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    posted a message on Ender Ants and Carapace Elytra Armor
    Quote from Jancrash»

    That doesn't make any sense. Netherite armor already exists. As the carapace is comparable to Netherite in terms of getting the armor, it should be compared with Netherite in terms of using the armor. If PVP servers don't want items this powerful, they can remove netherite OR carapace armor. But Netherite is barely stronger than Diamond anyway, so if a PVP server really doesn't want stuff this strong, what they actually need to do is remove Diamond armor.


    There is definitely a lot of work to do in trying to balance the extra enchant space with elytras not having it. I'm not sure what exactly is the difference it'll make, but that's what we should be talking about. Because carapace armor is as hard to get as netherite armor, it should be designed to be similar in power to netherite armor. That DOES make sense, because netherite armor DOES exist in the game.

    Quote from Puffy_Pony»

    Hard no on anything putting armor on Elytra


    Why? Is there no foreseeable way to add a weakness to balance out the effect? Why does elytra necessarily need to put a big hole in a player's defenses?

    Posted in: Suggestions
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    posted a message on Ender Ants and Carapace Elytra Armor

    But why would you compare it based on iron armor? It'll be about as much work to get the carapace set as it will to get netherite armor, so it should be compared with that.


    Netherite with elytra: 12 armor, 9 toughness

    Full carapace armor: 15 armor, 4 toughness, can enchant chest slot


    Without enchants, it seems pretty balanced. The carapace will protect better against weak hits, while netherite will protect better against strong hits. I think the damage value where they'd offer the same protection is pretty high though, perhaps about as high as a Vindicator hit. Also, carapace can be enchanted. So perhaps the total armor of the set should be reduced.

    Here's an idea: lower the chestpiece armor by 2 and the leggings by 1 (both now have 4 armor), and the full set has the same armor as netherite with elytra, less toughness, but can enchant the chest.

    Posted in: Suggestions
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    posted a message on Ender Ants and Carapace Elytra Armor

    I think it would be cool to have a biome in The End which would consist of colonies of the floating islands strung together with organic paths created by these ender ants which would have vast colonial structures stretching across the entire biome. The ants would be neutral mobs which would move around slowly in lines, and if attacked, nearby ants would move to intercept the attacker. They would occasionally drop pieces of carapace which could be used to create the new carapace armor, and the carapace armor would add more options for balancing elytra flight with defense, as well as granting a neat unique armor appearance.


    The carapace chestpiece could be combined with an elytra to make a winged carapace chestpiece. Either version would have 6 armor points (same as iron armor) and 1 toughness, but the winged carapace would have a -50% penalty to flight energy, meaning flying while wearing only this piece will cause firework rockets to grant only half of the acceleration, which will be further reduced by gravity. You could fly with just this armor, but flight would be significantly more difficult. But that is the price you pay for defending your chest slot.

    The other pieces of carapace armor also have the same amount of armor as iron: 2 each for helmet and boots, and 5 for leggings, and each piece also grants toughness 1. The boots and helmet would also grant a +15% bonus to flight energy, and the leggings would grant a +20% bonus to flight energy. These bonuses would not affect the armor's ability to be enchanted. With full carapace armor, the flight energy penalty of the chestpiece would be completely nullified by the other pieces combined. This armor gives the player a way to balance defense with flight capability, no longer being forced to lose 8 armor points just to be able to fly.

    For comparison, here is the total defensive and flight attributes of various armor arrangements:

    Full netherite: 20 armor, 12 toughness, no flight

    Full diamond: 20 armor, 8 toughness, no flight

    Full iron: 15 armor, no toughness, no flight

    Diamond with elytra: 12 armor, 6 toughness, 100% flight energy

    Netherite with elytra: 12 armor, 9 toughness, 100% flight energy

    Diamond with winged carapace chest: 18 armor, 7 toughness, 50% flight energy

    Netherite with winged carapace chest: 18 armor, 10 toughness, 50% flight energy

    Netherite helmet and boots with winged carapace chest and legs: 17 armor, 8 toughness, 70% flight energy

    Diamond legs with winged carapace chest, boots, and helmet: 16 armor, 5 toughness, 80% flight energy

    Full carapace armor with wings: 15 armor, 4 toughness, 100% flight energy


    The total defense of diamond/netherite with elytra versus full winged carapace is similar: the carapace has more armor and less toughness. But if you experiment with other combinations of armor, you can get the balance of defense and flight energy that you want.


    - - - - -


    The ender ant colonies would have vast mounds full of tunnels (much like a typical cave system) running throughout the larger islands, and these tunnels and the surface of their island would be largely covered in a block that looks like end stone merging with some kind of organic material. These blocks could be harvested with a shovel to be used as a decorative item, and they would break much more slowly than dirt, more like normal wood or stone speed. Jutting out from the island would be stalks of some thick material which would make bridges out to other nearby islands within the biome. If two large islands are connected, they may have several thick bridges going across between them. Sometimes a thin narrow bridge will be jutting out to connect to any smaller islands. The bridge material would be another decorative block which can be mined best with an axe, but would be slow to break just like end stone. The ender ants would form chains and move throughout these tunnels or along these bridges. In the event that two ender ant chains cross paths, they can run along the side or even bottom of the blocks in order to pass each other.


