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    posted a message on Torpedoes - Underwater Fireworks

    Quote from TheDeviantCrafter >>

    What's the goal of this though? Does it explode like a firework?



    It could, if it collides with something on in the air above the water, or on land, or it's fuse runs out. Another reason to do this is if the player wanted to ride the torpedo out of the water to jump like a dolphin.

    Mainly the reason it falls back downs is to keep it from being as useful as elytra + rockets. And having the torpedo stay near the surface after it falls back in the water would probably make it easier to target boats if players were to want to do that. That seems more reasonable to me that having the torpedo dive back down underwater.
    Posted in: Suggestions
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    posted a message on Torpedoes - Underwater Fireworks

    Torpedoes are crafted using a firework rocket and three Prismarine shards. (For the properllor)


    Non-Explodey Kind


    Add a fireworks star to create a damaging explosion upon collision with an entity or when it's fuse runs out. The explosion has the appropriate fireworks effects. Damage dealt is the same as an ordinary firework.


    Explodey Kind


    When in or under water, click the appropriate mouse button (or key or controller button you have mapped) to release it from your left or right hand to set it to travel in the direction you are looking. The torpedo will start slowly but steadily accelerate until it reaches a maximum speed. When it's fuse runs out the torpedo will either vanish or explode (depending on whether or not a fireworks star was used in crafting.) Duration of the fuse depends on how much gunpowder went into crafting the rocket.


    Aiming the torpedo towards the surface from underwater will cause it to jump out of the water but in air it has no propulsion, only momentum, and is subject to gravity. If it falls back in the water it will move parallel to the surface just below it from then on.


    That's all well and good but let's get to the real reason to have torpedoes. Riding them.


    Hold down the appropriate mouse button (or key, controller button, etc) to launch the torpedo without letting go. The torpedo will propel you through the water much like flying through the air with elytra and a rocket... but without needing elytra. While hanging onto the torpedo you can direct it's (and your) path. Any time you want to let go of the torpedo just release the appropriate mouse button (etc, etc).


    Here's a sample video of using fireworks and Elytra to "fly" underwater in Vanilla Minecraft. Torpedoes would essentially be smoother with a slower start, lower top speed, and some remaining momentum (quickly slowing down though) after the torpedo propulsion ends.



    Thoughts?

    Posted in: Suggestions
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    posted a message on Red XP Orb

    Interesting, I like it. Support. Could even have it interact with tools and armor enchanted with mending. On the plus side, less negative XP would reach the player, the minus side your Mending equipment would take damage.

    Posted in: Suggestions
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    posted a message on Yet Another Ocean Suggestion

    I really like this suggestion! It really adds a lot to oceans without going overboard.


    Pun very much intended.

    Posted in: Suggestions
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    posted a message on Instead of automatic sword sweep attacks, drag your mouse to slash exactly where you want. Also, hit zones.

    I found a rather decent solution to the sword sweeping problem. I use two kinds of melee weapons.


    When I'm facing multiple foes or any other time where the sweep doesn't matter, I use a sword.

    Anytime where a sword swipe seems likely to hit something I don't want it too I use an axe.


    Combine that with the Axe's higher damage (though lower dps) and I've quite enjoyed that the game's given me a legitimate reason for crafting a diamond axe. I now only wish that the axe got the same enchants without requiring an anvil.


    Though I would appreciate it if the sweep didn't damage tamed wolves, I rarely ever use them but I can imagine that getting really obnoxious if you're trying to keep your wolf allies alive.

    Posted in: Suggestions
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    posted a message on The Farlands

    If the farlands were to be put back into the game (or something like them) then the proper way to do it is to make them a rare biome type so the player doesn't have to travel 12 millions blocks to see them. Seeing as they'd no longer be "far" they should also be renamed something else such as "bizarre lands".

    Posted in: Suggestions
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    posted a message on Lava should replenish in the nether like Water does in the Overworld

    I mean the equivalent to an automated infinite lava harvester is basically a blaze farm, except unlike lava buckets blaze rods stack and have uses other than fuel.


    Blaze farms are currently possible and objectively better than an automatic lava bucket filler would be. Therefore infinite lava in the Nether is not OP.


    Full Support.

    Posted in: Suggestions
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag

    I love how all but one of those screenshots just happened to be in an Extreme Hills biome. Seems rather appropriate.
    Posted in: WIP Mods
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    posted a message on Silk Sword

    I think most of the time people on these forums are a little too quick to say OP.

    Let's examine the numbers first and then decide.


    According to the Minecraft wiki the chances of a Wither Skull dropping are:


    2.5% Normally

    3.5% with Looting I

    4.5% with Looting II

    5.5% with Looting III

    100% with a charged Creeper explosion.


