It's probably a glitch. I know the Bedrock version (the version you were playing in the screenshot) has darker water in the swamp biomes, but I don't think it looks quite that black.
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Oct 17, 2017Wolftopia posted a message on Collabrotive Suggesting- The Fourth Dimension (all welcome)Posted in: Discussion
Actually, that one could be made to deliberately involve getting in the "Eternal Sea" by Hopeless Boss Fight, in that it consists of a near-unwinnable boss that is intended to send the Player there, with the boss dying if the Player escapes the dimension.
That is actually really interesting.
I think we should generate some more dimension ideas before we decide on one now, though, even if we end up picking the steampunk dimension. We should probably set a goal- maybe have a dimension picked by the end of this week or the end of next week? I don't know, but I think this thread could easily get unproductive and/or die if we don't set goals for ourselves.
Oct 15, 2017Wolftopia posted a message on Collabrotive Suggesting- The Fourth Dimension (all welcome)Posted in: Discussion
Something else to consider with a new dimension is the color scheme. This may sound silly, but here me out.
The Nether has a color scheme of crimson red, and orange/yellow. The End has a color scheme of black, purple, and bright yellow (endstone).
So, what would the color scheme of the new dimension be? Personally, I would really like it if one of the main colors was green, though if it were steampunk it would probably have to include gray/grey or brown too.If we went with a post-end dimension, the whole progression system needs to be rethought.
Fishg, you are 10000000000000% right on that. Adding more end-game content at the moment would already be pushing it, as you can get fully-enchanted diamond armor so early on compared to how far away the elytra is. I think we should preserve the Diamond Armor, and the enchanting too, but we need to space it out more and maybe make different "tiers" of diamond armor.
What do I mean by that? Well, first we should start by making it so that the player doesn't get full iron armor the first or second night. It's kind of silly how easy it is to get; it gets to the point where the default player is with the armor points of full iron armor, since it is so easy and to obtain. My proposal is that we make either iron ore smelt into 3-4 iron nuggets, or we make iron gear require more iron to make. Maybe iron ore that smelts into ingots could be found deeper, too, so that if you're already at the point of iron armor you can easily get more of it in case you want to make hoppers, cauldrons, anvils, etc.
Now for how we could add "tiers" of diamond armor. The concept as already been partially implemented with having different levels of enchantments (Protection I, II, III, & IV), but just like getting leather and getting iron, they aren't really spaced out. We could potentially make it so that the player has to start out using just Protection I, and then has to get new items to use in place of lapis in order to get higher versions of enchantments.
Another Idea for a Dimension!
This idea is something I've thought about for a while but haven't shared. What if there was an "Eternal Sea" dimension, maybe like Davy Jone's Locker or something? I don't know how you'd access it; maybe if you die at the bottom of a really deep ocean, or maybe if you fail to defeat some sort of new boss. (Though, if you went to an "Eternal Sea" after being eaten by a Kraken sort of thing, it'd be completely ripping off Pirates of the Caribbean.)
Anyway, I am really excited for the thread. I can't wait to see the amazing ideas we come up with, and maybe even get put in the game!
Aug 20, 2017Wolftopia posted a message on Ocean Improvements Part 2/3: Sea Content (Updated)Posted in: Suggestions
If you haven't seen Part 1, the link is here: Click Here
In Part 1, I talked about how ocean world generation could be improved. However, this part will be focused on the content of the ocean. Since Part 1 made oceans a lot bigger, there will need to be enough content to make it interesting.
Blocks / Plants
The main purpose of all of these would be one thing: to add life to the oceans and beaches of Minecraft.
This is essentially grass and tall-grass but underwater. Mining it would give you seaweed, which can be planted or cooked and eaten to restore 2 hunger points. It would be quite common.
Above is a screenshot from Minecraft: Story Mode
Coral would come in different colors and patterns. It would have the model of an enchantment table, with a texture resembling that of brain coral, but of different colors sometimes. See here and here for what I'm talking about.
There would be 4 different kinds of coral: Yellow Coral, Purple Coral, Green Coral, and Orange Coral (which would be orange and green). You would be able to harvest coral using a silk-touch pickaxe, and it could be placed anywhere.
These would basically be a shell, but occasionally opening slightly. They would technically be entities, but I am putting them under blocks because you would be able to grab them (right click) and then place them down again. They would rarely move a little, but other than that, they would be pretty stationary mobs.
This post wouldn't be complete without palm trees. They would generate like this, but with its own wood:
Image from a YouTube video.
Sand would now primarily spawn at the ocean floor instead of gravel.
The ocean has three mobs right now: the Squid, the Guardian, and the Elder Guardian. Two of those only spawn in a very rare structure. That's kind of sad. I will suggest more mobs, but not too much, as the ocean would become too saturated compared to other biomes.
This is not my idea, but I thought it was so awesome I had to include it. Squid size would depend on the y-coordinate that it spawns on. This would mean there would be giant squids super deep underwater.
Purpose: Adding life to the ocean and food for whales.
Health: Normal squid health * size of squid
Drops: A quantity of ink sacs that would depend on the size of the squid
FishYes, one of the things that has been asked for an uncountable amount of times. What I am suggesting is the fish from Minecraft: Story Mode, where they are essentially fish (the item) swimming around. There wouldn't be a tone of them; just enough so that you will always see a few when you are at the bottom of the ocean. They would have very low despawning requirements, meaning that they would be "recycled" a lot. Fish would spawn in ocean biomes and rivers.
Above is a picture from Minecraft: Story Mode
Purpose: Adding life to the ocean.
Health: 1 Heart (Though it woudn't really matter since they would move too fast to kill)
AnemonesYes, as a mob. They wouldn't move around, but their tentacles would. They would actually attack the player, fish, and crabs. Just barely touching them would give you slowness. Once you have slowness, the Anemone would start doing 2 hearts of damage to you every second.