    The ants would be farming some kind of vegetation. The ant colonies would take up a good fraction of the space in their biome, but a lot of it would be a wilderness containing the vegetation that they seek. My idea for this vegetation is a vourd, a melon-like plant which produces a fruit which looks like a block of void, but I'll leave this part open. It's not important what they are farming, just that they are farming something. The ants will trek out into these wilderness areas within their biome in order to seek these plants. They will often be seen milling about in the wilderness. If they stumble upon the plant they seek, they may harvest it and carry the fruit in their jaws and return to the nest. The plant will survive and produce another fruit eventually. Deep inside the ants' nests are chambers containing ant queens as well as piles of these fruits stashed in there. If you try to harvest the pile of fruits inside the ant colony, it will provoke them to attack. Harvesting plants or fruit in the wilderness does not provoke the ants.


    The ants will automatically replenish their numbers by eating the fruit (much like villagers), with their population cap determined by how many queens they have around. The player can breed ants by feeding fruit to several ants as well as to the ant queen. All of the other ants will mate with the ant queen, and she will eventually produce one baby ant for each ant bred with her, up to some limit (like 16 maybe). Sometimes one of the baby ants will be a baby queen. This baby queen will naturally grow up into a normal ant, however if fed enough fruit she will progress through extra growth stages and eventually become an ant queen.


    If an ant is killed, it drops 0-1 units of carapace. The drop chance consists of a table of: 0, 0, 1, 1 and each level of looting adds a 2 to the table, so at looting III the table is: 0, 0, 1, 1, 2, 2, 2, meaning you will get no drops 2/7ths of the time, 1 drop 2/7ths of the time, and 2 drops 3/7ths of the time.

    Average carapace drops per ant are as follows:

    No looting: 0.5

    Looting I: 0.8

    Looting II: 1.0

    Looting III: 1.142857


    Each piece of carapace must be cooked in a furnace to process it, and 9 processed carapace is put on the crafting table to make 1 piece of armored carapace. You can then make armored carapace pieces into armor following the normal armor recipe shape. The carapace chestpiece can be combined with an elytra on the anvil to make a winged carapace chestpiece.


    Each piece of carapace armor can be enchanted just the same as normal armor, except for the chestpiece. A non-winged chestpiece can be enchanted just like a normal armor, including doing it on the enchanting table. A winged chestpiece can be enchanted with books, but it will have one extra crafting action applied to it due to being combined on the anvil. This can potentially limit its crafting and enchanting capacity. Overall, this enables the chest slot to not only have defenses, but to also have enchantments that you cannot put on an elytra.

    Posted in: Suggestions
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    posted a message on New Boss: the Boss Magma Cube
    Quote from Jancrash»

    you could theoretically have 4 + (2+2+2+2)
    + 16 points from one perfect magma chain. That's 28 points in a matter
    of seconds.




    I'm well aware of that and I did the math while making the post. The idea was for it to be possible to spawn the boss fairly quickly if you were trying to, but not super fast by accident unless you're going on a magma cube rampage and simply don't know about the boss yet. The harbinger cubes are supposed to act as a warning, so that you aren't too surprised when the boss spawns on you, and hopefully make it clear enough for the player how to avoid spawning it if they are afraid.

    This spawning sounds problematic. Even ignoring the
    issue I mentioned above, 50 points times 20 seconds per point is 1000
    total seconds to naturally enter this mode. That's 16.6 minutes. So just
    about every day and a half, with or without player intervention while
    also including the ten minutes of boss mode.



    I said it ticks down every ten seconds, not up. That means you can kill magma cubes pretty often and never see the harbingers. The whole process of spawning it on purpose could be as little as ten minutes, but you could live in basalt deltas for dozens of hours and never accidentally spawn the boss.

    It would be easy to accidentally spawn the boss, that's sort of the point. I'd want a player who doesn't know about the boss to discover it eventually. I also made sure it'd be easy enough NOT to spawn the boss, at least once you know about it.

    I could have added a timer during which you can't respawn the boss, to make sure that its drop doesn't get farmed too much. Or maybe we just let players do what they want and not consider it to be a problem.

    If they don't despawn until ten minutes pass, then
    they'll clog the mob cap.



    That's exactly what would happen. In the latter half of that timer, nearly every magma cube you come across is a harbinger. But just the same, if you wait out your ten minute timer plus another three or so (or just move 8 chunks away after the timer runs out) then most or all of them will be gone. It wouldn't cause any lag problems as the total number of magma cubes present would always be the same.

    Now there could be lag (especially client-side lag) DURING the boss fight, particularly if someone purposely had all 64 small boss cubes together at once.

    Aside from the potential lag caused by randomly
    setting fires, the boss itself sounds fine. Then again, I'm basing that
    last statement off of how magma blocks used to randomly evaporate water
    next to them which caused lag issues, but it was really only a problem
    due to how obtainable it was.



