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    posted a message on Ender armour/Dragon armour
    Quote from SuperTacticA»

    If there ever is an end update we should make the dragon drop scales and only a small amount so it puts more use into resummoning the dragon the crafting recipe should be Netherite armour and a end smithing table.


    Defeating the dragon should yield no direct material benefit - that's also why dragon egg has no practical utility.
    I also object the concept of EVEN stronger armor than netherite which fairly recently couped diamonds' reign as the best material.

    Posted in: Suggestions
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    posted a message on The Charcoal Update
    Quote from eiche_brutal»

    SimplySarc has a striking point: how come mojang didn't remove iron golems?

    They have been "fixed" so many times but eventually they stayed bc they provide iron.

    Imo the iron drop should be removed.

    It's just that the iron golem completly lost it's purpose & became an abstract ressource.



    There needs to be another method to gain iron. It's not difficult to block villagers in safe spots and secure the villages later.

    I never relied on golems to protect my villagers. When it comes to securing villages, it's quite hard to pinpoint every dark spot in a village.

    While i use lightlevel-overlay mods, vanilla minecraft only shows the light level of 1 block in the debug screen.

    (Sadly the Glare was their last idea to adress a lightlevels related feature <_< )


    I'd say it's next to impossible for a new player to secure a village unless he studies spawnproof mechanics.

    Untill then he died multiple times to the golem becouse villagers like to run in your tools...




    I thought of some sort of iron extractors, akin to Coal Extractors and Titanium Extractors from Mindustry - they chug up massive amounts of stone or iron, respectively, and with use of water convert them to small amount of coal or titanium in areas where these resources are scarce.
    The painfully relatable to real life problem is that whatever the extraction material is, it will be strip mined to extreme. Gravel and Tuff seem to be the least problematic candidates for being possible to extract iron nuggets from them.

    An alternative is to make zombies drop iron ingots unconditionally, or add some trading option of iron nuggets sold for emeralds given by villagers.
    As a last resort there is piglin trading and manual zombie farms, but those are rather labor intensive options with little in the way of consistency.

    Posted in: Suggestions
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    posted a message on Allays spawning in mineshafts

    Oh goody, that makes me quite torn apart.
    On the one hand, Allay was supposed to show up in Flower Forests or Birch Forests judging by the informative video...
    ...on the other, your proposal makes perfect sense.
    You know what, take that upvote. It's something worth consideration.

    Posted in: Suggestions
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    posted a message on The Charcoal Update
    Quote from Agtrigormortis»

    I'm not suggesting reduce the drop rate of said goodies, however don't you think it is too OP to be able to get certain items for free? for just standing around all day doing nothing or existing within a vicinity of an auto grinder machine? if it required player input, say you fishing for your enchantments, it would improve the game drastically, same thing with copper drops from Drowned Zombies, you want them? fight them.


    Similarly, I and another person who posted in this thread believe it would be too overpowered to let charcoal just automatically drop from a tree that got struck by lightning, simply because of a weather event.



    I don't like games becoming too grindy, though, so there should be limits to said nerfs.

    Otherwise it's forcing players to go through more unrewarding tasks, therefore ruining the game.


    I think full automation is the real end goal of the game - when you can spend all your time travelling, exploring, constructing and fighting with minimal work required to get supplies for those activities.

    Also, getting tree blown to items, collected and smelted to charcoal is already possible, just sapling planting can't be automated.

    I'd not like to see so easy way to get so much coal as in OP's proposal though, besides, how could the game verify that the "tree" weren't 2 blocks of log set on fire by the player giving him equivalent of 9 logs smelted for charcoal with additional fuel spending?

    Posted in: Suggestions
  • 2

    posted a message on The Charcoal Update

    To my taste - Needless one.

    I smelt everything using charcoal, it's cheap, comfortable and fairly efficient fuel type. Additionally it's extremely reliable torch source. It's also how I craft my campfires to cook food without having to spend any fuel in process.

    I don't burn black coal, because it's a trading good, and I can sell it to kickstart heavy industry in villages (only fletchers buy wood)

    I only occasionally smelt with lava, as I either have to lose exp due to hoppers or micromanage the furnace because lava buckets smelt more items than the furnace can hold.

    Sometimes I smelt single items with saplings, sticks or burn large quantities of wooden stairs left after deconstructing flammable village to move the noses into rock and stone, but this is a temporary fuel surge.

    Posted in: Suggestions
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    posted a message on Climate update and new environmental hazards

    1. Thirst concept will never see the daylight again. https://feedback.minecraft.net/hc/en-us/articles/360005029872-Previously-Considered-Suggestions
    Game mechanics:
    Thirst was discussed. The team indicated they would prefer to focus on hunger/hunger mechanics rather than add thirst/another mechanism with a similar focus. (13 December 2018)


    2. I noticed that Mojang rather than adding biome-related hazards to the player in direct form, instead condenses them in form of unique mobs - for example Husk representing the desolation and food scarcity in the desert, or Stray being the reflection of bitter cold.