The Anemones would add a danger to the bottom of the ocean when you're not paying attention or you mess up. Their danger would be comparable to the danger of underground lava. They would be pre-generated in the world on the sea floor and in Ocean Monuments.
When an anemone has less than 5 hearts left, you can right click it to pick it up. It can then be placed again underwater.
Purpose: Making diving more interesting.
Health: 18 (9 Hearts)
Drops: 4-5 Experience
Attacks: Slowness debuff and melee damage.
CrabsThe Crab would be a small, moveable danger of the sea floor, since it doesn't have anything at the moment other than Guardians. These would essentially be the spiders of the ocean. They would spawn on the sea floor and on beaches. They would be hostile when at the sea floor and neutral on land, and with the same jump attack as spiders. In water, they would be just as fast as they would be on land. When you kill a crab, it would drop 0-1 Raw Crab and sometimes 1 Crab Claw. The Raw Crab and Cooked Crab would be copies of steak, but with 4 more saturation points.
Image from the Crab Mod.
Purpose: Adding a small danger similar to spiders, and life to the ocean floor and beaches.
Health: 18 (9 Hearts)
Hostility: Neutral, unless on the sea floor
Drops: 0-1 Raw Crab, 3 Experience
Attacks: Spider Jump Attack
The Raw Crab would be as good as Raw Beef, and it could be cooked into Cooked Crab, which would be as good as Steak but with 13.2 saturation points.
OctopusI know what you're thinking. "But we already have squids!" Octopuses are and would be quite different to squids. They would actually be able to change their texture to the block they are above. By default they are a sandy color, but when harmed, they will go to the sea floor and change to the block below them. Attacking them again would cause them to ink you, similar to how squids ink you in Minecraft Pocket Edition. They would "hide" on the sea floor by changing their color and jump out to attack Crabs. They would also be attracted by Molluscs, making Molluscs useful and Octopus useful for keeping away Crabs. Octopuses could survive up to one Minecraft day outside of water. They would also come out and hunt for Crabs in Tide Pools, but more on those in the "Structures" section of Part 3.
Purpose: Giving players protection from crabs and the new ingredient for the invisibility potion.
Health: 14 (7 Hearts)
Drops: 1-2 Ink Sacs, 1 Octopus Tentacle, 4 Experience
Attacks: Ram (3 Hearts of damage)
The Octopus Tentacle would now be used to to make the Invisibility Potion, and the current recipe for the Invisibility Potion would make a Blindness Potion. I think this is a reasonable change because it would require you to go exploring to make the Invisibility Potion (except for the Nether Fortress), where as now all you have to do is sit around and kill zombies until you get a carrot and then make a golden carrot and some other easy-to-get things.
SharkSpawning deep in the ocean, Sharks would be one of the main dangers of the sea. They would be hostile, but would only seek out the player on a random occasion or if the player has less than full health. If they encounter a Whale, they would have a 50% chance of attacking it.
Image from the Wildcraft Mod
Purpose: Adding a large danger to the ocean.
Health: 32 (16 Hearts)
Drops: 0-6 Shark tooth, 5 Experience
Attacks: Very Fast Ram Attack; 15 (7.5 Hearts) damage
Shark teeth could be used to create a Leiomano, a new weapon. Here is the recipe, with ghast tears representing shark teeth:
This was a real Hawaiian weapon. It would do the same amount of damage as a Stone Axe, but with an attack speed in between that of a sword and an axe. If you tried chopping wood with it it would only be as good as a wooden axe, though. I think this makes an interesting weapon and trophy that is a reward for killing a shark.
The whale would be based on the Sperm Whale, and would hunt the larger variation of squid. They would spawn only in extremely deep areas of the ocean, even deeper than the shark. They would sometimes come up for air, but that would be quite a rare occurrence. I couldn't find a picture from a mod that looked like what I'm talking about, so here's the real thing:
Purpose: Adding life the ocean and something to seek out when trading with villagers.
Health: 100 (50 Hearts, just like an Iron Golem)
Drops: 1-4 Blubber, 5-8 Raw Whale Meat, 5 Experience
Attacks: Slow Ram Attack; 18 (9 Hearts) damage
This would be a new Villager wearing a blue coat.
He would buy:
- 3-5 Whale blubber → 16 emeralds
- 10-18 Arrows → 1 emerald
- Bow (limited trade) → 2-4 emeralds
- 4-8 Book and Quill → 1 emerald
He would sell:
- 8 emeralds → 4-6 Whale Oil (bottles)
- 4 emeralds → 7-8 Cooked Whale Meat
- 1 emerald → Octopus Tentacle [Rare Trade!]
Okay, here's where things get more interesting.This would be a zombie that can't drown. It would usually spawn on islands. When spawned, it would have a 1/3 chance of having an iron sword. In that case it does as much damage as an iron sword does. Otherwise it would do as much damage as a regular zombie.
The Undead Sailor would make a sound that sounds like the Husk but muffled by water. The sound would also sound a lot more wet than the regular zombie sound. They would also emit a water-dripping particle effect, since they are from the sea. There would also be an Undead Sailor Villager, which would be essentially the same thing but as a Zombie Villager. You would not be able to cure this villager.
Purpose: Adding a common, large danger to the ocean
Health: 26 (13 Hearts)
Drops: 0-1 Used Iron Sword (If holding one), 0-2 Rotten Flesh, 0-2 Raw Fish, 0-1 Sailor's Hat
Attacks: Sword Attack (4 Hearts of damage) or Ram Attack (2 Hearts of damage)
This is a list of items that this suggestion would add.