    Yeah that became a problem in 1.13 because people would encounter hundreds of magma naturally spawned, and they would never run out of water to remove. These fire-producers would potentially create lag, but only if someone orchestrated an array of dispensers to place many of them on the ground at the same time. It would be no accident.

    Responses in bold. The boss itself sounds fine, and the unique drop sounds useful in redstone randomizers thanks to Observers. The biggest problem is how you've set up spawning the boss. Rather than repeat my analysis of its spawning, I'll explain how I'd change its spawning so you can compare yours to that.

    Rather than having a time-based and kill-based Harbinger spawning system, Harbinger Cubes will have a small chance of spawning (maybe a 5% chance of cubes turning into one) outside of spawning events. Regular magma cubes can also be renamed to Harbinger Cubes using nametags at any time. Harbinger Cubes will look like regular Magma Cubes but with an orange border/trim around them, allowing unwanted ones to be recognized and avoided. They will never spawn as small cubes, only medium or large. They will split like normal cubes (and can only reach small size this way), but their points outside will be reduced to .5/1/2 as opposed to 1/2/4. Upon reaching 10 points, a Raid-like bar will spawn at the top reading "Magma Fever".

    During a Magma Fever, Harbinger Cubes will have a 33% chance of spawning instead of magma cubes, and their point values will be doubled. The Magma Fever bar will automatically start with a tenth of it filled (meaning it maxes at 100). Killing Harbinger Cubes will increase the value of the bar by the number of points based on size, and killing anything aside from a magma cube or Harbinger Cube (either by luring one in from another biome or simply killing natural ghasts and striders) will reduce the bar by one point. The bar will also lower by one point down to a minimum of nine for each minute that passes. This way, it is possible for players to avoid spawning the Boss Cube whilst also allowing them to also kill magma cubes and Harbinger Cubes in self-defense.

    Magma Fever will end automatically once the score drops below 10 points, and the bar will disappear when it is over. When the Magma Fever bar fills completely, the Boss Cube is spawned.



    I also like your method. So much so, in fact, that I'd like to feature it in the OP, with your permission. My favorite thing about it is that it gives players a way to continue killing magma cubes within the basalt deltas, at any speed they want, without spawning the boss--so long as they are also killing some other things as well. Perhaps we could tweak it a bit: say killing a ghast reduces the count by ten. Also, the counter should end only if it gets to zero. That way it starts at ten, it's not hard to get rid of it if you don't want it, but there's a buffer in case you do want it but you kill something else before your next magma cube.


    Another idea I had: when the counter reaches 50, the boss pre-spawns, and you can see it as an immobile entity the size of a medium magma cube, and as the number ticks up, it gets larger and emits particles faster. Maybe players could also hit the pre-spawned boss to tick the bar down by how many points of damage they dealt. I don't know if that would be confusing, but it'd give the players a lot of control over it.

    Posted in: Suggestions
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    posted a message on New Boss: the Boss Magma Cube

    When you kill a magma cube while you are within Basalt Deltas biome, an invisible counter ticks up. The counter ticks 1 point per small magma, 2 per medium, and 4 per large cube killed. It also ticks down 1 point per 400 ticks (20 seconds) regardless of where you are. If the counter reaches 50 points, you'll go into boss cube spawn mode for 12000 ticks (ten minutes): all new magma cube spawns around you will instead be Harbinger Cubes--they look and act the same as regular magma cubes except they have the name Harbinger Cube. Every time you kill a magma cube named Harbinger Cube, it'll tick your boss cube spawn counter up 1/2/4 points whether or not you're in boss cube spawn mode. This counter does not tick back down over time. The smaller cubes spawned from killing a Harbinger Cube are also named Harbinger Cube. Once your boss cube spawn counter reaches 50 points, an ominous sound is played and the boss magma cube will spawn about two chunks from your location.


    If your boss cube spawn mode runs out before you kill enough harbinger cubes, you can wait indefinitely to try again. Alternatively, you can use name tags to rename magma cubes into Harbinger Cube. If you don't want to spawn the boss, you can avoid killing the cubes and/or flee the area. The named cubes spawned through this event will be unable to despawn until they have been active for ten minutes; any cubes renamed by players do not despawn at all. So if you leave the area and despawn the chunks, you can return later to kill the Harbinger Cubes.


    The boss magma cube is twice the size of the large magma cube and jumps twice as high, however if chasing a player at a significantly higher altitude than itself, it can charge up a jump in order to jump as high as needed to reach the player's ledge, up to eight times as high as a large magma cube can jump. It has 96 health and 16 armor, and deals 8 damage per hit. When you kill it, it will spawn four large magma cubes that carry the same name as itself and have the same jump ability as the boss. When killed, these spawn four mediums with the name and jump ability, and when killed these spawn four smalls with the name and jump ability. When the smalls are killed, they do not spawn any more magma cubes. All three smaller sizes of boss cube have a 25% chance of dropping magma cream, even the smallest ones; however the boss cube always drops a Boss Magma, which is a block that looks similar to a magma cube and which will periodically light fires near itself (randomly placed up to three blocks taxicab distance from itself).


