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    posted a message on I don't like new villages, it turns out

    Oh, and you might be interested in my Big Cave Dwarf Village project.

    Basically under a village on really uneven surface I found a badass looking cave and decided to move the population here.

    It's not yet inhabited as it's incomplete (including that great cobblestone wall), and villagers are still in some naturally generated vietcong hole they accidentally fell into and I plastered them to safety.

    The houses contain just beds, and are supposed to be mostly for decoratory purposes and to an extent as failsafe for zombie sieges should they generate inside the village.

    The open-cave communal pavements and squares where all the means of production are being located.

    Maybe it will inspire you as something neither claustrophobic nor agoraphobic.

    Posted in: Discussion
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    posted a message on I don't like new villages, it turns out

    Note: New villages now rely on beds and need no doors to function.

    That gives a lot of possibilities, since you don't need to rely on conventional shelters at all. You can just take apart all the houses and put beds and working stations in one common area, and as long as it is well lit and properly fenced (or you dutifully sleep every night) you don't need to worry about the lads in the open-sky camp doing weird stuff.

    You can also go dwarf and move the villages underground - the villagers always go to sleep in beds, meet near bells and work by the stations so you can just move those around to move the village around, just at cost of losing the previous trades you had since the blocks are re-set.

    And when I fortify conventional villages, I decommission a few houses on the outskirts anyway since they are too much pain in the ass to secure, and build additional ones inside the perimeter. Again, removing beds and working stations is enough, but unfurnished houses are still just resources standing there.
    Sometimes instead of completely destroying them I remove all the wood and leave some of the 1st floor cobblestone to give an impression of abandoned ruins.

    ...by the way, right click on a villager in a bed to get the bed for yourself.

    Posted in: Discussion
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    posted a message on Tree Monstrosity
    Quote from Endersen»

    Potion of Phase is making you phase through, traps like lava work tho, and I will add where you can't see when going through blocks in caves for "X-ray" just blind when in a two block so that's a downgrade but literally Minecraft is one third of grief...


    Lava? That's no obstacle... Potions of fire resistance exist. Fire Protection enchanted armor exists. Enchanted Golden Apples exist. Bridging exists. Water buckets exist.
    X-ray won't work when you're blinded, OK, but it still leaves ability to negate barriers that aren't supposed to be passed (ex. bedrock, as layers and admin's walls alike) and infiltrate bases that used to be highly secure and most importantly give protection from nearly any kind of attack, be it players' swords, mobs' grasp or whoever's arrows by sinking into any block for protection.

    Posted in: Suggestions
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    posted a message on Witches plant nether warts, new witch behavior
    Quote from darakyen»

    Building an automatic nether wart farm in the actual game is not possible, as u have to plant nether warts manually. As witches throw potions the lore behind them would suggest, that they have to plant and use nether warts. So my idea would be, that witches get some kind of inventory slots like villagers. If these slots are full of nether warts and soul sand is in range, witches would automatically plant these nether warts. With this addition an automatic nether wart farm would be possible and the hunt for a witch (pun xD) would be a nice new challenge. Also this behavior would add to the lore of minecraft.



    Well, I'd support the concept if it was possible to somehow coerce Witches to change sides in player+villager vs undead+illager war, lore wise it makes little sense.
    But adding an option to 100% automate nether wart farming seems neat.

    I think we could have villager Priests do that, as long as they have actual access to nether warts in their inventory by the player.

    Quote from RealS0lution09»

    I like this idea it would help expand availability of netherwart esp if your luck isnt in and you havent found it in the nether


    The concept is to make witches (or in my sub-proposal, priests) plant nether warts, not have them already.
    Having access to warts in the Overworld already seems broken to me, I think it should be the player that supplies the workers with initial portion of nether warts (and then they could get resupplied via collecting the waterbroken drops).

    Posted in: Suggestions
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    posted a message on Tree Monstrosity

    While it's possible to add the concept that from technical perspective (basically every block would become scaffolding), I don't really support it as a whole. To break it down:

    1. Wose concept - In general, the concept seems fine, especially since something similar is in Minecraft Dungeons.
    On the other hand - I think such mob deserves to be neutral guardian of the nature rather than typical hostile abomination like the undead and aggro player only if the player destroys or strips with axe a log or leaf block in vicinity or, of course, gets attacked itself.