    So this puts average number of wither skeletons killed per skull obtained to:

    40

    29

    23

    19

    1


    No one's mentioned any numbers for the silk touch sword's head drop chance so I'm just going to assume it would be the same as a Wither Skeleton's natural chance to drop a head. So in other words it increases a mob's chances of head droppage by 2.5%


    So if it stacked with Looting the chances for Wither Skulls are as follows:


    5% : 20 skeletons per skull

    6% : 17 skeletons per skull

    7% : 15 skeletons per skull

    8% : 13 skeletons per skull


    If it didn't stack with Looting (which seems far more logical since Looting is the weapon version of Fortune and Fortune and Silk Touch are incompatible) but still boosted Wither skull drops then Looting III (5.5%) would still be better than Silk Touch (5%) on a sword when trying to collect wither skulls.


    So anyhow I support Silk Touch or a similar enchantment on swords where it allows for mob head drops and even if it doubles the base chance of Wither Skeletons dropping a skull as long as Looting and Silk Touch can't go on the same weapon.


    I don't support spawn eggs in Survival, since I think the hoops one has to go through to catch, transport, and name mobs (so they don't despawn) to be more interesting gameplay than simply plopping down an all too convenient spawn egg.


    Now onto the other stuff in the original post that I didn't see anyone else mention since they were too busy freaking out about spawn eggs:

    Quote from Robloxer11 >>
    If you use a Silk Sword on a monster like an iron golem or a snow golem, you get the blocks from them like iron block or snow block.

    I don't mind this one particularly as iron golems are unaffected by the Looting enchantment. Support.

    You also may get more food from animals u kill.

    Looting already increases food drops from animals. This is unnecessary.

    Charged Creeper heads can be used for charging items if that is ever added, or for electricity.

    I'm fairly sure Charged Creeper Heads don't exist in the game, as it's not considered a different kind of mob. A charged creeper would just drop a regular creeper head. Further I see no reason to change this for a mechanic Minecraft doesn't have and isn't a major part of your suggestion.

    Some heads can also be crafted into other stuff. Like a zombie head gives you rotten flesh, or a skeleton head gives you bones.


    Why? Mob heads are FAR from useless. They're great for decoration, can be put on player's heads, and can be crafted into Creeper Face firework stars. No need to make them craft into other mob parts.

    TLDR Summary:

    I don't like Survival spawn eggs, do like mob head droppage even with increased Wither skull drops so long as Silk Touch and Looting conflict each other, find golem block drops acceptable, don't like increased food drops, don't like Charged Creeper Heads, don't like breaking down mob heads.

    3/7 Partial Support.

    Posted in: Suggestions
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    posted a message on Farming Update: Rain of Exp!

    I like Learning, particularly if it conflicted with Fortune and Looting so the Player would have to choose either increased XP or increased drops.


    I don't like the spawner upgrades, particularly the iron upgrade seems too cheap to achieve.


    Half support.

    Posted in: Suggestions
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    posted a message on New potion.

    Flying is already possible in survival mode.


    Elytra (end game item, durability loss while gliding) + Firework rockets (consumable fuel source)


    Better balanced than a potion of flight crafted with feathers:

    Posted in: Suggestions
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    posted a message on A better way to build down (Especially in the Nether)

    There are a few options for doing this in the Nether:

    Drop enough gravel to form a pillar, then bridge off from the pillar.
    Drink a fire resistance potion than use lava the same way you'd use water.


    And now in the latest version with Elytra you can fall, wildly try to place a block quickly. Activate your Elytra and glide for a bit then rocket back up by using a firework.


    That said I'd support something that can let you hang down below a block surface and then climb back up in survival. Perhaps a feature of attaching a lead to a fencepost while holding onto the lead?

    Posted in: Suggestions
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    posted a message on punishment for death is too harsh

    Others have said it already but "/gamerule keepInventory true"


    Honestly, I play the game with that gamerule set most of the time myself, particularly when navigating the outer End via enderpearls.


    To recover levels lost by dying try /xp <Number of levels>L

    So /xp 10L would give you 10 levels worth of XP. You can use that to easily regain the levels you lost upon dying.


    I try to limit my use of that command though as it's too easy to abuse.


    Voila! Then the only consequence of death is being set back at your spawn point or bed.

    Posted in: Suggestions
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    posted a message on Bear Trap

    Support. I particularly like how it's controllable via redstone.

    Posted in: Suggestions
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    posted a message on What will you do in the first Minecraft day?

    The specifics can shift depending on where I initially spawn but in general:


    1. Find trees -> Punch trees -> Acquire wood.
    2. Craft wood pickaxe -> acquire stone.
    3. craft stone pickaxe, axe, shovel, and sword.
    4. Kill nearby available animals for food.
    5. Build/Dig a temporary shelter. Elaborateness of shelter depends on how much daylight is left, though I try to avoid relying on dirt houses/holes.
    6. Night falls. Build a furnace, Cook food (or charcoal first if I haven't gotten any coal yet). Build a Chest
    7. Either build and use a bed or mine until sunrise.

    The next few days would involve building a more permanent home.


    Once when I had spawned on a island in an ocean my first step took me most of the day (swimming to find an island with trees) and night fell when I was still collecting wood. I took refuge atop a tree, and in the morning I killed a witch with naught but a wooden sword (Back when spam clicking was a valid attack strategy).

    Posted in: Survival Mode
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