Crafted with a bowl, 2 Seaweed, and Cooked Crab, Sea Soup would be another Soup/Stew. This would restore 14 hunger points, or 7 full hunger shanks. It would also provide 14.5 saturation points.
Used to plant seaweed or cooked to be eaten as food. Restores 2 hunger points (1 full hunger shank) and as much saturation as cookies.
Obtained by right-clicking a mollusc, the Mollusc item would allow you to place down a Mollusc by right clicking the ground.
Dropped from the crab mob. As good as beef and steak, but restores a little more saturation.
Dropped from the whale mob. Like raw/cooked crab but restores even more saturation. A very hard to get but good food.
Dropped by the octopus. Now used to make the Invisibility Potion.
Dropped by the shark. Can be used to craft a cool weapon based on a real Hawaiian weapon.
Dropped from whales. Can be traded with the Whaler Villager for a decent amount of emeralds.
Obtainable from trading with the whaler villager. Can be used as fuel, and is better than coal.
Sometimes dropped by the Undead Sailor. Can be worn as a helmet. It would be as good as a leather helmet.
Coconut / Coconut Milk
Dropped by Palm Tree Leaves along with Palm Tree Saplings. They can be thrown or crafted into Coconut Milk, which restores 4 hunger points and clears potion effects like normal milk.
Made from a wooden axe and shark teeth, this weapon does more damage than a diamond sword with an attack speed in between that of an axe and sword.
Okay, there is one final thing I want to suggest: waves. On the surface it sounds pretty bad (and laggy), but here me out. Have you seen those shaders that have tiny little waves in the water? That's pretty much what I'm asking for: a distortion in water levels. It would also be weather dependent, so in a storm you might have bigger waves, while you might have more relaxing waves when the weather is clear. Waves would only happen in the Ocean biome. This would be a lot more interesting than the current flat, boring oceans we have now.
Image from the Waves mod
I know that was a lot. I know I am suggesting a lot of new mobs, but the ocean is pretty big. Also keep in mind that Whales would be rare, and that Sharks wouldn't be too common either (but common enough to be a threat). Please tell me if you like this suggestion or not, and why. Please tell me how I could improve it. Also, I am looking for ideas for a drop for the Anemone, so suggestions are welcome.
EDIT: Fixed some things, removed some things, and made the post formatted a lot better.
Oct 9, 2017I have a question about the rules for the suggestions forum.Posted in: Forum Discussion & Info
Would I be allowed to make a separate post where I elaborate on a
specific thing from a thread I've already made? More specifically, I
would like to make a thread dedicated to the "Undead Sailor" mob (I
suggested it in one of my Ocean Improvements threads) where I elaborate
and give more information on it.
Sep 27, 2017Posted in: Suggestions
When you reach the point at which you can make a beacon, you are likely to already have enough iron stored up anyway
False. If you are satisfied with a single-layered beacon (9 blocks of a resource) this is true. However, if you want to have a fully-powered beacon, with the possibility of any effect you want, you will have to plan to get enough resources to build it (in my experience).
Sep 23, 2017Posted in: Discussion
That is very true. However,
Fun = Point of the game
If the item is fun to use and doesn't hurt anyone, I don't see any reason to nerf it.
Did you read the original post at all? Or at least my other responses to people? I have presented many reasons to nerf the elytra.
Aug 27, 2017Posted in: Suggestions
Look, when it comes to Villagers, Minecraft is lacking. You can't argue with that. Villagers literally kill themselves by walking into cacti. I think Player-Villager interactions could be so much better, so I've compiled a list of improvements that would improve Villagers.
Nerf Villager stupidity. Seriously, Villagers, save some stupidity for the rest of us! I think zombies are actually more intelligent at the moment. Villagers should avoid danger (cacti, fire, lava, open trapdoors, primed TNT, zombies (sort of already), nighttime, and players that attack them). The fact that they will sometimes just walk outside during the night makes them seem like complete morons.
Provide sufficient protection for Villagers. Right now, most village houses aren't lit up enough. Some don't even have doors. On top of that, Iron Golems rarely spawn in a village! This should be fixed. Village houses should have enough torches so that mobs don't spawn in them, and Iron Golems should always spawn in with the village. They should also be faster so that they can effectively defend a village. I also think the Iron Golems should be built by the Villagers instead of just spawning, as this would make more sense and possibly break Iron Farms. If enough people are really upset about iron farming going away, they could always make silverfish drop iron nuggets so that iron is farmable once you find the stronghold.
Make Villagers seem intelligent. Making Villagers feel intelligent is crucial to good Player-Villager interactions. Here is a list of things that would make Villagers seem more intelligent:
1. Reading. Villagers could occasionally stand still and hold a book. The book would have the same model as the enchantment table book. Cartographers could even sometimes be seen reading maps.
2. Change how Villager breeding works. Right now Villager breeding makes it seem like Villagers are another farm animal. I suggest that they only breed upon the death of another Villager or the arrival of a new house, and only when there are crops or farm animals in the area.
3. Stop house crowding. At the moment, Villagers will crowd into one or two houses instead of evenly distributing themselves. Villagers should assign themselves to beds (which would now be in Villager houses, but not Village shops), and go into structures that have that bed. If the bed is destroyed, the Villager would stay the night with another Villager.
4. Have Butchers breed and kill animals behind their shop. Pigs, chickens, and sometimes cows should come spawned in the back of the butcher's house. For example, if there are less than 6 chickens, the Villager would breed them. If there are 6 or more chickens, the Villager would kill 2 of them.
5. Make fisherman actually fish. This would be really neat. Also keep in mind that when Villagers do something like harvest crops or fish, they would instantly pick up the item to prevent farming.
