• 0

    posted a message on Food fatigue (new statistic to solve "steak problem")

    No.

    The only problem is that the current attributes (hunger and saturation) aren't being balanced very well.

    Firstly, EVERY food item that restores more hunger also restores a higher ratio of saturation. We need varying ratios of hunger and saturation. I suggest that sweet plants (like apples) would be mostly hunger and low overall; lean meats (like fish) would restore a high amount of hunger with little saturation; starchy plants (like potatoes) would restore okay saturation and low hunger, and fatty foods (like porkchop) would restore the most saturation and also decent hunger.

    Secondly, the food is just poorly balanced overall. Porkchops and steaks are way too easy to get relative to how good they are. Mushroom stew needs to be stackable or else it's trash. Things like that need to be fixed. I suggest making it take a whole hay bale to breed cows, so that sheep are an easier early-game solution for food. Pigs could additionally have only a chance to enter breeding mode when fed (say, 25% chance) so that it takes more food to breed them but they're significantly cheaper than cows, giving them a purpose as a food animal.

    My primary point is that we have enough attributes already to balance food and keep it interesting; the system we have simply isn't getting used very well. I do actively dislike the idea of food fatigue, but even if I liked the idea I still think it's better to fix the problem rather than attach a band-aid to it and ignore the underlying issue.

    Posted in: Suggestions
  • 0

    posted a message on Magic Combat - Why So Little?
    Quote from astrapomania»

    That's a nice idea with staves, but I wanted to go for a sort of fluid, dynamic angle with this. Think of it as a reward for killing the evoker - spellcraft.


    Howabout a critical (and re-usable) ingredient to spellcraft is found from killing an Evoker. Sort of like punching a tree to get a crafting table, you have to kill an Evoker to get a magic spell table.

    Posted in: Suggestions
  • 1

    posted a message on New Shield Mechanics.
    Quote from headgames001»

    New mobs could be an alternative then. Such as a new pillager that acts more as a tank with it's shield.


    Skeletons.

    I want a variant of skeletons which is equipped with a wooden sword and a shield. It'd be especially cool if it was really good at using the shield to block incoming attacks (without giving it capabilities going beyond the player [I'm looking at you, 1.9 skeleton]). INB4 claims that the melee skeleton is EXACTLY the same as a zombie re-skin (been there SO many times now).

    I also like the idea of Pillager Vindicators (all Vindicators, really) carrying shields along with their axes. They aren't as powerful as a lot of people think, but axes are a pretty good weapon. Also, you can defeat shields with an axe. Maybe most of the Pillagers wouldn't use shields, but all of the Woodland Mansion Vindicators would use them. It could actually make them easier to beat because if you're attacking with your axe they'd just keep blocking rather than hitting you back.



    I like these shield ideas but I'd be even more interested in having more shield defensive options, like enchantments perhaps. I wish there was a high skill ceiling to using shields best.

    Posted in: Suggestions
  • 0

    posted a message on Improving Endermites

    I like gimmick weapons, but I also like tools with a wider variety of possible (sub-optimal) uses so that I can be the judge of what I will do with the tool. The Mite Limb would be optimal against Shulkers but somewhat useful against players or mobs wearing protection-enchanted armor. I'd still like the tool to have more details, and more niche use cases. Here's some suggestions:
    a.) It bounces off of a target and uses its remaining momentum to hit another; if it has enough momentum it can hypothetically hit any number of enemies.
    b.) Give it some enchantments: more momentum (faster projectile); doesn't fall (flies straight); armor-piercing (reduces target's armor)
    c.) Tipped limbs: just like tipped arrows
    Enchanted with high speed and no arc could make it effective against Ghasts, since they have low HP and are a huge target but move very fast and attack from very far away.

    It should have more damage than you have given it. The time it takes to charge it warrants more power. Since it's strongly limited by available quantity, I would see no issue with giving it the full thrown power than Tridents have. Being able to throw it before fully charging it presents a very niche option--not attractive because it's so wasteful but once in a while it's just the kick you need.

    To make the enchantments work: an enchanted stack could work as a single item, and when its quantity reaches zero it would remain in inventory. You could add quantity to the stack by placing any number of unenchanted limbs on top of it, and they would be added as quantity up to its maximum amount. For the record, I think that 16 is a good quantity limit. Compare with over 300 throws available on my Trident and I need some excuse to fill an inventory slot for this weapon. 8 is too few. I would strongly consider using this if I could make it powerful enough to 1-shot a ghast--I'm very interested in any weapon which can snipe ghasts better than a bow can. I had high hopes for the crossbow but alas they are less accurate and the arrow does not travel any faster.

    P.S.: I think your weapon name and lore could use some work. "Mite Limb" sounds really weird, and I don't see anything in the Endermite's appearance suggesting its body(parts) could be used in this way. It feels very shoehorned.

