This would fit perfectly.
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Sep 15, 2017Posted in: Suggestions
Quote from fishg >>
I fixed most of the minor nitpicks. As for the "fuel" affecting the look of the statue, it crossed my mind but I decided it wouldn't be necessary. Statues wouldn't have a stone texture, they'd just be gray. Other colors wouldn't look as nice. It would just be there for the sake of being there.
Why couldn't you be able to use materials like gold and iron to make statues?
Sep 15, 2017Posted in: Discussion
Came for this, great times, taught me about the game, and built the best world I've seen to date.
Sep 14, 2017Lord_Garak posted a message on What is your opinion on raiding as a form of protest?Posted in: Discussion
Why does the scale matter? It's basic human nature
Sep 14, 2017Lord_Garak posted a message on Is 1.13 going to change all the textures to a higher res?Posted in: Recent Updates and Snapshots
You like endstone, but you think it ugly? Faithful looks fine? I'm sorry, but that makes no sense. If you're saying people use endstone because it looks good in Faithful, then you completely missed the point. I've never seen an epic build anywhere that used endstone as the primary material. I'm sure you can find one if you look, but there's a reason you would have to look hard to find it and not just stumble upon it.
Also and I'm trying hard not to make this personal, but if you're not planning on using vanilla Minecraft textures, why do you feel the need to personally disparage they guy working on them, JAPPA. Everybody agrees some of the textures are bad, but no one agrees on which ones.
It's not going to be possible to make everyone happy. It takes a pretty brave soul to even try this. Can we try to offer constructive criticism, and specific helpful suggestions instead?
For example: you stay, "This is hideous. I mean, really, really hideous." is completely unhelpful. Instead, say what you object to, and how it could be corrected.
A comment like this might be more useful to the guy.
I think the Cobble looks like... well Cobble, the rounded pavement stones used for streets long ago. It would look good as a road material. Unfortunately, it does not work well as a building material. I would suggest making the "stones" larger with less dark material in between.
That is not what I said. I said endstone is a good looking block. However, the 16x16 nature of Minecraft inherently makes everything ugly. Faithful just changes it to 32x32 for the most part, and thus makes the game look much better without doing much.
I don't hate JAPPA for attempting this. I think he doesn't have enough respect for what the game is supposed to be, and automatically assumes he is correct that every texture must go, and that everything must look smooth and plastic. Almost like some generic kiddie movie villain. He has good intentions, but the way he is going about them and his results, along with the wave of criticism at least the same size as the amount of people who think this these textures are good, must be taken at face value.
As for the cobble: there's too much contrast (along with everything he makes), the color is too blue, the stones are too small and too asymmetrical. Quoting reddit, it looks like dragon scales. Cobble should be big, blocky, and rough; like an English stone wall.
Sep 14, 2017Posted in: Suggestions
Personally, I think that they should revert the entire repair system to the pre-1.8 one and have Mending work the same way that renaming used to - then not only do you actually need to mine more diamonds to repair your gear you still need to use anvils and cannot make max-enchanted gear if you want to keep it forever or repair it easily (for example, a diamond pickaxe with Efficiency V and Unbreaking III costs 33 levels (1032 XP) to repair with a new pickaxe; if you add Fortune III, the cost explodes to 37 levels (1406 XP) for a single diamond per repair - 4 of which are required to fully repair it for over 5 times the XP cost per use).
Even with this cost (0.9 XP per use) I was able to sustainably use such a pickaxe for all mining while caving. Similarly, a Sharpness V, Knockback II, Unbreaking III diamond sword costs 40 levels to repair with a new sword, one level too much, although you can use a slightly damaged sword to lower the cost to 38-39 levels and still get a full repair due to the anvil bonus, or use 1-2 individual diamonds for 29-35 levels, and either way it gives you far more XP than you need to repair it (6248 uses at 2 hits per mob * 5 XP per mob = 15620 XP; the surplus can go to repairing armor or other items).
In fact, I even implemented this in a mod, with some tweaks to costs so that Mending items cost about the same as before while non-Mending items are cheaper (since I made Mending cost 8 levels and each repair increases the cost by 2 levels an item which would be too expensive to repair if you put Mending on it can still get up to 4 repairs), as well as adding more expensive items in part to make more use of the XP that I get.