    I also think it should not spawn in forests in general, but rather generate together with specific groves, preferably giving the player an incentive to leave the grove undamaged, for example via choking hostile mobs around with spores, preventing their spawn, or scaring them away - providing temporary shelter to the player - and/or having some benefits of trade, boosting enchanting tables (for example by acting as bookshelf replacement, or giving a chance to enchant boots with speed when running on leaves), speeding up brewing process or in other way positively influencing magical processes in player's favor. They might also give level 1 mining fatigue to both protect the grove and to prevent player from accidentally destroying a leaf block.

    If killed, it should indeed drop logs, but in smaller quantity, like 5 or 8.
    To sum it up: Tweaks, heavy tweaks.


    2. Potion of Phase concept - big fat nope. Being able to ignore any kind of fortification, escape from any dire situation, negate things like mining fatigue or infiltrate nearly any player's base (perhaps to grief it) and probably even x-ray through blocks seems absurdly overpowered.

    Posted in: Suggestions
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    posted a message on A mob I want!

    This idea will never see the daylight. https://feedback.minecraft.net/hc/en-us/articles/360005029872-Previously-Considered-Suggestions
    Section: General Topics

    • Mobs from MINECON live event 2017: Also no. As stated in our MINECON Earth livestream in 2017, we will not be adding the mobs that were not selected in the mob vote. Looking at you, Hovering Inferno.

    Besides of that, I've had enough of fighting Drowned with tridents, those bastards for overworld's ranged attacker standards have artillery level range, above-average rate of fire, hit like a ballista and worst of all - they are almost always fought in the open in terrain that slows you (but not the tridents) down, so your counterplay either needs a very slow approach with a shield that loses like half of its durability (speaking about pulling underwater, here if you don't go underwater you get impaled like a kebab for roasting), or you need to respond with your own projectiles... except arrows don't work underwater so your only viable ammunition are (enchanted) tridents from other drowned or a Footfall Pattern Bolter rocket crossbows, which needs to be used in pairs or trios because without high level quick charge it cannot be reloaded proper without having a trident lodged in your face.

    Posted in: Suggestions
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    posted a message on Natural Mobs
    Quote from Agtrigormortis»

    Without mob spawners, some resources in the game would be too much of a grind to get anyway, so what's your point? the solution to the exploits I've mentioned about them isn't to get rid of mob spawners, and such a change is very unlikely to be popular because of how long they've existed as a legit mechanic in the game and how many people actually use them.


    You fix mob spawners by patching the exploits, design them so players have to actively put themselves at risk to take advantage of the loot they reward you with for killing the mobs, risk vs reward is how it should be done, as this is the point of making a game fun is it not?


    On the other hand it deincentivizes building actual farms. I sometimes go killing mobs in regular combat because I'm too lazy to go build a grinder.
    Strip mining is not a very dangerous task, yet it allows obtaining precious minerals, the same applies for farming giant spruces to chop to sticks and buy solid gear from villagers.
    Quote from Agtrigormortis»


    As I said before while it wouldn't be perfect, it would be a good start to prevent players from damaging hostile mobs by attacking through half slab holes, and so there needs to be an opening a hostile mob can come through.


    Even if they blocked sword strikes they would still let entities through, allowing you to kill them via arrows.
    Quote from Agtrigormortis»

    You could even redesign mob spawners so that if their pathfinding is unable to determine a path to the player, they drop no loot upon death, and that would be one exploit permanently removed from Mob Spawners.


    Another patch could be something along the lines of hostile mobs must take no environmental damage in order for players to be rewarded with loot drops upon death, it should not matter whether the environmental damage killed the mob or not, if they are hurt by fall damage, fire, lava, drowning or suffocation etc, it should remove their XP and item drops so they cannot drop them when the player finishes them off.