    PARTIAL SUPPORT

    Posted in: Suggestions
  • 1

    posted a message on The Small Suggestions Thread: Electric Boogaloo

    When players create a world in 1.16+, they should be able to choose standard or nether-survival loot chests in Nether Fortresses and Piglin Bastions. The nether-survival versions would have reduced loot (especially iron, diamonds, and netherite equipment) balanced with the assumption that you do not have access to the overworld. The default setting, standard, would give you valuable loot in Nether Fortresses and Piglin Bastions to entice you to travel to them from the overworld.

    Posted in: Suggestions
  • 0

    posted a message on verticals slabs

    You can use trapdoors as walls. Unfortunately the walls will move if you right-click them, but otherwise it's a pretty good way to have thin walls.

    Posted in: Suggestions
  • 1

    posted a message on Always allow mixed wood types in recipes

    I love having so many wooden things that can be made in such a wide variety of appearances, and I want even more of them. There's no limit here, everything made of wood should have variants.

    But it's annoying sometimes when I have mixed planks I can't get rid of by crafting a thing that I want. I often just wind up making sticks when I already have too many, or sticking one lonely plank in a chest somewhere. It'd be nice if I could always mix wood types in every recipe.


    The simplest way to implement this is to have mixes always produce an oak item. That wouldn't be a particularly big deal as oak wood is so abundant. Alternatively whichever wood type is used most could determine the resulting item's type, or perhaps it determines it by position in the crafting grid. Or there could be special mixed-wood variants. In some cases it may even be prudent to enable wood mixes to apply various appearance combinations to the item based on the specific combination of woods. I'd accept any of these, as long as I can mix wood to make the things.

    Posted in: Suggestions
  • 0

    posted a message on Bookshelves with different wood types.

    I support, as long as mixed wood is still allowed. (It could just produce oak shelves.)

    Posted in: Suggestions
  • 0

    posted a message on The Netherforge, a furnace to make nether living more practical.

    I don't like the idea of adding a new furnace just for The Nether. If it were decided that blast furnace use is good for Nether subsistence, then the better option would be to add Nether recipes to its list, and make it craftable from things found in the Nether. (basalt/gold?)

    I think Blast Furnaces and Smokers should be expanded to cover everything that can be done in a basic furnace, or a new furnace should be added specifically for cooking stoneware. The fact that these furnaces are a dozen times the cost of a basic furnace is what makes them balanced, I think.

    Posted in: Suggestions
  • 0

    posted a message on Nether Mob: Nether Wasps

    I didn't read very much of this; I'm sure there's lots of great ideas on this page. I support this primarily because I feel like we can't have bees without wasps, and for that reason I want the wasps to be in the overworld.


    Edit: I read the OP and I take it back. This is a super cool idea!! I now REALLY want Nether Wasps, I love how they offer a way to get hostile honey in The Nether, and I especially love how they hang off the Nether ceiling. I think it'd be best if the nests hung over those huge abyssal drops. But I still want basic wasps in the overworld.


    I have an additional idea for nether wasps: they can spawn over warped forest (but not crimson forest). While the nest will only be in warped forest or hanging over the abyss, if a nest happens to be near a crimson forest, the wasps will fly to it and attempt to pollinate the crimson mushrooms there and/or sting the local piglins and hoglins. Piglins and hoglins should fear the wasps and either run away or attack, but not be very effective due to the wasps' speed and agility.

    Posted in: Suggestions
  • 0

    posted a message on The Small Suggestions Thread: Electric Boogaloo

    New Nether biome: molten. It would have a landscape made of basalt, magma, and lava. It would spawn extra lava source blocks along whatever ceiling happens to be above it (even if that's another biome), and they would be mixed lava or basaltic floes. Some of the lava streams would be partially basaltic, leading to the lava spreading out around the basalt pole. Occasionally, the floe would have multiple layers of basalt, forming a giant basalt stalagmite covered in lava. The biome floor would be uneven, making it difficult to traverse but also preventing lava from spreading very far. This biome would not spawn any zombly piglins, and thus would spawn magma cubes far more often.

    edit: Thanks Möjang for the Basalt Delta!!

    Posted in: Suggestions
  • 0

    posted a message on The Small Suggestions Thread: Electric Boogaloo

    Quote from Turbo_Soggy >>

    Maybe more critters in the ocean. The ambience in the oceans is already very nice (especially compared to how it used to be), but having little crabs scuttling around, for instance, would make it feel even more alive.

    I had a cool set of ideas related to this. I was picturing having crabs as a neutral mob appearing in the ocean near shore or islands. There could also be crabs sometimes lurking in sunken shipwrecks. I pictured having a rare shipwreck with treasure inside, but the single opening is guarded by a huge King Crab (a new boss mob), or a coral maze with a treasure chamber at the end guarded also by a King Crab. King Crabs would be neutral and would push the player away if they get too close to the treasure chest, but would go hostile if the player opens the chest. When a King Crab goes hostile to the player, all nearby crabs are called to also attack the player.