    Attributes of Boss Cubes:
    BOSS: 96 health, 16 armor, 8 damage | 100% drop Boss Magma

    LARGE: 24 health, 8 armor, 6 damage | 25% drop Magma Cream

    MEDIUM: 6 health, 4 armor, 4 damage | 25% drop Magma Cream

    SMALL: 1.5 health, 2 armor, 3 damage | 25% drop Magma Cream

    Boss cubes are not the same entity type as normal magma cubes. They do not despawn, they share no NBT data with each other, and you cannot re-name a magma cube to make it into a boss cube.

    Average amount of magma cream per boss fully killed: 21

    Average with Looting III (0/0/0/1/1/1/1 magma cream per kill): 48

    Attributes of normal magma cubes for comparison:

    LARGE: 16 health, 12 armor, 6 damage | 25% drop Magma Cream

    MEDIUM: 4 health, 6 armor, 4 damage | 25% drop Magma Cream

    SMALL: 1 health, 3 armor, 3 damage | no drops
    Average amount of magma cream per large fully killed: 0.75 - 1.25 depending how many mediums spawn
    Average with Looting III (0/0/0/1/2/3/4 magma cream per kill): 3.75 - 6.25 depending how many mediums spawn

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

    post deleted--moving to big suggestions

    Posted in: Suggestions
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    posted a message on Replace the terms 'whitelist'and'blacklist'with more inclusive alternatives
    Quote from Ptolemy2002»

    It may not be very hard to do, but in the long run, it will likely be very confusing and unnecessary, depending on what they change it to.


    Is this like how people resist switching to metric because "it's confusing"? The only thing confusing about it is how none of these people have PTSD from trying to wrap their head around the far MORE confusing way that it currently is. And you wonder why school is frustrating. Maybe we should stop catering to old dogs and actually just fix these things without stopping to ask if some old farts are afraid of change.

    Posted in: Suggestions
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    posted a message on Fire Resistance - Lava Visibility
    I have an idea: let's take away fire immunity altogether and make the potions give you fire resistance similar to fire protection on armor, and able to partially exceed what armor enchants can give. To find the final fire damage reduction, you take the higher of the two values (either enchants or potion effect), then add half of the lower effect cumulatively. For example if your armor removed 60% of fire damage and your potion effect removed 40%, the final reduction would be 60% plus 20% of the remaining 40%, or a final reduction of 68%. So there's some benefit to stacking the two, but you still get plenty of reduction from just one.

    Potion of Fire Resistance:
    Fire resist II: -70% fire damage, -70% chance to lose durability from taking fire damage
    Lava Vision: 4 tiles
    Duration: 3 minutes

    Extended Potion of Fire Resistance: (when brewed with redstone dust)
    Fire Resist I: -50% fire damage, -50% chance to lose durability from taking fire damage
    Lava Vision: 3 tiles
    Duration: 8 minutes

    Concentrated Potion of Fire Resistance: (when brewed with glowstone dust)
    Fire Resist III: -80% fire damage, -80% chance to lose durability from taking fire damage
    Lava Vision: 5 tiles
    Duration: 1.5 minutes

    That would make finding netherite too easy.


    What if it also caused the player to take damage while hunting for netherite? I think that'd be a great way to make netherite farming more painful FUN!

    Posted in: Suggestions
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    posted a message on Erodestone

    Enabling cobblestone in the Nether would also enable brewing stands and grindstones in nether-only survival. I'd be in favor of that as long as it's not very common. I also like the part about it being a block you can mine with your shovel but it's not fast. Overall, however, it seems to be lacking in purpose.

    Posted in: Suggestions
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    posted a message on Conductive copper blocks.

    This would make Redstone far easier for someone like me to understand. Then maybe finally I could get into doing more than the simplest of devices. I also wouldn't mind seeing more colors than red and green in your typical redstone machinery.

    Posted in: Suggestions
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    posted a message on Replace the terms 'whitelist'and'blacklist'with more inclusive alternatives
    Quote from Blooded_Wine»

    Not only do the terms blacklist and whitelist that one color is better than the other, but they are also mostly ambiguous metaphors.


    Many corporations including Google-made Chrome & Chromium as well as Microsoft-owned GitHub are replacing all instances of 'blacklist' with 'blocklist' and 'whitelist' with 'allowlist' (or other alternatives such as 'excludelist'


    I do not believe this would be a difficult change to both incorporate and adapt to.




    It makes perfect sense to me. Colors don't have any actual reference to enabling or disabling things outside of a VERY limited set of highly racist cultural references.

    Quote from CannonFoddr»

    Personally I consider this just another 'PC gone mad' situation

    We're told we can't use the words 'Black' or 'White' as it could be considered racist even though 'Black' can be used in a positive manner - after all have you never heard of 'Black Friday Sales' ?