Also, either way the majority of players use XP farms to top off their Mending gear - I get the impression that very few players are able to get as much XP during "normal" gameplay as I do (of course, they likely use tools to mainly mine stone and other building blocks, not mostly ore) - I certainly do not think that you should have to resort to farms in order to maintain your gear; even with the XP that I get I've calculated that I need at least Unbreaking II on my pickaxe in order to keep up if I used 6 Mending items at once (in a recent world I mined an average of 4375 blocks and gained 5308 XP per play session spent caving. With the maximum of 6 Mending items being held or worn at once you need 3281 XP, assuming you pick it all up while holding the pickaxe. The cost without Unbreaking would be 13125 XP; Unbreaking I 6563 and Unbreaking II 4375. While I do not use that many items at once (3x armor + one of several held items) XP isn't evenly distributed; my pickaxe mainly gets XP from mining while my sword mainly gets XP from combat, either way I had no trouble at all keeping all items in full repair when I played with 1.9+).
Another advantage of the old system is that you can store XP in your XP bar until you need to spend it; it doesn't matter whether the items I use while caving all give me XP and similarly the items which I do not use while caving are repaired using surplus XP that I have in my XP bar when I return (I could also bring the item with me while caving so I could repair it then but I never have needed to do this). Conversely, death has a harsher penalty; what happens if you need to repair an expensive item soon but die and lose most of your levels? Likewise, the changes to enchanting costs in 1.8 were done for this reason; it costs more to reach level 30 the first time but much less to get back after spending 3 levels, such that after 3 enchantments you've spent less XP overall.
Excellent points, make mending your tools tough work again.
Aug 30, 2017Posted in: Recent Updates and Snapshots
Not to mention concrete blocks, which are monochromatic blocks creative builders and pixel artists have been dying to get their hands on ever since stained clay was implemented.
Oh and all the updates and improvements to command blocks and commands in general, making tweaking the game using commands, and building more elaborate custom maps a lot easier and deeper than ever before.
Advanced commands were the worst thing to ever happy to adventure maps. Gone are the fantastically creative and elaborate redstone mechanisms with minor command help which used to fuel the spirit of adventure; now you can barely even call it a "minecraft" map. Gone is the ingenuity; all that remains is the coding of a different game using Minecraft as a platform.
Aug 30, 2017Posted in: Recent Updates and Snapshots
Your arguments do not make sense.
Creepers do not have any unique drops either; do you think they don't add content either? Or if talking about just friendly mobs, there's parrots, bats, mooshroom, sheep, llama, horse...and more.
Iron (ingot, and therefore nugget) is already renewable, from golems.
So what point are you trying to make? You want them to add more, but not polar bears?
Creepers are the only reliable way to obtain gunpowder; polar bears were straight up dumped in the game without a second thought.
What does renewability have to do with it? The nuggets are completely useless and add nothing to the game beyond an extra item, along with most of the last 4 or so updates.
Aug 30, 2017Posted in: Recent Updates and Snapshots
I would prefer mindless spamming to this ridiculous rhythm game. If you're going to improve combat, you have to go all the way and rework the whole system in an intelligent and skill-based way, not just make it a bit slower then decide it's a job well done.
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Oct 10, 2017Posted in: Discussion
To say that Minecraft is the game that I've played the most is a huge understatement - I've played it for around three to four hours per day pretty much every day for more than four and a half years with no signs of slacking off (in fact, in my last world, played earlier this year, I averaged more time per session than any other world I have stats for)... that comes up to around 5,750 hours - 240 days - of time spent playing this one game, including 121 in my first world and a combined 174 days when including several other worlds I have statistics for, plus additional worlds (on some days I spent my normal playtime working on mods but that time pretty much counts since it was spent on the game in some way). It is also pretty much the only game that I've played during that time - a remarkable testament to how addicting I find the game to be.
As far as the evolution goes, they made a big mistake in 1.7; for some reason they significantly took away from a major part of the game and still have done nothing whatsoever to let use customize it despite it being very easy to do (there is even a world type that lets you customize things that Customized cannot - but so much for people who do not want a Superflat world). Not that it has affected me that much; I am perfectly happy with playing a 4+ year old version plus my own tweaks to improve the game experience - I think that the ability to easily downgrade and mod the game are some of the most notable features of the game (most games do not let you downgrade and any mods must be purchased as limited add-ons).