    A new biome type called Paradise, which spawns occasionally as tiny islands in the ocean, or around a water lake in the desert. In the desert, the biome would have a greatly increased spawn rate of savannah and desert passive mobs. In the ocean, the biome would spawn coconut crabs which are similar to sea crabs but remain on land most of the time (though they may go in water if they choose). In both cases, the Paradise biome contains palm trees. Most Paradise biomes are small like flower forests, but rarely they may be much larger and tend to merge with other hot biomes, especially jungles, savannahs, and plains. Island palms are coconut trees; they have coconuts hanging from them. Desert palms have bushes near them which contain pineapples.


    The new crabs provide a better use of Bane of Arthropods, rather than the rare one-shotting of a weakling spider. Also, more bosses, more fruit, more biomes, more loot chests.

    Posted in: Suggestions
  • 0

    posted a message on The Small Suggestions Thread: Electric Boogaloo

    Beds should allow you to place any combination of wool colors and wood planks in the crafting grid to get a bed, and its coloration should be dependent on what you put in:


    The leftmost wool piece should determine the pillow color, the middle piece should determine the sheet color, and the rightmost piece should determine the blanket color.


    The leftmost wood plank should determine the headboard texture (btw add headboards onto beds), the middle plank should determine the underboard texture, and the rightmost plank should determine the texture of the legs of the bed.

    Posted in: Suggestions
  • 0

    posted a message on Ideas for Nether-only Survival

    Most players will always use The Nether as a place to visit either to gather special materials or for a change of scenery. But a few of us are interested in surviving only in The Nether. Now this hasn't been truly possible before but with the new changes it should finally be possible. This also means that a person trapped in The Nether has a better ability to thrive and possibly find their way back home. My post offers several suggestions structured around fleshing out the upcoming Nether Update with more of a system for ensuring that Nether-only survival is entirely doable, ideally fun, and most importantly a lot more difficult than normal survival. Here are some guidelines that my suggestions are intended to follow and uphold:

    A.) Nothing should infringe upon normal Nether gameplay.

    B.) There should be zero need for anything that cannot be found in The Nether.

    C.) Hardship should primarily pressure the player to work harder, rather than accept limitations.


    Piglin Trading

    Trading with Piglins should be one of several ways the player may acquire useful materials. I believe that the trades should frequently grant significant amounts of items the player may want large quantities of. Any high quality materials should be given out very sparingly. The current Piglins trade by accepting a gold ingot from the player (or picking one up off the ground) and then tossing a random payment onto the ground. They have four payment tables with chance weights of 1, 2, 5, and 10. This means, for example, that each payment has 5 chances out of 18 that it'll select a random item from the table which has a weight of 5. I've got some ideas to change their trade inventory a bit:


    Pig Iron: This would be a material which enables the player to craft many of the machinery that uses large amounts of iron, without providing the player a source of iron armor or tools. Most recipes such as pistons, minecarts and minecart rails, iron doors/trapdoors/pressure plates, etc. would be able to use Pig Iron interchangeably with iron. Tools and armor would be primarily the only recipes it does not work for (alternatively, Pig Iron tools/armor which are considerably weaker than iron tools/armor). Perhaps Pig Iron also cannot make: flint & steel, shears, bucket, anvil, shield--I'm undecided on those.


    Pig Iron should be on the weight 5 table, making it somewhat common and enabling players to build certain things which may take large amounts of iron, such as minecart systems or redstone machinery. Other materials needed in these systems may be more difficult to obtain.


    Redstone Dust, Lapis Lazuli: These two minerals are useful to the player even in small amounts, but are not naturally found in The Nether. I would make them rare trades from Piglins, with Redstone Dust being on the weight 2 table and Lapis Lazuli being on the weight 1 table. Players may need somewhat significant quantities of redstone dust for their machines, but Lapis can be used much more sparingly for enchanting.


    Nether Quartz: Various types of quartz and quartz blocks should be available on the weight 10 table, making quartz among the most common things you can get in trades with Piglins. There's already no real shortage of the stuff in The Nether, however this will make it renewable as well as even more abundant than it already is. No matter how much Quartz a player collects, they can continue to want more for large quartz structures. These can look amazing when combined with other blocks, and gives the player a reason to keep farming large amounts of Piglin trades. I also like the idea I heard a while back of black quartz, which would be a shiny and stark black block, a block type that's currently lacking in Minecraft. It would also just be neat to see mixed black and white structures. Perhaps Piglins sometimes trade black quartz, and maybe occasionally a nether quartz vein will contain black quartz.


