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    posted a message on Saplings only grow in the biome temperatures they naturally have trees in
    Quote from Agtrigormortis»

    I agree, attempting to terraform a hot desert into a deciduous forest however should not be rewarding, trees like oak and birch should dry up and burn in desert biomes if players attempt growing them there unless there is a river nearby, or if players had built any underground streams for them to absorb and remain moist, which would be a time consuming task, forcing players to make do with a small oak or birch farm in deserts or use a different biome.


    it's too hot in these regions, and there isn't enough water. In fact this is why some plants like cactus have their own water reservoirs inside them. They have a bulge at the stems precisely to store surplus water, that they manage to absorb during the occasional heavy rainfall or flood.


    It's hard enough for trees that exist in the tropics to keep their water unless they are close to the sea, a stream or a lake.


    allyourbasesaregone does have a valid point here, trees not native to their own biome

    should not be easy to maintain and it does make sense even from a gameplay aspect to change this.


    Needing to pour water will kinda ramp up the difficulty, since the farms in convenient locations will become water-tier.

    Posted in: Suggestions
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    posted a message on Mayham Materials
    Quote from Godstriker56»

    Don't have art but sounded cool to me. Think we could get these new thinks. Mayham blocks, stairs, walls, slabs, and Maham. Oh never world idea. A world of mayham.


    What is "mayham"?
    I never heard of a material with such name that one could make walls or slabs of, and internet search yields no information about it.
    There is a jungle wood named mahogany, limestone-based mineral known as marble, but "mayham"?

    Posted in: Suggestions
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    posted a message on Better Pillagers
    Quote from Agtrigormortis»

    It would encourage staying away from villages yes, but this also means players have options to protect their gear from the "mob griefing" you speak of.


    Why would you store your rare items in a village? it would be common sense to just store diamond gear in an Ender chest or in your mines or secret bases elsewhere, not in a village that starts out very poorly defended by iron golems with no fences and insufficient lighting to keep monsters out at night.


    I don't agree with Pillagers having the ability to steal player items, however I can at least compromise with this suggestion since players still have an option to prevent their items getting stolen whether a raid happens or not.


    It means you would need to become less dependent on villages to assist you if you didn't want to risk items getting stolen and builds being destroyed, that's all it would mean.


    And I'm not talking about your village, that's different, I believe player villages or bases should be immune to this type of griefing unless it's on an anarchy/PVP server.


    If this is to be implemented, then in my opinion the game should be coded to recognize two different type of villages, so that player bases if not inhabited by Villager NPC's would not be affected by Pillager griefing, this would be fair on everyone so it remains possible to keep your items well defended while also punishing players for being too dependent on Villager NPC villages for their gear.


    What this means is, it'll encourage YOU to build your own village to keep yourself housed and protected from hostile mobs, and mine your own resources.


    1. It forces me to build my base somewhere else, even in worlds that I already have a village-base in, and were purposefully and thoroughly modified to protect from raids as well as facilities like crops, tunnel systems, mines and animal farms that are problematic to relocate.

    2. I'd store rare items in a village because it provides me with protection of iron golems and trading with villagers readily.
    Ender chest is late-game gear that I need blaze powder to obtain, and it's inconvenient to move from and to a deep bunker/faraway outpost just to get some gear for trading.

    4. Base abandoning and going back and forth to trade for anybody who set up a base in a village, I can't-f###ing-wait.

    5/6. Hah, so I get booted out of my own, high-effort base just because the village is technically the same as it was when generated, and I can ignore all those issues in a stock generated village that just had every bed, bell and door manually moved one block to the side (if it tracks exact locations of village-characteristic blocks), or a dirt pit filled with beds and a bell 50 meters away (if it tracks approximate location of a whole village)? I don't really see any better way of making the system distinguishing player villages and generated villages considering the fact that currently it keeps no track of such things.
    Or worse, ALL current villages will be considered "generated". And in the best case all current will be considered player ones, and people will just generate old worlds with villages and then modernize them to have a few "player" villages for free wherever they loaded chunks initially.

    7. It doesn't reward me in any way, it merely punishes everybody settling in villages.

    And if I need shelter from hostile mobs and my own ores I can just chop a tree and collect saplings anywhere and then go full-dwarf-mode - disappear underground with subterranean storage, subterranean farms, subterranean mines and just poke out every afternoon or a few to chop some trees and plant some saplings until I'm fully ironclad and well stocked.
    Actually, I mostly pick a seed to start near a village, or go nomad until I find one. Whenever I actually don't do that, I always go FDM and have a secure shelter from day 1.