    You're confusing progressivism with windmill crusading. It's progressive to get rid of a reference that actually is racist and/or doesn't have any non-arbitrary or racist reason for being the way that it is. The above topic is both of these. The term "blacklist" is a direct reference to negroes not being allowed in the same spaces as "normal white folk", with the insinuation being that negro spaces aren't spaces at all. It only made sense to these people, and to us it's merely grandfathered in. We can make our language slightly less confusing to future generations if we use clear and descriptive language such as allowlist or blocklist, and if we reduce racism in the process, hey it's a win-win.

    Windmill crusading often looks similar at the outset, when people proclaim to want something changed due to its racist connotations, but the difference is that they're purposely trying to find the connotation, and it's not actually there. It would be windmill crusading to take offense to calling black paint black. The paint is black, and there's nothing racist about that color. And "Black Friday" uses a much older version of black as representing something bad, as it's in reference to a catastrophe known colloquially as "Black Friday". I don't think there's anything racist in that particular one but a linguist can correct me. Either way, our usage of "Black Friday" is exclusively a reference to the past event and no longer carries any racist connotations, if it ever did. It would be senseless to ban the use of the term as it would create more confusion, since the history books will forever use the term "Black Friday" to refer to the actual event.

    Posted in: Suggestions
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    posted a message on Make Wood Tier Relevant
    Quote from Alkimia»

    ...for new players, this would probably be very confusing and not very logical. Instead of breaking stone in a cave, they would have to...


    Why do they have to get out of wood tier? You're making a fallacy of reasoning from your position as an experienced player who is used to skipping wood tier.

    Posted in: Suggestions
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    posted a message on Suggestions and Balance Tweaks to the Nether in 1.16

    I've been playing nether-only survival for a few days now and I have a lot of thoughts regarding it. I love the idea and I feel generally very favorable about the majority of the changes. But there are still several oversights and other things lacking for a proper nether survival experience. The basic plan for my suggestions in this post are to adhere to the policy that a player should be allowed to choose to start in the Nether instead of the Overworld, and that that should be considered a significantly greater challenge as well as a change of scenery. As a player often plays a Minecraft world for hundreds or even thousands of hours, I therefore also will suggest things related to ensuring that increased difficulty remains for the long term as the game goes on, not allowing the player to go to the Overworld until they have already achieved Overworld-player strength from the Nether. This also means that I must suggest a choice be made upon creation of the world which will change a handful of fundamental gameplay elements: Overworld players should not get trapped in the Nether nearly as much as a Nether player will be.

    Firstly, at world creation, there should be an option to start in the Nether. Either this will implement some changes (discussed throughout this suggestion) automatically, or there will be a secondary option to implement "nether hard mode" which will make a few small but critical changes to the Nether. The player should have a warning for either of these.

    Having your world start you in the Nether should actually place the world spawn inside of the Nether, so that not only are you there to begin with, but you also will always wind up in the Nether if you die and don't have a valid respawn point. The game should try to place the spawn point on land and at least 16 meters away from any lava lakes or drop-offs--because you'll have to deal with your permanent respawn location no matter what happens to it, unless you never fail to have a custom spawn point set. When you respawn at the world spawn, the game should attempt to place you on a solid block that is not on fire or adjacent to lava or a cliff.

    BONUS CHEST
    There should be an option to have a bonus chest in the Nether, and I will suggest here what I think it should contain.
    Since only two of the Nether's five biomes contain wood, I think the chest should contain several logs or planks of the Nether wood varieties--not the resources to make a sustained farm, but enough supply to get the player started and last until they at least manage to find a forest biome. Food is also virtually non-existent in warped forest, soul sand valley, and basalt delta. So the chest will contain 4-8 red and 4-8 brown mushrooms which can either be used for mushroom stew immediately or made into a mushroom farm. The abundant bonemeal in soul sand valley will enable the player to boost their mushroom production, while the warped forest and basalt delta are usually small enough to escape without much food needed initially. The chest should also contain one random stone tool, which can be a sword, shovel, pickaxe, axe, or hoe.

    The final thing in the chest will depend on which biome you start in.
    Crimson Forest: This biome is extremely hostile initially and you will be attacked from all directions by both piglins and hoglins. The bonus chest will either give you a random piece of gold armor (usually a helmet or boots), -or- it will instead give you 2-4 warped fungi. What you get can protect you from one of the hostile mob types but not the other. It won't take you long to have both, but this will buy you some safety to make sure you have a chance to get on your feet.
    Nether Wastes: Your biggest threats here will be ghasts and piglins. It won't be hard to get some gold armor, but dealing with ghasts will be tricky. You can quickly dig into the netherrack to hide from them, but the bonus chest will also provide you with 16-32 basalt so that you can make a small ghast-proof structure in the early game.
    Soul Sand Valley: Here there are plenty of skeletons and ghasts, and killing the skeletons will provide you with bows and arrows to shoot ghasts. But it is very hard to kill skeletons when you're equipped with a sword and trying to chase them across soul sand, meanwhile a ghast is shooting at you. The bonus chest will give you a shield.
    Warped Forest: This biome is one of the safest biomes to start in, and all it really lacks is resources for growth. It's a great place to give you time to get on your feet, and it gives you a safe space to hang out in. What you need to do is find the edge of your biome and explore along it for places of opportunity. The bonus chest will give you twice as many mushrooms (8-16 of both types) to ensure you have a source of food during this time.
    Basalt Delta: This biome is going to be very difficult initially, but it'll get you into stone tier right away and also provide you with an abundance of ghast-proof blocks. Fortunately it is the smallest biome, so you shouldn't have too much difficulty escaping it. The biome-dependent extra item(s) will depend on the nearest biome other than Basalt Delta.