    Personally I like the direction they are taking and would - rather than adding completely new armor with very specialist purpose - expanded the specialist armor we have already. For example, gold armor became somewhat useful when going to the Nether due to Piglins. In spirit of that I'd propose to make environmental armor act as camouflage to mobs representing environmental hazards - for example strays would see players from 180% of normal skeleton detection radius, and each piece of leather armor worn could decease it by 20% each plus additional 30% if the leather armor is worn over the whole body or strays having slowness effect caused by arrows shortened. In similar vein, turtle helmet often called nearly useless could be made to decrease detection range of guardians and/or drowneds.

    If there is something I'd like to see changed in terms of environment itself it should be mobs spawned or crop growth speed correlated to how appropriate the biome is for a certain plant - with lack or presence of sky light being indicator for plant whether it's in its biome or in artificial habitat, where growth rate should be constant for all.

    Posted in: Suggestions
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    posted a message on Where and why do you usually build your primary base?
    Quote from TheMasterCaver»

    I always remain near spawn until I start caving after the "end-game", as well as locating a stronghold to get to the End; due to this I've used tools like AMIDST or reused known good seeds to make sure that spawn is suitable (middle of a large landmass with plains or a "flat" grassy biome at spawn (one of various modded biomes in TMCW); I've reused the seed for my first world for 3 other worlds, each with various modifications so they weren't the same. More recently, I've modded the game so it will always generate a "flat" biome and a large landmass near the origin so literally any seed will be good).

    The structure itself is a large cubical building with 1-3 floors divided into various rooms, usually built with quartz as I obtain large quantities of it while mining it for XP; I mainly build for function so there is little detail put into it, most evidenced by the one in my first world, which was haphazardly expanded over a period of time (the only changes over most of its history was to expand the underground storage room where I keep all the resources I collect while caving):

    World1 (the village is naturally generated):












    TMCWv4:


















    Wait, but what did/do you do before having access to quartz in the first place?
    That large base must have taken time and resources, it can't be really built in one or a couple minecraft days...

    Posted in: Discussion
  • 0

    posted a message on Where and why do you usually build your primary base?

    Please share your opinion via poll and comment - I'm curious what is approach to this topic in the community.

    Personally I'm the stone diver vast majority of the time.
    1. I gain cobblestone and sometimes ores instead of spending resources on building the walls/roof;
    2. Completely safe to expand at night, screw beds, screw phantoms!;
    3. Easier access to mineshafts or caves with additional ores;
    4. Creeper exploding on surface can't really make a serious breach in the base, too thick layer of stone;
    5. I don't need to look for even ground to build larger structures without looking weird;
    6. My own utility structures don't get in the way of villages, tree plantations or animal pens I can expand above the ground

    The only thing I consistently build above the ground is a roughly cubical 5x4x5 tower with walls on top to have a safe exit from tunnels and decent vintage point - however, it usually has very basic furniture (ex. crafting table) and isn't the main storage area.

    Posted in: Discussion
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    posted a message on Mob Vote 2021

    Allay.


    It may not dupe items, but it's gonna be useful as a henchman for mob looting incursions, especially in the Nether or for people who are prefer ranged to melee combat.
    It may also be useful in farms, and trigger redstone via note blocks.

    Copper golem is essentially walking RNG, while Glare just acts as low-light sensor to more efficiently place torches and react with redstone lamps and solid blocks.

    I'd rank it Allay >> Glare > Colem, since I aim for utility.

    Posted in: Recent Updates and Snapshots
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    posted a message on Custom Skins
    Quote from 3XTRMLY»

    Custom skin creator that is under the skins tab in minecraft launcher for java edition.


    A good bit of effort, but kinda needless if one is good-enough with GIMP.
    If people genuinely have problems with GIMP texturing, maybe such program should be created, but I'm fine with what I have now.

    Posted in: Suggestions
  • 1

    posted a message on Musket concept

    Not sure what that means, can you elaborate again? I'm not into guns much. If you just mean bows being able to fire rockets like crossbows, sure, I don't even know how to craft rockets and their firework stuff etc so out of my range.



    I mean, an arrow which deals single-target projectile-type damage, but flies in straight line like firework does, except it flies as far as range-3 fireworks, at twice the velocity. It would be used by bow and crossbow alike, just like all other arrows, but it would be extra useful for scoped bow because of straight-line it would fly exactly where you aim it, never leaving the field of vision of the scope.
    However, it would not have spectral nor tipped variant unlike normal arrow and after gunpowder runs out it would drop a normal arrow that would need to be crafted into rocket arrow again.