    Congratulations, you just took away the entire purpose of building colossal, resource intensive mob farms and enraged thousands of engineers who worked long hours to get those clankers set up and operational, whose entire work was in one update funneled into garbage chute.
    Also, Mojang is not willing to do this thing even to Iron Golems getting grinded in iron farms.

    Besides, over time players will still find easy ways to get a massive edge in combat, like using a narrow, uphill pathway and a piercing crossbow to area-damage mobs, or just have enough dogs or golems to swarmkill anything and everything short of creepers (that in turn are afraid of dogs).

    There are also things that slow mobs down nearly to a halt while not technically stopping mobs, like cobwebs, soul sand or even a trench full of water, and blockades that mobs don't register as blockades and still force their way through, for example a piston connected to a pressure plate that pushes the mob whenever it tries to climb a staircase.

    Grinderkommandants will find the ways to make the fight unfair...

    Posted in: Suggestions
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    posted a message on The Mirana
    Quote from Endersen»

    The Mirana is a mob that I suggest, it looks like an eel but not really, a cool scary lizard face with arms as it swimsuit up and down aimlessly like a dolphin but they chase you on land and jump up on land to snap your flesh! Health: 50 and if you think that's cool enough, they spawn in caves, a new evolution to where the Mirana grows up with legs and the arms, loses it's Eel tail and have a neck as it runs around aimlessly but attacks players like a raptor until it adapts into a flying creature, grows a long neck and grows wings on arms and hands disappear and they fly like Pterodactyl until they land and turn into an old creature with no arms and legs, just a blob of wrinkles until it drops a meat block, meat blocks can be crafted into normal meat, a new thing called "Mirana Mutton" which is green? Eating it give a new effect called "True Pain" where you lose health and is poisoned and decaying, weakened, slow, and nothing to do but suffer!


    That seems to be a big headache in terms of sheer workloads needed to implement it and zero practical use with no useful drops.
    No support.

    Posted in: Suggestions
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    posted a message on Natural Mobs
    Quote from Agtrigormortis»

    Or, instead of making a feature useless or completely defeating the point of their implementation to begin with


    how about redesigning mob spawners so they are more challenging to farm? by increasing the spawn rates of hostile mobs and making it so they cannot be cheesed as easily. For example make it so players can no longer hit mobs through a half block hole, design the mob spawners so they can't work in water or over a drop where the hostile mobs would take fall damage, and adding a cool down on mob spawner drops according to TheMasterCaver's idea. This way you can only get about 50 drops per in game day or something like that.


    1. Increasing mob spawn rates will promote grinding more and fighting less, since fights will be riskier and mobility less valuable than positioning in item gathering.

    2. Denying players ability to kill mobs through half block hole would have to change the entire mechanics of slabs and hitboxes. And I could be certain that players would find one way or another to circumvent it, like 2-3 block tall pillars as killzones.

    3. Fall damage and water everywhere won't do, many of current grinders work on behalf of mobs themselves walking into water streams that cut through normal spawning zones. Trapdoors can also be used to make mobs fall through the floor. Even if you change mob AI not to walk over open trapdoors, there is still an option to connect trapdoors to a redstone clock so that they from time to time open and close back again. The only solution is to make mobs always stand still and avoid flowing water, and never go on trapdoors, open or closed, and that will severely impact their fighting abilities in various ways - and give players another method of circumventing slab killhole exploit removal.

    4. Adding extra cooldown on spawner will simply make it less challenging to fight against and less profitable to capture. Basically making a quarter of a spawner outta a single spawner.

    Posted in: Suggestions
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    posted a message on Brutals
    Quote from Endersen»

    I explained the Ravager, didn't I?


    You didn't. If you did, do it again because I can't see it anywhere.

    Posted in: Suggestions
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    posted a message on What if spiders were tameable? What if chickes were rideable?

    Riding spiders... maybe, maybe?
    They seem to be supposed to be hostile and being mere arachnids they aren't very bright unlike dogs, but if they could be enthralled via semi-expensive magic spell, I'd support the concept, as long as cliffclimbing wouldn't turn out to be unbalanced. No biting though, since they are enthralled to complete passiveness.