    What village does is allowing me to have a good headstart and incentive in building a human base, a surface base, and on top of that one full of life. Why should I bother to make a nice-looking village when it's a pariah zone that I can go to with 1 (one) purpose only and it's of no use to settle in?

    Posted in: Suggestions
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    posted a message on 1.18 factory update
    Quote from CannonFoddr»

    Personally I don't think factories will be in 1.19.
    Lets look at what updates have done in the past


    New Redstone Components
    New Building Blocks/Colours

    New animals (Horses/Pandas etc)

    New Sea biomes (+ Mobs)

    New Nether Biomes (+ Mobs)

    New 'Underground' Biomes (+ mob)
    New World Generation

    I suspect 1.19 may be yet another Biome update.. Probably the End getting an update


    Le Desolate Asteroid Strip is definitely a priority, right after 1.18 finishing off Caves and Cliffs comes out.

    Posted in: Suggestions
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    posted a message on 1.18 factory update
    Quote from liu63»

    Just saying I think it'd be amazing if you added factories into the game because it give copper and if you add any other ores much more of a valuable use than just a telescope and copper blocks that weather away whenever you place them down so if you were to add a factory update it'd be amazing and you could add industrial furnaces industrial minecarts not sure how this would work but maybe you could add conveyor belts you drop the probably use the same technique that you use for the minecarts and the rails but stuff like that would be crazy if you added it to Minecraft


    Redstone has you covered. Mostly.

    The only thing we still need is automatic crafting.

    If you need automated smelting or brewing, use hoppers in conjunction with furnaces and brewing stands.

    If you need mass item transport, use:
    A ) lines of hoppers (simple, compact and transport single items but gravity restricted and prohibitively iron-hungry)
    B ) powered rails with chest minecarts and hoppers to load and unload them (gravity independent, but carries items only in batches and stations take up a bit of space)
    C ) flowing water with ice connected to hoppers and droppers (gravity restricted and have despawning issues, but transport single items)
    D ) interconnected droppers connected to pulsating redstone circuit (simple and transport single items but take more space and interfere with other redstone, also takes up quite an amount of redstone dust, going upwards is a bit complicated to power up)

    If you need to dig ores automatically... well, it's hard, but it's possible.

    Posted in: Suggestions
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    posted a message on FOOD/PLANT UPDATE! Please
    Quote from iceteabit»

    i always rely on using plants in Minecraft, and really only have a few sheep, cows and chickens for wool and cake. I get my leather from wandering trader's llamas, so no need to farm cows. i get plenty of feathers from sleeping with cats, so no need to farm chickens.


    However, eating the same 3 vegetables (carrot, potato, beet) gets kind of boring. don't get me wrong, there's also sweet berries, glow berries, brown and red mushrooms, kelp, apples, melon, pumpkin, wheat, and cocoa... but I feel like Minecraft should add at least SOME of the plants from the farmlife world pack to vanilla. things like blueberries, strawberries, fruit trees, nuts, leafy greens, and other grains like corn and oat... (along with the array of food that comes with it) I loved farmlife for the food and farming, but the world was 20mg of storage on it's own. It makes the game so much more fun and makes eating more than something that you do just because.



    Update regarding food diversity? Yes.
    Adding more and more food sources without rebalancing what we have already? No.
    I'm disappointed with current system because it doesn't incentivize eating more than one type of food rations over, and over again.
    And by one type I don't mean carrots to apples to melons to sweet berries to kelp.

    I mean eating either bread (low development level) cooked potatoes (medium development level) or cooked meat (high development level) over and over, with no practical applications of things like carrots or fruits beyond using them as brewing compounds, since a stack or two of high-saturation cooked food will always keep you functioning even on longer voyages.

    I want no more food sources added without restructuring of what we have now, in two ways:
    1. Biome related growth speed. If a food source is from specific biome, it will grow the fastest there. If you have various colonies and separate plantations, it will be the most efficient to eat local crop and meat based on local animal eating said crop. Even if one food type within a category will be better than others in one biome, it will grow too slowly in another one.
    2. Nutrients and effects on players. The food types should be categorized to three types, one of which give you more energy, like cake, potatoes or bread, and fill more of hunger bar, another one that gives you proteins, like meat, regenerating more HP when the bar is almost filled, and a third type, like carrots or berries, that give you microelements/vitamins that weaken specific negative status effects - either shortening their timers, temporarily making them not influence you while timer is still ticking, or like honey bottle, completely removing a specific effect.