6. Show blacksmiths doing their job. Blacksmith shops could have an actual anvil, and the blacksmith could hammer at it. Blacksmiths could also make nearby furnaces light up when the player is 15 or more blocks away, and they would go out when the player comes near.
7. Villager Talking. Instead of the mindless placement of "huhs" we have now, Villagers could look directly at each other and make the "huh" sound. This would make the sound less annoying and make the Villagers seem like they're actually talking to each other. There could also be text in quotation marks underneath the Villager profession name in the GUI. This would be triggered randomly and sometimes by looking at a certain trade. Having Villagers actually talk to you occasionally would add to game immersion and make Villagers seem like they are almost as smart as the player.
Some things that could also be really neat:
A collector villager that requests rare items. This could be really fun and potentially a good way to utilize Villager speech.
"Bring me a golden totem from a woodland area. The cartographer can sell you a map to it."
Leatherworker selling villager robes. Currently, the leatherworker Villager is pretty useless other than it selling saddles. I suggest that leatherworkers also sell wearable villager robes, which would be like leather armor but would have the same texture as villager robes. Standing still for 2 or more seconds while wearing the robes would make your arms go together as if you are a villager. Also, as suggested by AMPPL50, armor stands wearing the robes would attract zombies.
Hiring nitwits to buy and sell things for you. Nitwits were a very lazy feature; they don't do anything at all. I think that should be changed. One idea I have to give nitwits a use is to allow the player to hire them to sell things for them.
Improve village houses/generation. As of now, the way villages generate is not very good. They can literally spawn on cliffs. Another thing is that the houses don't look very good, and most don't even have interiors. So, first off, when generating a village, the game should find a spot that is relatively flat. Second off, the village houses should be updated. Here are some updates to the houses I have made:
Large L-Shaped House
Notice how there was a painting in a picture above. The painting that generates in the house would be a random selection of any of the 2x2 paintings, and could even potentially be a painting unique to villages.
Both villages and Villagers are underdeveloped and definitely need updating. Villagers don't seem anywhere close to the player's intelligence level and are exploited in a lot of ways. I think if the game had better Player-Villager interactions players would value villages and villagers a lot more. Please let me know what you think of this suggestion, and please tell me ways I could make it better.
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Sep 5, 2017Posted in: SuggestionsCreative Inventory Overhaul
As more and more things are added to the game, the creative inventory is getting larger and messier. We have countless number of blocks, decorations, and items that keep growing as Mojang updates the game. While I love the new features, the one negative is its effect on the inventory.
This has happened before, back when the inventory was just a long list of blocks and items. 1.3 made things easier to find by splitting the inventory into 10 groups. Unfortunately, over the past 5 years a lot of new features have been added to the game, and that shows on the now-outdated inventory. What was once an easy-to-find organization system is becoming a mess.
Seriously, who finds blocks with the categories? Most players go right to the search bar, because there’s so much stuff in each of the categories it’s hard to find exactly what you need. “Building blocks” is getting to be as long the original list was from 1.2!
Therefore, I would like to suggest another inventory overhaul. The overhaul would make the creative inventory more accessible, customizable, and allow for new blocks to be added without any major changes to the system.
Before I start suggesting game changing features to the inventory, I would like to suggest some changes to the current placement of certain blocks:
• Fences should be moved to building blocks, because they are used for building as much as decorating
• Doors should be moved to decorations- who thinks Minecraft door and thinks Redstone?
• Dragon Eggs should be added to the inventory- Nether Stars and Totems of Undying are there, so why not?
I think these changes make more sense than their current placements. Feel free to suggest any other category changes.
Now, for the larger changes. Right now, there are two ways to find what you want in the creative inventory- the annoyingly long category system, and the perhaps-too-precise search tool. My two ideas focus on fixing each of these currently flawed systems.
I think the biggest problem with the inventory right now is how many blocks there are. The worst part is when a group of blocks are basically the same, just with some slight variations. Take, for example, the “decorations” tab. Half of those blocks are simple color variants! My solution to this problem is for very similar blocks to be “grouped” together.
This chart shows the relationship between the main categories and the smaller block groups.
What is block grouping, you may ask? Groups of blocks would be for variations of the same block. For example, all 16 stained glass color variants and normal glass would be grouped together. Likewise, all 5 leaf blocks would be grouped together. The groups would have one “representative” in the main categories. After hovering over the “representative” the player could hold shift and the group would appear. Yes, only one of the group would appear on the main tabs. Going off the previous examples, only regular glass would be present in the main “building blocks” tab. However, if the player holds shift, they would have access to the other 16 color variants. Only oak leaves would appear in the main “decorations” tab, and hovering over it and pressing shift would let you pick the variation of leaves you want.
The group “wool”. White is the representative on the main inventory list, while the other color variants can be accessed through the grouping menu.
As you might imagine, this would drastically cut down on the size of inventory and would make things much easier to find. Why should someone in need of a bone block must scroll past all 16 variants of terracotta? Grouping would make the inventory both aesthetically pleasing and faster to use.
It’s important to note that blocks/items would only be grouped if they are extremely similar. It would always be easy to predict what would be in each group. Just because grass and dirt look similar, they wouldn’t be in the same group. New players should have no challenges in figuring out which group goes where. Some blocks wouldn’t even be in a group.
The new “building blocks” menu. Yes, that’s it! The “concrete group” would appear when you shift click on the white concrete in the menu.
The search tab would not be affected by grouping. Searching “blue concreate” would get you exactly what you were looking for, not regular concrete.
I haven’t gone into depth with the other categories, but the groupings would be similar. Some more ideas I have for groups in other categories:
• Enchanted books of the same enchantment grouped
• Potions with the same effect grouped (this will cut brewing to about a third of its original size)
• Tools grouped together (Iron or diamond as default)
And so on.