    LOOT CHESTS

    Bastions and fortresses contain chests which can give the player many advantages. There should be two drop tables, one for overworld-players and one for nether-players. Overworld-players should be enticed to come to the Nether for the loot opportunities, but Nether players should not be able to get too much value from these chests because it would diminish too much from the challenge. Iron ingots, diamonds, and obsidian should be especially rare finds in these chests for nether-players. They should instead find the occasional iron/chain armor or iron tool/weapon.



    PIGLIN TRADING

    Having done a bit of the trading myself, I find that obsidian is way too common, and there are some other imbalances as well. For example, I might get enough obsidian to make an overworld portal (10) before I get enough crying obsidian to make my first respawn anchor (6), because they have the same barter chance. I propose having two piglin barter tables, similar to the loot chests above. Overworld-players should have a much easier time bartering for obsidian than nether-players, and they should also get a lot more iron, but perhaps nether-players should get fire resistance potions or nether bricks more often.


    I'd also like to suggest making a barter progression system, so that after a lot of bartering, a player can improve the quality of the bartering they get--much like how access to resources gets better with time and effort in almost any other part of the game (villager trading included). How this is implemented isn't the important part, but I suggest piglin ranks, in which you primarily meet low-ranking piglins throughout the Crimson Forest and Nether Wastes and they don't ever give you the good stuff (like iron or obsidian), but there could be higher-ranking piglins that spawn exclusively within a bastion, and they will have a better barter table with plenty of good rare barters. Furthermore, there could be a reputation system (not visible to the player) which ticks up every time you barter with a piglin, and down every time you kill a piglin. If you get past a certain threshold, all piglins become neutral (whether or not you wear gold armor) and their barter chances for the rarer barter tiers are significantly improved--and the player completes a challenge so that they know it happened. That's my suggestion for piglin barter progression, but I'm not picky on the specifics of barter progression, as long as there is SOME progression system. The main point is that in a new world, you don't have access to the best barters yet.



    Too many piglins in Nether Wastes

    I feel there's too many living piglins in the Nether Wastes biome. Almost everywhere you go, you will have piglins around you. It goes beyond simply not being difficult to find them, but much like the Crimson Forest biome, it can actually be difficult to get away from them. I would cut their spawn rate within the Nether Wastes to a quarter of what it currently is (as of 1.16 pre-5), to 4/157 instead of the current 15/168.



    Hoglins are too aggressive

    I feel that the power of hoglins is in a great spot. You certainly don't want to deal with them early on unless you want to fight for those sweet sweet porkchops. I like that they will attack the player on sight, but I find that their high aggression means that a player starting in Crimson Forest will be forced to fend them off constantly, leading to an unreasonably difficult start followed by an abundance of high-quality food lasting for the foreseeable future. It would make more sense, I think, if the hoglins had the same aggressiveness as piglins, so they would mostly keep to themselves and only attack if the player got too close (which will nonetheless be pretty common given how often they spawn in Crimson Forest). That way a player would be trained to stay away from hoglins, rather than being trained to seek one of the most powerful foods in the game right from the beginning. I think a reduction in difficulty as well as a reduction in food availability are both in order.



    ENCHANTING AND BREWING

    I'd like to see late-game nether play involving limited brewing and enchanting capability along with very limited access to diamond and netherite tools and armor, prior to the player acquiring the ability to go to the Overworld. All of these things should take plenty of time to get into, but should not involve obsidian-farming. So in this section I will suggest some things that might be conducive to this general idea, and any and all of them are subject to change or replacement.


    Enchanting table a rare find in loot chests within nether fortresses, or perhaps a rare section of a piglin bastion containing an enchanting table. Maybe you can also find a block (piglin runes?) which has the same functionality as bookshelves for enchanting but does not give the player access to lots of books. Perhaps the Piglin Enchanting Room (occurs in 1/4th of bastions) contains 1-10 Piglin Runes blocks, weighted more strongly toward lower numbers. Alternatively, provide a variant of the enchantment table which is ultimately weaker and geared toward Nether enchanting. There should be some source of lapis lazuli in the Nether or else some other way of enchanting.


    Grindstones and anvils should be available in the Nether, as they offer players more ways to take better care of their very limited array of enchantments and higher tiers of equipment. Perhaps grindstones should be craftable with blackstone slabs, and anvils should be craftable with gold ingots/blocks. You can use a grindstone to remove a book's enchantment, thereby giving you an unenchanted book to either enchant yourself or use to make a bookshelf.