    Riding chickens - straight out nope. Player is like 5-12x smaller in volume than a baby zombie and would basically crush the chicken.

    Posted in: Suggestions
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    posted a message on wandering trader should give you a free emerald
    Quote from Agtrigormortis»

    Wandering traders are not useless, they sell stuff that is either not otherwise renewable, or better they sell stuff that isn't native to the biome you're in such as saplings, you don't exactly find acacia trees in plains biomes or forests, do you? and what about sea pickles? you're going to turn them down too? or glowstone? which is used to craft and fuel respawn anchors in the Nether?


    A useless trade would be something like leather armour, since leather armour is practically useless late game since almost no one uses it by then.

    Although I've suggested adding a climate mechanic on normal difficulty to correct this, and have temperature of biomes affect players, so they end up with debuffs from either dehydration or hypothermia if they are not well adapted to those biomes, it goes without saying leather armour would then be used to keep players warm if they are inhabiting an Ice Spikes or Tundra biome, or if they were inhabiting mountain peaks.


    The OPness of armour needs to be addressed, one of the best ways to fix this problem is to give leather an actual, valid use in late game and design it so it can protect players from a harsh climate. And before anyone starts claiming this is unreasonable, remember that the Nether update made it so you needed to wear gold to stop Piglin from harassing you for no reason, that gave gold armour plates a use. It's about time leather got the same treatment but for a different purpose.


    Powder snow is supposed to do that, it's not very common though.
    For now I managed to find a grove biome where I actually sank in just once.

    A certain idea came to my mind - making leather possible to combine with chainmail to get iron armor level of protection, at lowered durability and enchantability.

    Leather-based armors could also have an effect of reducing player's visibility to Strays (that act as ice elementals of sorts) or alternatively to mobs that specifically see in infrared since leather armor is supposed to insulate the player thermally. Every piece would stack up and make you better insulated and more blending in with the environment.

    Posted in: Suggestions
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    posted a message on Natural Mobs
    Quote from Agtrigormortis»

    I'd also want some Skeletons to carry a shield, I mean really, not every server is going to have PVP enabled, or even if they do they may not be actively griefing each other, in which case shields have very limited and circumstantial use.


    This would give axes somewhat a better use in combat since you could use the axe to do more damage than with a sword, which makes sense.

    I'd want Skeletons to do a lot more than just throw bones whenever they don't have a bow or sword. If they carried shields then fighting them would be more fun and engaging.


    Skeleton Legionnaires, eh? :P
    Support, I find shields being the bread-and-butter of any serious melee combat, and I am somewhat disappointed that they are completely absent when it comes to mobs themselves for some reason.

    Posted in: Suggestions
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    posted a message on wandering trader should give you a free emerald
    Quote from Smurfamel»

    i think the wandering trader should give you one free emerald just for meeting up with him like a reward kind of thing this wouldn't be so op because hes rare to find and i think the wandering trader should be better this is just my opinion because wandering trader seems useless his trades are not the best but anyways i think it would be cool traveling around in the world and you find him and he gives you a free emerald or maybe not just emeralds maybe it can be random every time you find one maybe he will give you a emerald, iron ingot, coal and food what do you think?


    Trader sometimes brings useful stuff - for example, cacti without needing to go to desert as spiky walls and green dye source, blue ice for basalt generators, pumpkin for golem construction... and even without that, the llamas he brings are handy - they are an excellent opportunity to get leashes without needing slime, which is surprisingly hard to get for my taste.
    I oppose the idea of a trader giving player emeralds for no reason - but it would be quite neat if they had an one-emerald, one-time trade offer for some kind of mundane supplies. For example a mushroom stew bowl, a milk bucket, or a stack of glass bottles.

    Posted in: Suggestions
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    posted a message on fish breeding should be in Minecraft

    Fish breeding all by itself? Yes please, that'd give some use to buckets of fish outside of decorative aquariums.
    Interbreeding completely different fish species? No.
    Automatic breeding via destruction of kelp blocks? No.

    Posted in: Suggestions
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