As you may imagine, this would drastically decrease the amount of clutter in the creative inventory. Here’s a before and after example:
Jeez, even I didn’t expect there to be that much of a difference. As you can see, this would make it much easier to find exactly what you need. It’s the same number of blocks, just organized in a neater and more efficient way.
One foreseeable problem with the “grouping” idea from above is how it might seem restricting. The organizational system currently only allows for one possible set of groups.
For example, what if I was looking for a yellow block, and wanted to compare? Searching “yellow” might get you some yellow blocks, but not everything. The yellow blocks aren’t grouped together. “Color” is just one of many organizational systems that aren’t in the current menu because you can only have one set of categories/groups in the current system.
My second idea would solve this problem. I would like to suggest the incorporation of hashtags in the search menu. For the few who don’t know, hashtags are commonly used on social media platforms as a search tool.
Now the official definition of a hashtag is: a word or phrase preceded by a hash or pound sign (#) and used to identify messages on a specific topic. I believe that hashtags could work very well with Minecraft’s current search menu.
All items in the inventory would have several hashtags (created by Mojang only, not the playerbase) that apply to what the object is like. For example, red sandstone’s hashtags might be: #redsand (blocks/items would always have a hashtag for their group in the categories) #desert, #red, and #sandstone. When you search any one of those specific hashtags, you will get red sandstone and the other blocks that also fall into that category. This would help players looking to compare blocks.
Let’s say a player needed lighting, and wanted to compare all their options. They could simply search “#lighting” in the search menu, and all objects that emit light (torch, glowstone, sea lantern, jack o’ lantern, redstone torch, redstone lamp, lava bucket, magma block, beacon, and end rod) would come up as results. Without hashtags, the player would have to search through multiple categories to find each individual item, and run the risk of forgetting an item or two.
Wait- is the Sea Lantern just a beacon without glass? Or is it a diamond block without glass?
Favorites and More
Before I said that only Mojang could create hashtag grouping. However, there would be one built-in customizable hashtag called “#Favorites”. The favorites system is relatively straightforward. If you double left click a block or item, it will be added to #Favorites. Favorite blocks would have a little star in the upper right corner of the block’s square. You can then easily access your favorite blocks by typing it into the search bar.
Favorited blocks or items would be distinguished by a little yellow star in the upper left corner. When in the “#Favorites” menu, they would not have the stars.
If the player were doing an ancient Egypt build, it might get annoying to always look through blocks they don’t need. Instead, they could just add all the blocks that they will use in their build to favorites, and then they could easily access the blocks they need. When opening the inventory, the creative inventory would always start at “#Favorites”.
Now, the “saving hotbar” system already allows player to customize their “favorite” blocks or items. However, I feel the hashtag system is a more appropriate way to integrate this concept. “#Favorites” would be easier to use, access, and provide for more storage on the fly.
Of course, I imagine modders would go to town with customizable grouping and hashtags. They could easily add things to the inventory without it cluttering. I’ve noticed larger mods forced to create a second page of inventory just because there’s so much stuff. The creative overhaul would let modders seamlessly integrate their creations into the inventory.
I also imagine modders would create more custom groups and hashtags. The possibilities are endless.
In conclusion, the creative inventory is long overdue for an overhaul. In the past 5 years it has become cluttered and confusing. Therefore, I have suggested the addition of grouping and hashtags to the creative inventory.
Grouping would shorten the long lists of pointless variations that currently plague the category tabs. Instead of just using the search bar, players could find what they wanted just as fast with the categories.
Hashtags would make the search bar more versatile, allowing for players to compare similar blocks of all sorts of categories. Builders would no longer be constrained by the preset categories, instead they could search by color, biome, and much, much, more.
The favorites system would help players find the blocks they use often faster. Each player’s favorites would be unique, turning the creative inventory from just a generic menu to an individualized building workspace.
Thanks for reading!
Total Supporters: 15
Oct 12, 2017Posted in: Suggestions
NOTE: This thread's suggestion came from another thread, one on griffins. I would like you to check that out first by clicking right here, because if you don't read it, this will probably make no sense to you. Also, I have changed some of the details about the fan since that thread (like it was called the expolesor), so the information containing the duct may be false. With that said, let us move on!
Main Idea For Making This Thread:
I came up with this idea (I'm embarrassed to admit it) on the spot editing my first thread, about griffins. However, the more and more I thought about it, I realized this block could become a fundamental part of Minecraft and that this thing needs to be talked about more.
What's An Fan?
Imagine a dispenser/dropper, and then add the fan, as the three would become a trio of items that dispense things. Dispenser dispense rapidly, droppers dispense not as rapidly and the fan dispenses wind. It would be found in the redstone menu on the creative guide, and would be what I think is a great addition to Minecraft.
The fan would have the same background texture and color and size as the dispenser, and would have a hole, much like if you place a dispenser face up, however this hole would be visible whatever way you place an duct. (it cannot be placed up and down, unlike a dispenser) Also, eyes are not visible, it is just the hole. The hole also has a light blue ring surrounding it.
The wind that would be "fanned" from the fan would look like white waves, however they are contained within a three wide, one tall and seven long block radius.They would push out until the end of the radius, when they fade away softly.
The fab dispenses wind out of its hole with the range mentioned above underlined. With the three wide part, I devised a chart to show you how it would work:Wall Fan Block WallWind Wind WindWind Wind WindThat continues on for five more blocksThe fan would push mobs, players and entities the range of its wind. So, if you were caught anywhere in the wind current (the current lasts a second) you would be pushed through the seven blocks, landing on the eighth block away from the fan. It should be mentioned the mobs/entities that cannot be pushed: Wither, Ender Dragon, silverfish, enderman (they'll teleport), vexes, griffins, ... (please tell me in comments if I should add more) another thing that should be noted is that if you place a complete block in the path of the current, any wind current in the line with the block placed on it on the direction of the wind will be stopped. Let's say that the wind on the chart that is the top left wind gets a block placed there. Then the wind in the bottom left is now stopped. However, if we place a block on the bottom middle wind, then the top middle wind is not stopped.
