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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from Arsnicthegreat

    thx! also, what about the idea for the model? i think it's time to make a more complex block... It's not like it's without cost. Nah, this is an extra cost. Sides, blaze powder is very hard to get- even w/fire resist. and, blue wool is hard enough to get if you never mine.
    Possibly make it a rarer color?


    The most important thing that I think the crafting recipe needs to have is the diamond. While the dyes are not the easiest thing to mass produce, I still think that having just dyes and wool is too cheep. Again my initial idea may have been too much, but wool is not too though to get.
    Posted in: Suggestions
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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from Heric

    I spent a while searching this topic for every angle to and for it. And I have a bit of a bias against it. I must say, I will never support a system that allows for chosen enchantments. However, I like your idea.

    On one hand, this provides an interesting element to it. It is a costly item, that make enchantment more costly in order to get what you want.

    On the other, the ability to mass-produce super enchanted weapons and armors is something I frown upon. I find that if you want equipment that ludicrously overpowered, you should be willing to do the boring grinding. And if you aren't, just deal with random, par enchantments.

    I can't support this idea as is, as I do not see any advantage in allowing someone to select every enchantment they want. However, I believe I could provide support if this advanced table were to not allow for maximum level enchanting. Say, Sharpness III, but no higher on that table(You could still get other enchantments as well as sharpness, but not maximum level). That allows for the option of either A) Random enchant and hope for the best, 2) Advanced enchant, but settle for below max equipment, or C) spend your hours waiting for a perfect set of equipment.

    At the moment, though, I conclude with no support.


    I have thought about enchanting like this:
    What is the difference between enchanting one item and getting what you want, or enchanting ten, for the same recources? The answer, whoever has the most time to AFK at a grinder, and effectively through away time enchanting their items. So what this does, is whoever AFKs the longest gets the best stuff. With this the people who don't have hours to AFK can still get the enchantments they want, but by doing something more interesting. My main concept I was going for here was: don't make the tedious work best done by AFK, make it something someone might actually enjoy doing.

    Also I do like the, not getting full level enchants idea. I think it may be a bit much. Perhaps getting a percent chance to get, sharpness 5 if it was selected, but you might more likely get the sharpness 3.
    Posted in: Suggestions
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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from Arsnicthegreat

    Snip


    I do agree the recipe for the empowered book I suggested may have been a bit too many resources. However, the reason that the books are nonrenewable is it would be an encouragement to go off and do things, not simply let an AFK farm do all the work. Also I do like the books having more durability, and the enchants costing more book durability. I may add this to the first post.
    Posted in: Suggestions
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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    As a while has passed, I have been thinking about this topic. I realized that for all of you saying that this would make you overpowered in one shot are correct. So I have thought about it and changed the idea significantly. It may or may not change your opinion on the matter, but be sure to read the entire post. Also all of the posts above this one are regrading the idea without empowered books (the new idea added on).
    Posted in: Suggestions
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    posted a message on Improved villagers: More trade slots, enchantment and other things looked at
    Originally, when villager trading first came out there was one input for trades and one output for trades. Then later it was made so that villagers can have two inputs for trades. My suggestion simply expands upon this addition.
    I suggest for there to be five possible inputs and four possible outputs. I looked at the NBT data for villager entities, and found that it would be fairly strait forward in the NBT data. And adding this in code seems strait forward as well. Also to make more room for the trades the options to move from trade to trade would be closer together and moved to the left.
    Screenshot:
    Application:
    This has many applications for regular trades with villagers, as well as possibilities for map makers. For instance, you could have a villager that asks for several wheat, potatoes and carrots, to give emeralds. And for map makers, the possibilities are endless! You could have a sort of villager crafter that takes resources and “crafts” them into something you couldn’t normally get. It would allow for more complex towns, you could have to get several different items for a quest, and so much more.

    Additionally I suggest adding an NBT tag called “UseExtraData” The tag would be either a 1 or a 0 and would be per trade option (for simplicity in the tags). If it is set to 0 (the default) then all of the trades only look for the item id, not the damage/extra NBT data. This is how the system currently functions.
    Ex: 16 white wool = 1 emerald
    The wool can be any color.
    Ex: 1 diamond sword + 2 emeralds= sharp 2
    The sword can be used, renamed, enchanted, and the sword will still only be a normal one, but with sharpness 2.

    If the tag is set to 1, then the extra NBT data would be used in seeing if the trade is valid or not.
    Ex: Ex: 16 white wool = 1 emerald
    The wool must be white.

    Ex: 1 diamond sword + 2 emeralds= sharp 2
    The sword must be a new sword, no name no enchants.

    This would allow for custom currency to be used. As a map maker, you could have emeralds with lore, and only those emeralds would be used for currency.
    Posted in: Suggestions
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    posted a message on Better Trees and Tree Generation - 28:3 Supporter/Partial Supporter to Non-Supporter Ratio!
    I will support this. I was actually thinking about trees since the new world generation changes have been made. I was thinking that trees grown from planted saplings should be biome based. This however, effectively accomplishes what I had though of, only with more option to it. I have also always wanted more tree types. Overall support.
    Posted in: Suggestions
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    posted a message on Renaming Ender Chests: A Public Yet Secure Storage
    I think this is an excellent idea. As long as unnamed enderchest function as they do now I see no difficulties with this being implemented. The only issue is picking the enderchest back up. If you rename anything (this could be a chest, a dirt block, a dropper, furnace, anything) and then you place the renamed item down, it looses the name, when you mine it up. This would for the most part be a simple annoyance as enderchests are mined into 8 obsidian (unless silk touched). Regardless, full support
    Posted in: Suggestions
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    posted a message on [original]~Ender Blocks~[Pictures]|[Poll]
    I really like the look of the block. It would make for some really nice buildings and structures. The only problem is end stone is somewhat limited on the one island. Maybe there could be a way to get more endstone than just on the island? Regardless Full support.
    Posted in: Suggestions
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    posted a message on Disenchantment Table!
    I have always thought there should be a way to remove enchants, but, if you could move enchants on to books, then you can enchant wooden shovels, and swords, and easily get all the enchants from them and then put it onto diamond stuff (It wouldn't be nearly as long as books, and apparently that is "hard work" that you would be missing). There would need to be another factor to the table to make it less powerful.
    Posted in: Suggestions
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    posted a message on To Venture masterzminer's CTM series
    New screenshots for Fallen Mines:


    Posted in: Maps
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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from aary33

    Doing that won't render XP. It shouldn't be 'fun' gaining experience anyways. You work for 10 minutes to get 30 levels of XP. You bring up your enchanting table, and choose your enchantment. You get that neat 97% of success, and surely you worked a lot for that XP worth of enchanting. 10 minutes. As opposed to various days, those arguments that you use prove my point even more.



    Also, no one is forcing you to take part in a 'boring' part of the game. Farming and fishing are boring, but no one can force me to do it. A game doesn't have to make every aspect 'EXCITING', nor does it have to have such action into it. There are many others games that are passive, such as Plants VS Zombies. I don't find fighting zombies with plants exciting as you speak, but rather getting that satisfaction necessary. That is what keeps me playing PvZ, and Minecraft.

    Enchantments are very helpful. You can't simply skip part of the game. I play vanilla, and can you simply bypass collecting wood? Well no, enchantments are part of the game. Also for just about everything else that can be consided tedious, treefarming, food farming, animal farming, caving/mining, it it not luck based to the point where you have to spend hours upon hours doing the same thing. Every time I go mining, I have to egt lucky to find diamonds, but not so lucky to the point where it will never happen. This is what enchanting is.
    Posted in: Suggestions
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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from aary33

    Even tedious boring work is still work. You get your enchantment sooner or later, and it's worth it. No need to make it easier, nevertheless create another system



    Then I hope you are lucky enough to not get a failed enchantment.

    About it being tedious, after a while it just gets old, I don't wan't to sit at a grinder for hours, I want to explore and build. This system would only replace the current once you you have done a ton of hard to get the advanced table. Thus rather than tedious grinding at a grinder, you still need to do a lot of hard work but it is just more interesting then afking/ spaming the attack button.
    Posted in: Suggestions
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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from XDGrangerDX

    Oh fail. I derped, i meant that the enchanter cant enchant tools, only books. Fixing now. :S

    Ahh, Yes I would say that to an extent tools are fine and don't need much change to make it less tedious. But still, In some cases maybe you dont want a specified enchant. Maybe a sword with sharpness and fire on it, but you get it with looting, it would take quite a while to get that exact sword. And Jeb has said he wanted to add more enchants, imagine the system now but with more enchants you get that you don't want on that specified item.
    Posted in: Suggestions
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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from XDGrangerDX

    Im using a dual high efficency blaze farmer. Blaze gives even more exp than endermans, faster isnt possible. Really. (atleast not in survival...)
    Better exp farm is out the question.
    Better waste a few diamonds (you need to merge some swords annyway else level 5 enchants arent possible) than needing around 800% more exp wich translates to 6 more hours of afking for the farm. Books are just too unreliable.
    Im enchanting sword because swords get more enchantments whit 30 exp. Books get only one.

    Aaand i just had a idea to balance this enchanter...

    What if you cant enchant anything but books whit this enchanter?
    Each enchant would have a fixed exp cost and a fixed fail rate.
    If the enchant fails the book and the exp is consumed and you get nothing back.
    We would have to work out the costs and the fail rate. Im thinking bout something like that:

    Enchant ------------ level of the enchant --------------- costs --------------- success rate
    Unbreaking ----------- I ----------------------------- 4 levels ------------------- 97%

    So. How sounds that now?

    So you are saying like an all or nothing? You could be safer and spend 40 levels to enchant something or spend less but it could be a waste of levels? And I still think books should be able to be used. They are the most tedious thing to enchant.
    Posted in: Suggestions
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    posted a message on Advanced Enchanting Table -Get the enchants you want, balanced without the grind. New GUI picture!
    Quote from joonatan1998

    High effiency enderman farms give 30 levels in about 3-5 minutes.
    I only use cave spiders for string and spider eyes.
    AFK farms are inefficient. (even doupple ones)
    When you could make this you could already make enderman farm at the end. (some desings were used before 1.3 and gave you 50 levels in 5 minutes, these desings are very hard to build in survival but much cheaper and easier desings can give you 30 levels in uder 10 minutes)
    Remember: when you once have your tool you don't need to make new untill you die. (If you dont use too much enchants.)
    Minecraft endgame content isn't blocks or tools. it is huge machines to make (nearly)everything easier.


    I have been meaning to make an enderman farm. (As on right now I have a slow pistonless one to get pearls) But they cost lots of resources and are very risky to build (void). Even so it still takes a rediculas amount of time and books to get a single unbreaking or silktoutch. I am saying there should be a way to not always have to rely on luck (thus an endgame item). Also if you are saying I can repair my items, I know that, but if I was to loose one getting it back wold be hours of senceless grinding/AFKing.
    Posted in: Suggestions
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