Oct 9, 2017Posted in: Suggestions
This could of been a well thought out and interesting suggestion about incorporating in the pocket dimensions mod to Minecraft, adding in more customization along the way. Instead, it's about herding bats with emerald blocks.
Oct 9, 2017Posted in: Suggestions
The Killer Bunny that no longer spawns naturally because of how annoying and unfair they were?
At least the Killer Bunny has some actual point, being a popculture reference. What's the excuse to add a killhorse?
Oct 4, 2017Posted in: Suggestions
For performance reasons, bugs should be rendered as mere tiny particles, not 3D models, and visible only when relatively close enough (same range as for seeing dropped items). They should be so tiny as to be just "generic bugs", not distinctive multi-pixels textures for all kinds of bugs from mosquitoes to bumblebees etc. Personally i have not much interest in adding such bugs. Birds and fishes seem much more interesting.
Fireflies however seem very cool, but they pose another layer of complexity because they'd radiate light.
They probably should work like this:
- One pure-Air block becomes the "center", and that it the block emitting light.
- The fireflies, maybe looking like yellow-white XP orbs, would roam about randomly in the 3x3x3 area that is centered on the light emitting central air block. The fireflies particles themselves just look bright, but don't actually radiate light. Sometimes the particles might roam a tiny bit further, but will quickly come back within the 3x3x3 area.
- More rarely, the "lighted up center" block will move 1 block to another adjacent air block, and never more than 3 blocks away from the ground.
- They could be slightly attracted to torches, tending to have their center stick right adjacent to a torch.
- They disappear come morning.
This would allow only a few simple particles to move reasonably without constant and numerous light levels updates.
Oct 3, 2017Posted in: Suggestions
✓ = Mostly Good.
~ = Needs Improvement
✗ = No Support.
Endurance: Instead of the player losing less hunger while holding it, I would suggest that the loss of hunger because of mining with that tool is nullified. ✓
Crushing: I suppose this is a better solution to the "Fortune on Iron and Gold" problem than Autosmelt, but the name needs to be better. "Purification", maybe? (Also, iron and gold are pretty common, and both can be farmed, so I don't really see why we need to use Fortune on them.) ~
Experience: The name is bleh, I think it needs improvement. This one might be worth adding into the game, but I feel like it would be better if Fortune made blocks drop additional XP. ~
Critical: Wait... How much does a critical hit do already? I don't think it needs to do too much more than it already does... ✗
Stunning: Ew... No. This would get annoying fast, and the FOV changes would be nausea-inducing. ✗
Recharge: Oh lookey! A way to completely nullify the combat changes in 1.9! No, no, and just to clarify, no. ✗
Recover: Not every enemy is going to be solo, this will just make the player invincible when fighting large groups of mobs. Besides the fact that it pretty much makes potions obsolete. ✗
Weakening: Also annoying, makes potions redundant, this one is a no. ✗
Sneaky: This needs a better name, but somehow I think this could potentially be a good enchantment. ✓
Tank: This would be pretty useful when fighting ranged mobs like Skeletons. This is another one that sounds plausible. ✓
Escape: Do I need to say it? We don't need to make potions redundant. Besides the fact that it could become OP quickly. ✗
Healthy: Considering that Absorption and Health Boost potions don't exist yet, this won't really make anything redundant. (Enchanted Golden Apples give Absorption and Health Boost though, and those are pretty rare.) I guess I can see this one entering into the game maybe. ~
Drawback: Yes, a machinegun bow wouldn't be OP at all. ✗
couldwill get annoying if you're trying to get used to the bow's specific range. ✗
Sickness: No. Nausea should never be inflicted on a player by another player. ✗
Homing: What about this doesn't sound OP? ✗
Overall, most of these are pretty bad. Some of these sound like they would be okay with improvements, but I don't think I would want to see most of these make it into the game.
Oct 3, 2017Posted in: Discussion
You can give each child their own ".minecraft" folder, so their saves will be in their own folder and they cannot go into each others worlds. A good way to do this is to go to the launch options tab, find the configuration you want to change, tick the game directory button, and change the directory to any (preferably empty) folder. You can assign each child to their own configuration by clicking the "Add new" button, and setting it to a different folder for each configuration.
Oct 1, 2017Posted in: Suggestions
PICTURES COMING SOON
Let's face it guys, the Nether is boring. The only true reason why anybody goes there anymore is to go the Nether Fortress rather than actually explore. You see, the Nether is very hard to navigate. You fall victim to the intentionally difficult-to-explore generation, your constantly depleting hunger bar, Lava running really quickly, and those GODDAMN GHASTS. With all of these intentional limitations, there is little incentive to actually explore!