Redstone:Along with its brothers, the fan is powered by redstone. And, like its brothers (the dispenser + dropper) it is powered the exact same way, working redstone related exactly like its brothers. However, once the 1 second of current is up, there is a 3.2 second delay before the duct can be powered again. 4.2 seconds in total if you include the amount of current time.
Crafting:"This is crafted with four iron ingots, each at the corner of the crafting table. Then, four EDIT: feathers, filling every spot other than the center spot. This is crafted with four iron ingots, each at the corner of the crafting table. Then, four griffin wings, filling every spot other than the center spot." -Griffins thread
Anything I'm missing out or need to change? Comment!
Oct 11, 2017Sonicwave posted a message on Obsidian "dispenser" golem, throws blocks/projectiles at enemies instead of attacking like Iron GolemsPosted in: Suggestions
This is not a reskin of the Iron Golem; it attacks in a completely different manner (by throwing blocks at enemies).
This golem would be created by placing 9 obsidian, 2 redstone dust, and 1 dispenser in a shape seen in this image. It has 100 hp (same as an Iron Golem), but has a 33% damage reduction from arrows and explosions, and is completely immune to fire, drowning, negative status effects, and falling. It looks slightly like an iron golem and has similar arms, but is bulkier and has a different face (not based off of villagers) with red eyes.
After creation, it would stand in place and be completely immobile, until you open its inventory and load things into it. The inventory would either be 9 slots (like a dispenser) or 5 slots (like hoppers). Only solid building blocks softer than Obsidian can be loaded; tall grass, stairs, or anything that is a block entity (chests, note blocks etc) won't work.
When activated and noticing a mob, it will take the block in the first available inventory spot, hoist it onto its hands and throw it at the mob. The reloading time for this is around 1 block every 2 seconds. The range and damage depends on the block's hardness. For example, dirt would do 5 damage (2.5 hearts) and have a horizontal range of 20 blocks, while cobblestone does 12 damage but only has a range of 10 blocks (and moves slower). The thrown block deflects arrows and would keep traveling until it hits a solid block and breaks (with a small chance to drop as an item).
The golem will attack all hostile mobs except for Endermen, Ghasts and Creepers (unless the creeper is sufficiently far away). It moves quite slowly and attempts to back away if its target gets too close, but won't attempt to give chase and will lose interest if its target gets out of reach. It can spot mobs from 24 blocks away (including downwards), so you can potentially station golems on top of a castle wall and have it throw blocks at mobs to defend your castle.
When its inventory runs out of usable items, the golem will make a clicking sound and become completely inactive. In this state it will not even respond to mobs attacking it. If killed by anything, it drops 4 obsidian and 2 redstone dust.
Basically, this golem is mostly intended as a form of short ranged defense, and wouldn't fare well in a melee encounter due to its slow attack and movement speed.
Sep 26, 2017Posted in: Suggestions
I understand that Villagers should be protected by the player, but the way it is as of now isn't that fun. If this is to be a thing, the following needs to happen:
1. Each village starts with at least 1 iron golem as aid for both the villagers and the player.
2. Zombie sieges (or other similar events to be implemented in the future) should be the only events in which villagers should die without player aid, and the whole event of a zombie siege should be better communicated to the player.
This may be what Minecraft is to you, but it isn't the same game to everybody. Many people play it in many different ways. That's part of why it has been so successful. Also, I don't see how this is any more "thinking financially" than trading with Villagers yourself- this is merely an extent to that mechanic to player-player interactions and a purpose/use for the Nitwit.
Good point, Wolf. I have to make it 99% Support
Sep 8, 2017Posted in: Suggestions
I agree with nearly everything here. These are some great ideas that make me wonder why Mojang didn't do this in the first place. I especially like the idea of villagers reading books.
As for villagers building iron golems, I don't think they need to automatically build golems. However, I do think every village should have at least one golem that spawns with the village when it generates. Maybe one golem for every 8 houses, so larger villages could have as much as 4 golems.
Aug 27, 2017Posted in: Suggestions
In my opinion, the armor system in Minecraft is too simple. We have five basic armor sets, but only two (Iron and Diamond) are ever really used. I feel that the game could benefit from more armor variety. My intention when creating this suggestion is to create a sixth armor set that has a specific purpose in game, without it being too overpowered or underpowered.
Unlike the others, I got this picture from Images- so it isn’t perfect. My version of Bedrock Armor would be less black and more gray, without any white spots.
Bedrock Armor (name pending) would be a late-game, “legendary” armor that would be significantly stronger than Diamond Armor. In fact, a full set of Bedrock Armor would prevent players from taking nearly any certain damage. I know this may seem ridiculously overpowered, but hear me out.
Typically, a bedrock chestplate would reduce damage by 39.5%, leggings by 29.7%, and a helmet and boots by 14.9%. Overall, a full set of armor would result in 99% damage resistance to most physical attacks. In comparison, the maximum you can (theoretically) achieve in game is 80%*. Examples of this include:
• Direct attacks from mobs and players- 99% damage reduction
• Getting hit with an arrow, chicken eggs, or a fishing rod- 99% damage reduction
• Touching a cactus or armor with thorns- 99% damage reduction
• Fall damage- 75% damage reduction (see edits for reasoning of change)
*In the game, Diamond Armor has a value known as “toughness” which decreases damage reduction. The wiki has a complicated algorithm to damage reduction with Diamond Armor, and if you’re interested you can find said information here: Armor_Toughness. All that matters is that Bedrock Armor
would not be affected by toughness.