    It should be possible to make a brewing stand in the Nether. Initially, you could use glowstone/redstone dust or gunpowder on potions of fire resistance that you get from piglin bartering, but there should be places where you can find more supplies. Nether wart is already available, but we need some alternative to water for making base potions (as in awkward potions or a similar variant), and that could perhaps be supplied by advanced piglin bartering.



    FAKE WATER AND MORE BLUE THINGS

    One of the things that will protect the sanity of the player while they are trapped in the Nether is terraforming their Nether home to make it look nice. But the problem is that there's nothing you can do to transform your Nether hell into a tropical paradise. Now I fully appreciate that the Nether is filled with red and orange for the most part, with some purple, black, yellow, and just a bit of teal to add contrast. I don't want that general color scheme to be changed, but I feel that somewhere out there, there should be some supply of blocks that are blue, blocks that are green, and blocks that mimic water. The poor player's terraforming may be limited to teal and dry land, but with enough time and energy invested into the game you could transform your home away from paradise into something that's really easy on the eyes, and which will let you truly feel like you're escaping the Nether while you're at home.


    Fake water should not turn lava into obsidian!

    Rather than post specific suggestions for these blocks, I will simply list off each major color group, some example blocks in that color, and how easy it is currently to paint your terrain in that color with nether-only blocks.


    Red: Nether Wart Block; very abundant

    Dark Red: Red Nether Brick; abundant

    Light Red (aka pink): none at all
    Orange: Magma; very abundant

    Dark Orange (aka brown): Soul Soil, Soul Sand; very abundant

    Light Orange: Shroomlight; abundant

    Yellow: Glowstone, Gold Block; abundant

    Dark Yellow: none at all

    Light Yellow: Glowstone?; marginally present

    Green: none at all
    Dark Green: none at all

    Light Green: none at all

    Teal: Warped Nylium, Warped Wart Block; abundant

    Dark Teal: Warped Stem?; marginally present

    Light Teal (aka aqua): Soul Fire; marginally present

    Blue: none at all

    Dark Blue: none at all

    Light Blue (aka sky blue): none at all

    Purple: Crimson Stem, Warped Stem? marginally present

    Dark Purple: Crying Obsidian; scarce and difficult to work with

    Desaturated Red: Netherrack, Nether Brick; very abundant

    Desaturated Orange: none at all

    Desaturated Yellow: none at all

    Desaturated Green: none at all

    Desaturated Teal: none at all

    Desaturated Blue: none at all

    Desaturated Purple: Nether Brick?; marginally present

    White: Quartz Block; low abundance

    Very Light Grey: Bone Block?; marginally present

    Light Grey: Lodestone; very scarce

    Grey: Gravel, Polished Basalt; abundant

    Dark Grey: Basalt; low abundance

    Very Dark Grey: Netherite Block; very scarce

    Black: Blackstone; low abundance


    If I forgot any blocks of a given color, let me know.

    Posted in: Suggestions
  • 0

    posted a message on Copper (and making Iron rarer)
    Quote from TheMasterCaver»

    So, just how rare do you think iron needs to be? You do know that if you make it too rare most players will simply go straight to diamond,


    I addressed this when I said that diamond should be rarer, too. But as per the forum rules, I need to focus on one suggestion at a time.

    Also, many players (especially newer players) will not skip iron tier, as they will not find diamonds so early on. Bountiful or not, most players simply won't find themselves going to y=16 or lower unless they are told they should.

    Posted in: Suggestions
  • 0

    posted a message on Make Wood Tier Relevant
    Quote from Badprenup»

    For new players this would be catastrophic.


    You seem to be approaching this from the angle that a player must get stone tools. I'm approaching it from a different angle: they shouldn't be forced to get stone tools in order to have a good game experience.



    Unless you are using the wiki or have watched a ton of YouTube videos, the game is already confusing enough for new players. But at least you can kind of piece together what to do with the inclusion of the recipe book. Punch wood, game tells you how to make wood tools, and general understanding of what the tools are in real life can help you figure out mining stone. "Hey, I can make a pickaxe. Pickaxes are used for mining. There is stone nearby." is not a hard train of thought to follow.


    However the following is not a logical train of thought: "Hey, I can make a pickaxe. Pickaxes are used for mining. There is stone nearby. Wait, this doesn't work. Maybe if I wander in a random direction I will find a sub-tier of Stone that is not commonly found naturally and mine that, even though nothing I have done so far indicates that is possible and the gameplay experiences I HAVE had have told me that my pickaxe won't work on rock items. Or I can find a temple that I've never even heard of or seen before, somehow know there is a hidden basement, and also somehow know there is TNT below that, and if I don't accidentally blow myself to the Nether and back I can use this to blow up the Stone (also I'll very likely find Iron in the temple and can then skip Stone entirely). Or alternatively I can maybe make these strange green creatures blow up the Stone."



