop raw gold, for consistency with Overworld ores.

    Posted in: Suggestions
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    posted a message on Iron and gold ores should drop nuggets sometimes when mined

    No Support. It'd get annoying having to carry 2 extra stacks of items back which don't provide anything new.

    Posted in: Suggestions
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    posted a message on Arquebus: A synthesis of more than a decade of gun suggestions.

    Support. I am a supporter of theme-accurate guns in Minecraft, and I've even added one to a mod I'm working on (it still needs balancing). I've even made my own textures for the arquebus and the bullet (I'm not implementing pellets). However, I'm not a fan of the idea of item-exclusive enchants in general, so five enchantments exclusively for the arquebus and no others (trivially excluding Unbreaking, Mending, and curses) seems stupid when Sharpness, Efficiency, or Looting would work perfectly fine.

    Posted in: Suggestions
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    posted a message on Simple Colour Additions

    No Support. They don't make sense to me (granted, I've always actively rejected the red-blue-yellow color model in favor of the red-green-blue model). Instead, I propose being able to craft green and brown dye from raw copper and raw iron, respectively (copper and iron ores have historically been used for green and brown colors), and possibly also black, red and yellow from coal, redstone and raw gold

    Posted in: Suggestions
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    posted a message on player sack on death - an intermediate option between keep inventory and not
    Quote from ice000breaker»

    Keep inventory is entirely removes the punishment for death, but the default option may be really punishing especially if you die in a distant place where you cant go and get your items back.


    the idea of player sacks is that when a player dies they drop their inventory as an entity which does not despawn. all items in this inventory can be picked up by right clicking on it and the sack would disappear.


    Full Support, although a gravestone would make more sense (many mods do so).

    Posted in: Suggestions
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