Yes, this means with a full set of Bedrock Armor (which would be incredibly rare) you would suffer nearly no damage. Despite this, some of the more “powerful” attacks would result in only a 50% damage reduction. In this case, a chestplate would only reduce damage by 20%, leggings by 15%, and helmet and boots by 7.5%. These include:
• Explosions- 50% damage reduction
• Getting struck by lightning- 50% damage reduction
• Getting hit by a falling anvil- 50% damage reduction
• Touching fire or lava- 50% damage reduction
• Getting hit by a fireball from a ghast or blaze- 50% damage reduction
While Bedrock Armor prevents players from taking physical damage, it is vulnerable to magic. Taking on the Wither with Bedrock Armor would be a bad idea…
• Potion effects- No damage reduction
• Potion tipped arrows- 100% damage reduction on the arrow, but no reduction on the effect.
In addition, Bedrock Armor slows down the player. A chestplate slows down the player by 10%, leggings by 7.5%, and helmets and boots by 3.75%. Overall, a full set will slow down the player by 25%- 5% short of a slowness 2 potion. Unlike the potion effect, Bedrock Armor slowness does not affect the FOV.
Despite this slowness penalty, the player would receive 50% knockback resistance from a full set of armor. A chestplate would reduce knockback by 20%, leggings by 15%, and helmet and boots by 7.5%.
Bedrock Armor would have a durability 1.5x that of diamond. A helmet would have 546 uses, a chestplate 794, leggings 744, and boots 645 uses. After the armor breaks, it would be replaced by a "broken" variant that cannot be worn. The "broken" piece can then be fixed on an anvil, or function as a trophy item.
It should also be noted that Bedrock Armor cannot be enchanted. This means that a highly enchanted diamond chestplate may be stronger than a normal bedrock chestplate.
Bedrock Armor as an item.
Also, there wouldn’t be any bedrock weapons or tools.
When equipped, additional armor bars would appear- like how golden hearts appear after eating a golden apple. The additional bars would stay with the player until they take off the armor)
Updating Gold Armor (new!):
Gold Armor is rarely used. It's weaker more expensive than Iron Armor, so what's the point in making it? Well, with Bedrock Armor's new stat system, I think Gold could also adopt this new damage reduction system. Gold would remain weaker and more expensive than Iron, but would be stronger against "magical" attacks and weaker towards "physical" attacks. Sort of the inverse to Bedrock:
- Weak against physical attacks
- Strong against magical attacks
- Very enchant-able
- No speed reduction (fast)
- Strong against physical attacks
- Weak against magical attacks
- Not enchant-able
- 15% speed reduction (slow)
I'm not saying that Gold will have 99% damage resistance to magical attacks, but it will have a significantly stronger defense against potions, tipped arrows, and fire.
I think that the slowness, complete lack of enchantments, and the fire/potion weaknesses of Bedrock Armor will help balance out its strengths. The idea is that you can still win a fight against someone with Bedrock Armor- you just need to think about it strategically. Trapping a player in lava or using a potion effect will be easier than usual, as the player is slower. I hope that this will create more variety in combat, as currently potions and lava traps are, in my opinion, underutilized and forgotten in favor of swords.
So, with that out of the way, let’s discuss how to get Bedrock Armor.
Finding Bedrock Armor
A new structure would spawn in the far End islands*. The structure would be known as the End Bunker, and would be twice as common as an End City. Imagine End Bunkers as the dungeons of the End.
*One idea that popped into my head when making this suggestion was that the reason there’s no Bedrock in the End is because the Enderman mined all their Bedrock for the armor. Just an idea.
The bunker would consist of an outer maze and an inner treasure room, as pictured below. You can also see four Vex spawners below the floor (purpur blocks be directly above, hiding the view). I chose Vexes because they can transverse through blocks and avoid revealing the correct path though the maze.
The maze itself would generate out of numerous presets, all made with only one correct path. Lighting would be supplied through end rods hanging from the ceiling. If possible, the bunker would be indestructible, like bedrock, to prevent cheating through the maze. When the bunker is indestructible, the occasional gray particle will emit from the blocks. The gray particles and indestructability will when a player opens a safe chest in the treasure room.
The inner treasure room would consist of four chests, all facing in different directions. But be careful- two of four chests are actually trapped chests rigged with explosives! The other two would be where you can find Bedrock Armor. A single piece of Bedrock Armor is extremely rare, let alone an entire set.
End Bunker Loot Table
I based the loot table off dungeons. Most of the items are objects that Endermen can pick up in the Overworld or the Nether (perhaps this where Endermen put the blocks they pick up).
• Chorus Fruit = 0.400
• Grass Block= 3.375
• Red Sand = 3.375
• Netherrack= 3.375
• Gravel= 3.375
• Sand = 0.750
• Dirt = 0.750
• TNT = 0.200
• Clay = 0.315
• Red Mushroom = 0.236
• Brown Mushroom = 0.236
• Melon (Block) = 0.236
• Mycelium = 0.600
• Podzol = 0.600
• Coarse Dirt = 0.600
• Shulker Shell = 0.250
• Ender Pearl = 0.500
• Pumpkin = 0.236
• Bedrock Helmet = 0.157
• Bedrock Chestplate = 0.031
• Bedrock Leggings = 0.079
• Bedrock Boots = 0.157
I cannot stress enough how rare Bedrock Armor would be. The average post-Ender Dragon Minecraft player may never find Bedrock Armor. You would have to go through countless Bunkers to find just one piece of armor. Bedrock Armor is the sort of thing you stumble upon if you’re very, very lucky.