In the overworld, the reason that people have more fun here, is because they struggle and then are rewarded for their struggle. In the Nether, the reward is not very fulfilling. It's just, constant struggle, constant struggle, constant struggle. And this isn't even complaining that "the Nether is too hard!" It's that it isn't rewarding enough!
- Add an actual incentive to exploring the Nether, a good way to do this is by rewarding people
- Add new terrain variety to the Nether.
- Add new unique items which are EXCLUSIVE to the Nether.
So I am planning on fixing this, by adding new unique mobs, areas, and items! Please read them thoroughly, and enjoy.
Ash Desert: Introduces Ash Block and has a new generated structure of its own, Nether Tombs (read below). The Ash Block has no use as of now, but it looks cool and can fall just like sand and gravel. Unlike most of the Nether's terrain, the Ash Desert is fairly flat, without the layers of floating terrain atop of it. In the Ash Desert Gloomroot (read below) appears and grows fairly common.
Magma Lands: A new beach biome which is composed of obsidian, and surrounds lava. This is mainly to add more variety to the Nether’s appearence.
Gloomroot: Yeah I know the name is stupid... Gloomroot is a new plant item which spawns in the Nether. It spawns in clumps. To describe its appearance, it looks like a ton of branches that twist and turn, similar to Chorus Fruit, without the Alien colors. In several parts of the stems, thorns will plock out and can deal damage. Gloomroot branches end with several spiky reddish leaves which when broken you can get the Gloomroot flowers.
Gloomroot Flower: The Gloomroot Flower is a new consumable that grants you the ability to both see and walk on lava for 2 minutes. This, however, does not decrease Lava Damage. This can be used for mining and for killing Wayfarers (read below). In addition, the Gloomroot Flower decreases hunger depletion by 20% but does not have saturation or fills up hunger bars. Note: it looks like a rose.
Wayfarer: A giant Demonoid mob (12 blocks tall, 4 blocks wide) humanoid mob which spawns in lava oceans and in ash deserts. They have a monumental field of view and shoot large "masses of souls" which blow up, breaking blocks in the process. It takes 20 DMG (10 hearts) if you are hit directly and can also Curse you. Unlike Ghast Balls, these blasts are much slower and can home to your direction. Not to mention they are much much larger and cannot be deflected. When a wayfarer spawns in the Nether, you will hear it's laughter echoing throughout the Nether in a large radius. They have 20 HP (10 hearts) if you hit them directly in their chest which displays their weak spot. Hitting their bodies will not work deal any damage. They are resistant to knockback. When they die they will drop Voidmarkers (read below) and have the normal death falling animation but when they turn into ash, they cause nearby mobs including the player to be stunned backwards with no damage, followed by a loud BOOM! They are not much of a threat if you can escape the homing shots. Drops 20 XP in death.
Cursing: Cursing is a new "status effect" which causes some of your hearts to become vestigial, meaning that they do not heal unless the curse is removed. You can remove a curse by eating a golden carrot or a golden apple.
Voidmarkers: Voidmarkers are placable objects that when placed, based on its coordinance, it will be marked on your map, since, well, maps don't work in the Nether. With more content in the Nether, this will definitely be useful.
Grolems: Grolems is a new corrupt version of the Iron Golem. It is instead made out of terracotta and can spawn in multitudes of colors. Their physique is not buff and more square-like, and they look a bit fat too. Their eyes are black. They walk slowly but have no knockback. Grolems spawn in Nether Tombs which spawns in the Ash Desert but occasionally spawns in the overworld with Witches. Grolems have 52 HP (26 hearts) and take 16 DMG (8 hearts) per hit.(5 XP)
Poise Enchantment: Poise makes you take no knockback from enemies, and is only found on the Nether Tombs. Unless you have knockback enchantment, you cannot deal knockback damage on a player with the poise enchantment. This will be very useful when it comes to dealing with explosive mobs.
Corrosive Resistance Enchantment: This new Enchantment can be found in Nether Tombs. It makes it that it takes corrosive mobs (mobs that deal status effects on the player) to have to attack you three times to get effected by the status effect. In other words, if you are fighting a Wither, you will not instantly become withered, they will need to attack you again.