    Normal fireworks would be as they are now - exclusive to crossbow, slower moving, and dealing AoE explosive damage.

    Posted in: Suggestions
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    posted a message on Musket concept

    I like the sound of this in general (if gorey), but I don't see this making its way into Minecraft. It's a bit complex.


    Fire Lance will precisely never become a part of Minecraft because it's a 100%-blooded gun.

    Rocket Arrow to accompany a Bow Scope is a different thing, I wonder what you think about this one though.

    Posted in: Suggestions
  • 1

    posted a message on Musket concept

    A fire lance? What's that, shooting things on fire?


    We have fire charges and dispensers for that, plus the utility of flame and fire aspect enchantments more generally.


    Fire lance is a spear that has a tube filled with gunpowder and some debris strapped to it. It was a first real gun, since the gunpowder exploded all at once, and its purpose was to give a spear attack big shock factor, since whatever they attack gets shotgunned to the face before actual melee.

    Fire arrows, or rocket arrows, were propelled by gunpowder via prolonged burn rather than one explosion, hence they are not guns.

    Neither is incendiary (fire charge, flame, fire aspect) weapon, they both relied on mechanical piercing damage.

    Posted in: Suggestions
  • 2

    posted a message on Add more mobs instead terrain stuff
    Quote from Hazi_tru»

    Instead of constantly adjusting the biome generation I'm sure most people been satisfied with how that looks. We would prefer you to add 5 more hostile mobs to overworld. Add about 10 more in caves, dungeons and mineshafts. Also you could add new tools like drills and add power to the game to make lights and stuff. I'd rather have new items, mechanics, temperature maintenance and mobs over terrain stuff any day and I'm sure others would agree. Vanilla minecraft seems like it's just for builders now a days and not for apocalyptic survival players.




    1. People had been asking for updating caves so hard that Mojang decided to mildly derail their mountain updating plans and include cave update as well.

    2. "5 hostile mobs" "10 hostile mobs"... do you know how little that narrows it down? I'd rather see adding some hostile mobs each update, maybe 3 at once, related to freshly updated content. For example, swamps should have a spider able to walk on water surface and with weakness effect, while jungles have sneakier creepers that have invisibility until they spot a player and start their approach. I don't mind more hostile mobs if they are not extremely obnoxious, I just would prefer to save them for something more special, like biomes or structures. Phantom alone caused massive backlash for example.

    3. Power... we have redstone, and lamps to light up an area... and if you want to smoke some mobs, dispensers handle F&S, fire charges and lava buckets, too.

    4. Temperature maintenance... well, currently you can get burnt in fire, lava, magma and campfires or frostbitten in powder snow. Making it more complex by making ordinary snow/rain or just walking around in the nether/sunny desert kill you with hypo/hyper-thermia is going to be an annoyance, nothing more.

    5. "Just for builders nowadays and not for apocalyptic survival players". Oh boy, LoRaM100 would probably break your legs for these words... Mojang is doing what they can to keep freelancer exploration a fun experience as opposed to bunkering down, strip mining ores and farming goblinite via mob grinders. Improving surface and cave terrain generation greatly contributes to that.

    6. Drills... we have drills already, heh.

    Posted in: Suggestions
  • 0

    posted a message on Musket concept
    Quote from pierconick»

    I gotta agree with tow4rzysz; Mojang has made it very clear they don't intend to add guns to the game. However, that doesn't discount other possibilities for new projectile weapons. Boomerangs, new additions to bows, throwing weapons, spears... personally, I've always thought chakrams would be cool, if a bit obscure.

    Also, bows and crossbows already have a fair bit of modification based on enchantments alone. (I initially thought crossbows to be a bit redundant, but it actually makes for a really interesting strategic choice.)



    Trident kinda takes niche of short spears (not pikes), especially thrown ones, as well as javelins.

    For bow, I think it's in general good as it is, with 1 exception. It deserves a scope. More than a crossbow, actually, due to bow delayed and single-target damaging mechanism, compared to instantaneous and crowd-control character of crossbow. The only thing somewhat difficult would be to implement a rangefinder with proper falloff measurement, without turning it into aimbot-lite that would completely take away need to compensate for falloff by the player himself/herself.

    Well, an alternative is adding rocket-arrows that fly like oddly fast fireworks but deal piercing damage... Or amethyst tipped arrows with minimum falloff.
    Rocket arrows are a real thing, one example is Korean Hwacha, although Chinese had developed them back in X century - they are about as old thing as Poland. And technically, they are not yet guns, it was fire lance that was the first gun, and it had yet to stem from rocket arrows.

    Posted in: Suggestions
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