Bedrock Armor won’t spawn on Zombies or Skeletons. However, they can pick up Bedrock Armor from players, so be careful!
If you’re still not convinced that Bedrock Armor is balanced, then I have one final idea that may sway you over. Bows could be enchanted with “piercing”, and would be able to break through Bedrock Armor and damage the player as if they had no (or very little) armor. Combined with Flame or Knockback, and they could easily take down a player with a full set of Bedrock Armor in just a couple of hits. Piercing would be only be one level.
When creating this suggestion, I realized a couple more uses that Bedrock Armor could have:
• Mapmakers would be able to incorporate the armor into their maps, which could lead to interesting, puzzle based arenas that were previously much harder to create. Or, they could easily make unique “bosses” (normal mobs equipped with Bedrock armor) that are very hard to kill.
• Servers with Kits could really go all out with the “Tank” Kit, in which they would be invulnerable to basic attacks, but vulnerable to “anti-tank” weapons (potions).
• Hardcore Mode players, after so much hard work, could take a well-earned break and walk around safe with a full set of Bedrock Armor (or course, a full set would be extremely rare).
• Faction Servers would be even more interesting, as now the oldest factions would have a few pieces or sets of the rare Bedrock Armor. Factions would fight over the armor, similar to how everyone wants an elytra on those servers now. This would add a new layer of depth to faction servers.
And this might seem silly, but this has been bothering me for a while:
• People who want to fly an elytra, but keep dying of fall damage can now suit up in a Bedrock helmet, leggings, and boots and avoid death by fall damage!
In my Introduction, I said I wanted to create a sixth armor set that has a specific purpose in the game. Bedrock Armor accomplishes this by specializing in combat. Even if you’re lucky enough to find a full set of Bedrock Armor, when you’re mining, building, farming, etc, you wouldn’t be wearing it. The slowness makes it an inconvenience to use on an everyday basis. Instead, you’d chose a simple set of Diamond Armor for other tasks. Bedrock Armor would be used for combat purposes only.
For example, say you’re mining. Why suffer from a 25% slowness penalty when you have a relatively strong set of Diamond Armor at your disposal? You would mine with your Diamond Armor, until you see a series of dungeons and countless mobs charging at you. Now it’s time to switch to Bedrock Armor, where you can take down the mobs with ease.
The most common complaint I found when researching sixth, stronger-than-diamond armor suggestion threads was that the armor made diamond useless, or that the armor was useless because enchanted diamond was stronger. Bedrock Armor, instead of trying to be better (or worse) than Diamond Armor, serves as a specialized armor for a specific task. That way, you can have both Diamond and Bedrock sets at the player’s disposal, and they can evaluate and decide on the proper armor based on the situation.
Thanks for reading!
8/28/17- Added durability and "broken" variant to the armor, and knockback resistance (courtesy of Genius_idiot). Also added gray particles, courtesy of InterludeDude, to the End Bunker. Lastly, Wolftopia brought up a good point about the fall damage, and so it was changed from 100% to 75%
8/31/17- After much, much consideration, I have decided to change the 100% reduction to 99%. Swords and bows can now damage Bedrock Armor, albeit barely. No other stats have changed. Additional armor bars were added. Lastly, the "piercing" poll was closed, with method 2 the clear victor.
Sep 8, 2017Posted in: Suggestions
The suggestion needs a LOT more work, as it currently is pretty bland.
How would planes look like? Right now, they seem to be some sort of ultralight trike, but it's not stated (Plus, those would look bad in MC graphics. At least take a page from the APEV Pouchel (If only because it would be able to look well... At least as well as it an be, being based in that case on a plane that has an airframe that can be made with 3 ladders).
Exactly why would using the plane be fun? All the info you give is that it drops nothing if it crashes (Making Elytra better used directly because using them to make planes would result in Elytra being potentially destroyed), which makes little sense, consideirng that it's not exactly difficult to find pictures of remains of crashed planes (And some can end up intact enough that they may even be able to be salvaged to the point of being able to make a functioning plane out of the remains of several planes).
Finally, the way planes are obtained is very boring and practically the only expensive item is an Elytra, which means that it's available directly once Elytra are obtained. Obtaining planes should be something more involved, even if it's earlier on (Then again, this comes from someone who thinks Elytra were a bad addition because they're available after exploring a lot, so it's a lot less useful by the time it's found).
Planes would be fun if they were agile and there was some sort of airborne mob that can pose a threat to them and has worthwhile drops, considering that, unless the mechanics end up being awful, aerial combat is usually fun in most games.
As for obtaining planes, they should use a completely different method. I recommend a modular method in which the Player, instead of directly crafting the plane, has to craft the components and arrange them into a plane, with the criteria being open enough to allow for airplanes of variable size and shape (After all, there WILL be people who would prefer to fly something that is not the "default" shape, and allowing for colored parts would be very useful in Faction PvP). In order to prevent them from making Elytra useless as anyhting but a glorified (And rare) parachute, give planes innate disadvantages, such as making them always accelerate slower than Elytra, have more or less the same top horizontal speed (Planes could be faster only if they're practically designed to catch Elytra), be less agile, be available later on (Probably even requiring players to acess End Cities in order to acess planes), etc...
TLDR: Change how planes are obtained, give them more defined mechanics, and make them available separately from Elytra, and likely later than Elytra.
Sep 6, 2017Posted in: Suggestions
Wouldn't this make using elytra's redundant? A minecart, redstone, and some stairs are easy to make for a late game player. Once you find an elytra everyone would just make planes instead of using the elytra.
Most importantly, this would be extremely unbalanced. Right now there is not way to fly in survival, you can only glide with the elytra. Adding in complete flight would be overpowered.
Lastly, I don't think planes fit in minecraft's medival fantasy setting.
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