    That would not prevent the player on running on cooked potatoes at all times, but will incentivize taking several different food types and switching their sources depending on where you are - if you have low hunger bar, you eat bread, if you are wounded, you eat beef (since bread restores just a couple hitpoints), if you got poisoned you drink honey, if you move to Taiga you farm potatoes there and feed pigs with it, if you move to Jungle you farm melons, and whenever you need more food you take the local food, because it grows faster...

    Posted in: Suggestions
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    posted a message on Saplings only grow in the biome temperatures they naturally have trees in

    To me it seems silly to allow taiga trees in jungles or the nether and jungle trees in tundras or The End.


    Make it so jungles need hot biomes, acacia warm, birch moderate, dark oak cool, oak cold, and spruce frozen. Or something of the sort.


    Partial support.
    The trees (and other crops, too) should still grow in non-natural biomes in regard of humidity and temperature, however, the growth in similar humidity/temperature should be faster, up to 2x speed in the most ideal climate.
    It'd mean that you'd be the most time-efficient farming local sources of food, but if you really needed certain products in a certain biome (ex. skyblock) you'd still get them, just at slower rate. I'd also reward colonization of various biomes and picking crops in environments like End or Nether more wisely.

    Posted in: Suggestions
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    posted a message on Prismarine Ore, Is It Worth It?
    Quote from BuffaloCheez»

    Prismarine Ore would be a great addition because of its similarities with other ore types. Currently you need to follow a 3 step process to create Prismarine, (Prismarine Crystals to Prismarine Shard to Prismarine) by adding a Prismarine ore a new mechanic would be added to ores that has never been before (3 step creations process). But what about the fact that Prismarine can't be crafted into armor? Well, currently there is 1 ore that has a small variety of uses(copper). Currently copper doesnt have a wide variety of use, with it being used mostly for building BLOCKS. Prismarine, with it's wide variety of blocks would perform as a great building block.

    Prismarine for now can only be obtained by travelling to ocean monuments, making it a uncommon block, how ever it does not need to be a common ore, it could spawn in clusters similar to coal and spawning specifically at least 10 blocks beneath at least a 20 blocks deep ocean. Oceans could also have a limited amount of Prismarine able to spawn under it based on ocean size.


    Created on phone first try don't judge my writing lol


    1. Regular prismarine is sometimes found as parts of flooded ruins.
    2. Prismarine, besides being a regular construction block, is useful for setting up the conduits.
    3. Prismarine crystals cannot be used to create prismarine shards; they are a parallel material used to build sea lanterns.

    I wouldn't mind prismarine ore, just I don't really see a need for it. Making drowned rarely drop prismarine shards or increasing the occurence of prismarine in ruins would in my opinion be enough; anybody wanting to farm it on industrial scale just conquers ocean monuments and restructures them into mob grinders.

    Posted in: Suggestions
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    posted a message on Minecraft should add this idea

    I think it'd be a vastly better idea to just modernize that desolate asteroid belt called "End Islands" rather than adding completely new dimension, especially a dimension without even a basic sketch of what it would be.

    Posted in: Suggestions
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    posted a message on Emerald Armour Idea

    Strong opposition.
    1. Mojang gave diamonds 10 years of their position as the end-game gear. Netherite only recently took its place. They won't just give it to some other material within years.
    2. Mojang want to make emeralds somewhat common in 1.18 Mountains. And those emeralds will not be available that much in depths, but rather near mountaintops. They definitely won't give end-game armor recipe for a material that will literally stick out of Overworld mountains.

    Posted in: Suggestions
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    posted a message on Deepslate should have higher blast resistance
    Quote from Agtrigormortis»

    It's still heavier than ash or charcoal, charcoal has a lot of carbon but it's also burned wood, it's also a lot more combustible than diamond.

    Diamonds can burn, but they do slowly.


    the reason why bullets are used in real life for guns is their density, their density means they can deliver more force to the target they're intended to destroy.


    armour also has to be dense or otherwise it will not be very effective at stopping penetration, even then you need thick walls of concrete or steel to stop some bullets.


    Lead is a soft metal and can be easily ripped with your bare hands, but what you're talking about is tensile strength,

    this is true, but lead is durable in another way and that is why it is used for lethal rounds.


    Increased density often can, (but not always) mean greater protection or greater stopping power.

    High density materials are also used to stop ionizing radiation, especially gamma and xrays as well as alpha and beta particles.


    Except for lethal radiation or the bullets, this is what is being discussed on denser materials, I do agree

    that deepslate in Minecraft should have better explosive resistance to make it more useful, and it should withstand Creeper explosions.