    I didn't say anything about providing the player with a list of the possible ways to get cobblestone. I put the list here for you guys just in case you thought there weren't very many ways to get stone. You're reading into my suggestion TONS of things that aren't there.
    1.) There's nothing about crafting a wooden pickaxe that suggests to the new player that it can mine stone for making a stone pickaxe. That is what YOU assume from your experience as a veteran Minecraft player. What is suggested to a new player is that it can be used on stone, and indeed it can. Regular stone takes 5 seconds instead of 10 seconds to break with a wooden pickaxe, were my suggestion implemented.
    2.) The recipe book will help new players figure out the recipes regardless of what the recipes are, because the recipe book is updated along with the changes to the recipes. I don't know why I have to say this.
    3.) The new player does not automatically assume that they need to immediately upgrade their pickaxe the moment they get it. YOU assume this, because playing Minecraft has taught you this. In fact if the player has a little common sense and has never played any game similar to Minecraft, they will most likely assume that they will NOT be upgrading the pickaxe immediately. Going against this basic common sense is actually damaging to the player's experience, not the other way around.
    4.) Your selection of options for gaining cobblestone, which come from a position of experience, are not the selections that a new player will make, and they will not feel some interior drive to go into caves to make creepers explode, nor will they feel a need to hunt for lava on mountains to play with. Much more likely, they will stumble upon a NPC village eventually (because let's face it, in the majority of worlds you will encounter one within your first 500 blocks of travel), and there they will find cobblestone. Since there are so many ways to acquire your pickaxe upgrade, it is a given that a player will eventually encounter at least one of them without ever trying to seek any of them out. All the game needs to do is make sure the player can identify it when they see it.

    All of your gripes come from a position of experience and entirely neglect to see how things actually are for a new player.



    See what I mean? The alternatives to get cobblestone are extremely obtuse. Experienced players like us could do them, although I want to dispute your disagreements with changes because you find them tedious because this sounds like the most tedious start to a game I can think of.



    It's only tedious because you're stuck on the idea that you NEED to get to stone tier. It's also a lot less tedious than you're probably thinking--you should try looking for cobblestone in a fresh world some time and see how long it takes you. More often than not, you will stumble across it in a fresh world before you even have your first permanent house built. A lot of new players will probably wind up with cobblestone randomly in their inventory just because a creeper blew up somewhere in their vicinity.



    I'd personally play the tutorial to Kingdom Hearts (the most tedious tutorial I can think of) a dozen times before doing this once. That may be harsh, but I don't mean it in a rude way. I just want to really make it clear how tedious this would be for me. But beyond this being "me using commands to skip wood entirely from now on" tedious, it is completely beyond a new player's comprehension.



    Don't knock it till you try it.


    I would love to give an alternative fix to this problem but I really don't think it is one. The worst tool tier in the game will always be the worst tier. That doesn't sound like something that needs to be fixed. There will always be a worst food item. There will alway be an enemy that is the easiest to deal with. And that is fine. I really don't see why you want to force people to be stuck in the worst part of the game for an extended period of time.



    Why is it the worst part of the game? I think you're insinuating that it's the worst because it's the weakest. But I would argue FAR to the contrary, it's worst for many reasons related to a poor new-player experience, and that veteran players' sense of need to escape it comes less from a desire to advance and more from a negative experience in dealing with it. The raw strength of the tier doesn't determine how fun it is to play in. Every tier can be different strengths and they can all be fun to play in. It's high time we make wood tier fun as well as relevant.


    As for the issues with the editor: Yeah we know about them, and we aren't pleased with the editor either. It is on the list but there are other higher priority things that need to be worked on unfortunately.



    I have a solution: go back to the old editor. I hate WYSINWYG. Even if it worked, there would still be no need for pre-rendering the details because that's what the preview function is for. Now I'm not saying it's not a nice functionality, but I will say that making a proper WYSIWYG system is actually far easier than this spaghetti mess because this mess is loaded with extra unnecessary algorithms that try to second-guess what the person wanted to do, and makes automatic changes that were uncalled for. It teleports the cursor position (sometimes but not always) when you backspace, adds or subtracts extra line breaks depending on an arcane and poorly thought out list of situational reasoning, adds and subtracts MANY tags under MANY circumstances and frequently can't even keep track of its tags properly, and to make it especially bad, the whole pre-rendering system has a separate write-up from the actual render, so if whoever is editing it forgets to carry a change over from one to the other, what you see drifts even further from what you get.

    These aren't bugs, these are FEATURES that are so cumbersome. They aren't failing to work as intended, they are implemented with a lack of foresight and a very strong lack of testing. The solution is to stop adding them and start removing them. It isn't hard to fix, it's hard to keep on breaking it just as it was hard to implement the broken mess in the first place.

    Just get rid of it already. Add a lightweight WYSIWYG system that doesn't second-guess anything, no auto-correct, no auto-complete, ONLY tag-tracking. It'll be seventy five times easier to write, three times faster to render, and two thousand times less likely to spit out an incorrect response, and I imagine the base code block will be less than a quarter of the size, not counting all the extra spaghetti code used both to hardcode the pre-renderer separate from the renderer as well as to mitigate all of the undesirable effects of the various poor design features.

    Posted in: Suggestions
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