Golem's Heart: Exclusive to Nether Tombs (below), Golem's Heart is a utility block which can "fortify" blocks within a radius. Fortifying is when blocks are hardened making them more resistant to creeper explosions and Tnt, and making the blocks longer to mine. In order to get this, you must kill the Yearner miniboss mob (read below) which spawns within Nether Tombs. The radius is 10 x 10, which isn't much, but this can be increased by 5 if you find 4 Golem's Hearts and craft the Sentinel's Heart. This will be incredibly rewarding, but it will be difficult as well. You will know if a block is fortified if you hit it, it will show a star-like effect.
Sentinel’s Heart: The same thing as a Golem’s Heart, but this time it fortifies in a 50 block radius. In order to craft it, you must obtain 4 Golem’s Heart and craft it in a 4x4 block formation in the crafting bench.
Nether Tomb: The Nether Tomb is a new generated structure which resembles a very decorated pentagon with a few aesthetic towers on its corners, but within is a labyrinth which consists of Nether Bricks, Red Nether Bricks which form patterns at times, and the new block, Chiseled Nether Brick which is exclusive to Nether Tombs. Unlike any of the generated structures so far, in Nether Tombs the player cannot break any blocks. In order to break blocks normally, you must traverse to the center where you can fight the Hollow miniboss, and obtain the Golem's Heart.
The Hollow: The Hollow, this Miniboss is a humanoid mob with a gaping mouth, which when killed will split into smaller, but more faster mobs, and have three stages. If you do not kill them in time, they will reunite and form the initial tanky version, which takes no poise. After killing the small ones, they will glow, and growl, and explode, which can curse you. The initial tanky attacks can also curse you.
Enchanted Collar: Give it to your dog and makes them huge, and doubles their stats, and their speed is enhanced. Can only be found in Nether structures.
Nether Bone Structures (fossils): With new Ghast fossils too!
Ghast Nests: A new cavern pattern which spawns in the Nether, entirely composed of Soulsand and occasionally Nether Warts will spawn. Ghast Nests are very rare. Since Ghasts themselves are living creatures, unlike the undead mobs in the Nether (because Wither attacks them) it would make sense for them to have home. The Ghast Nests act as a cavern of it’s own, but it is MUCH more expansive and vast in size due to the Ghasts spawning there and all.
Great Ghast Egg: This new item can be found in Nether Chests. Holding this around the Ghastmother (read below) makes her passive and placing her in her field of view causes her to close her agitated three eyes. When she is during this state, ALL Ghasts in the Nether will not attack you and remain close-eyed, UNLESS you attack a Ghast, in which they will all become hostile again, including the Ghastmother, until you find another Ghast Egg to offer her. Uncommon Loot, the HARD pert is actually finding a Ghast Nest.
Ghastmother This new Ghast-looking mob is much bigger than the ordinary ghast. And has multiple tentacles which look as if they are ACTUALLY tentacles and not rectangles. Ghastmothers have three eyes, which are always angry. Her attacks shoot 3 balls of fire at the same time which deal the same damage. She also has 100 HP (50 Hearts) and drops 50 XP. However holding the Great Ghast Egg makes her passive and constantly staring at you. NOTE: That in a couple Minecraft Days the Ghastmother will become angry again
Baby Ghasts: (suggested by reddit user Vortex_Gator) baby Ghasts spawn in Ghast Nests and are one block big, and have only a mouth and no eyes. The baby ghasts will spawn drool in the ground, which followed by Soul Sand will make you even slower, because they can inflict slowness. They will also shoot balls at you that can BLIND you. They have 20 HP 10 hearts. and drop 5 XP. These too will be affected by the Ghastmother.
Withers can spawn with cages on their heads. Cages are identical to mob spawners.
- Nether Tombs
Magma Lands (biome)
Corrosive Resistance echantment
Sentinel's Heart Block
Cursing Status Effect
I hope you liked my ideas to make the Nether Great again. Please leave your criticism and suggestions in the comments. Together we can truly make the Nether a rewarding, but nonetheless dangerous experience.
Oct 1, 2017Posted in: Suggestions
I can't nope any harder than I just did. This is all way too goofy and unfitting. I don't want to be abducted. I don't want non-game fitting experiments to be done on me. I don't want aliens messing up my terrain. The game should have no guns whatsoever. This is all just weird, trollish and would be a very 'immature' add.
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