    Diamond is densier than other forms of carbon, yes, but it's its orderly structure that gives it an edge. The structure is available thanks to how compressed the atoms are, but not all materials are so regularly structured when compressed.

    Composite armor is both lighter and sturdier than rolled homogenous steel plate - using materials like pure silica, fiberglass (plastic+silica) or rubber. Density has little to do with armor protection against piercing. Actually, the lighter, the better - it enables more mobility thanks to less strain to whatever moves the object aroun.

    Lead is used for bullets not for its penetrating power or durability, but because dense materials have big inertia - while harder to accelerate, they don't lose speed (and therefore energy they carry) so badly over longer distances. However, many cheaper armor-piercing bullets use hardened steel instead of lead despite inferior density, because lead would squash over hard armor while hardened steel would puncture it. Those armor piercing rounds suffer due to dealing less damage to flesh of the target - lead bullet has much higher energy and damages organs in wider area from impact with the shockwave (which is characteristic in gunshot wounds), while steel one is causing more of conventional piercing wound, like that of crossbow bolt or an arrow, which is much less serious.

    Expensive armor-piercing rounds use tungsten, which is densier and harder than both, so it combines the best aspects of both steel and lead, but it's rare and expensive metal. During WW2 tungsten rounds were rare, and usually restricted to be used against heavy tanks, and some anti-tank squeeze-bore weapons, despite their efficiency, were restricted in production due to their cost.
    Practically all normal AT guns used armor-piercing rounds made from lighter hardened steel. Lead was used in only one anti-tank rifle of Polish origin (Wz. 35 Ur, which used shockwave to cause spall and didn't penetrate armor), while most others, like PTRS, used hardened steel rounds.

    Regarding explosions - while it's not of much issue in a large tank or other vehicle, an object made of durable but lightweight material would easily be displaced by an explosion if it's not firmly attached to something. A dense but brittle object would be cracked by explosion to pieces, and while some pieces would stand firmly, others would fly away. A dense but soft object on the other hand would be disfigured by an explosion into different shape. Deepslate should combine both high density, hardness and low brittleness - a great combination against explosive blast - that neither gets bent or torn apart by the explosion due to its structural integrity nor it gets thrown around much thanks to inertia stemming from density.

    Posted in: Suggestions
  • 2

    posted a message on Deepslate should have higher blast resistance
    Quote from Agtrigormortis»

    This would be taking it to its logical conclusion. It shouldn't be easy to damage deepslate by an explosion or blunt force, and materials that have been heavily compressed tend to have the greater amount of density or hardness, this is why in real life diamonds are the hardest naturally found substance on the planet, they're compressed carbon, and are effective at cutting or grinding other materials.


    The heavier or more massive the object is the harder it is to move or destroy it.


    Diamond is durable not because it's particularly dense, it's actually quite lightweight - 3.51 grams per milimeter.
    Diamond is durable because it has specific, orderly internal structure.
    Lead and gold are incredibly dense (11.29 and 19.3 g/ml), yet they are very soft metals.

    But regarding the initial proposal, I agree - a material nearly immune to creepers, but more abundant and simple to relocate would definitely come in handy.

    Posted in: Suggestions
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    posted a message on Netherite Shulker Boxes

    Shulker Box (empty) + netherite ingot on smithing table = unburnable box


    Shulker boxes are now renewable so this makes sense to me to add.


    Full support. Shulker boxes are highly useful end-game items, I think they should be possible to upgrade to improve their reliability.

    Posted in: Suggestions
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    posted a message on more armor & Tools

    a dlc that adds a copper, Amethyst, Emerald, ruby, Topaz, & Sapphire armor, tools, & weapons. like spears, daggers, Quivers, backpacks.


    Strong opposition. Full version is meant to be full version, not a bare-bone DLC base. I'm not interested in Mojang stopping development of base Minecraft in the name of some off-shot.

    If you need some off-shoot extras that don't stick to base game, use community made data packs and mods instead, or just code one yourself.

    Posted in: Suggestions
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    posted a message on Musket concept

    This idea will never see the daylight. Mojang explicitly announced they want no guns in this game. https://feedback.minecraft.net/hc/en-us/articles/360005029872-Previously-Considered-Suggestions

    Otherwise, I'd rather see either a new thrown weapon - chakram for example, or a muscle-powered launcher-weapon - sling for example, or a magical launcher-weapon - fire charge shooting rod for example.

    Posted in: Suggestions
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