    Gold from Piglins: Normally you give your gold ingots to Piglins, but in case you don't have another optimal source of gold, you can trade Nether Quartz to Piglins in order to get gold. One Nether Quartz will be traded for one Gold Nugget. This will not yield enough gold to trade back and forth indefinitely, but you can keep trading back and forth until you run out of quartz and gold, effectively making a full conversion to other types of things.


    Poor Person Trades: There are some inefficient trades you can make which at times may be prudent. Piglins will accept a piece of gold armor or a good tool in place of a gold ingot, and drop a random payment. They will also accept any quartz block in place of a single nether quartz, and drop a single gold nugget. While it would be extremely inefficient to convert all of your nether quartz to blocks or gold ingots to armor before trading, there are plenty of times you'll receive gold tools/armor or quartz blocks that cannot be readily converted back to their base items and which you may want to trade for more things. This also effectively enables a player to decide whether they want to gradually rack up tons of quartz blocks for building, or instead convert them all into gold nuggets for trading.


    Thriving in The Nether

    Surviving in The Nether simply means staying alive, but thriving means being able to continually upgrade yourself, keep yourself busy, and be able to obtain the things you need.


    Wood in The Nether: The first step to thriving in the nether is being able to get wood. We've already seen that there will be two new types of wood available to players. I imagine it could be crafted into wood tools and this is something I support for my Nether Survival suggestion. Being able to always have wood tools is essential to ensuring the player always has tools available to work with.


    Stone in The Nether: In order for the player to upgrade to stone tools, they'll need to find some kind of stone. In the Overworld, once a player has a stone pickaxe they never need to make wood tools again. However in Nether-only survival, stone will be fairly scarce and the player may not be able to get by exclusively with stone or higher tool tiers. I propose adding a new block called Soul Stone, similar to Soul Sand and Soul Soil in that if ignited you get a blue flame, however unlike its counterparts the flame will not remain lit indefinitely. Soul Stone will spawn once per chunk, I'm initially thinking about as much as a coal vein, but the amount should be balanced such that there's never an abundance if you rely purely on stone tools, but there can be plenty if you are thrifty with your stone usage. So it's not very common but not super rare. In the Soul Biome(s), Soul Stone has a much greater chance to spawn. You can make stone tools with this material, use it interchangeably with stone in recipes such as stone pressure plates, pistons, redstone comparators, etc. or you can use it as a decorative block.


    Gold Tools and Armor: This is mostly self-explanatory at this point. You can get gold in any of the following ways:

    * Killing Zombly Piglins for gold swords or occasionally nuggets/ingots.

    * Trading quartz to Piglins for gold nuggets.

    * Killing Piglins to rarely get their armor drops (more with looting).

    * Smelting down all those gold swords and armor into nuggets.

    * Mining Nether Gold ore, which yields one gold nugget (slightly more with fortune). This ore would be fairly rare but would be a lot more common in the Warped biome(s).


    Gold armor and tools have a similar power to iron tier, but it is considerably less durable (especially the tools). You can save these tools for the occasional need for speed (such as mining in a nether fortress), and primarily use stone or wood tools when time is a less critical factor. Enchanting gold tools is more likely to yield fortune, silk touch, or other potentially useful enchantments. Gold armor actually has fairly decent durability if you try not to use it very often--I know this from my own experience playing Nether survival.


    Iron Tools and Armor: You will pretty much only encounter iron in Nether Fortresses. There you might find varying iron armor, tools, ingots within the chests as well as the occasional diamond tools/armor or just diamonds. I'd want to substantially reduce the rate that diamond loot is found within Nether Fortress chests because at current it's not so much less than iron. This can work against normal players but I don't think it's a particularly big deal. Players don't really go to a Nether Fortress to find diamonds, it's just a happy coincidence when it happens. For Nether-only survival, it is important that these become less common. The vast majority of tools, armor, and ingots in Nether Fortress chests should be iron.


    I'd also like to see Wither Skeletons carry iron swords. Them having a small chance to drop the iron sword can either provide the player with a supply of iron swords, or they can smelt those down to nuggets for a very scarce yet technically renewable iron supply.


    Pig Iron for most things other than tools and armor: In addition to acquiring Pig Iron from Piglin trading, you will be able to dig up nethermetal ore which smelts in a furnace into Pig Iron nuggets. It's a rather abundant ore (though it doesn't appear at the surface) which spawns in fairly large veins, but it takes a lot of work mining and smelting it all to get all of your Pig Iron. Nethermetal ore is especially common in the Crimson Forest biome(s).


    Diamond Tools and Armor as well as Netherite: The Nether Fortress chest diamonds are going to be the exclusive source of diamonds for Nether-only survival, thus they are limited and you will eventually run out if you aren't careful. You can always explore further to find more fortresses, but it may become convenient to instead try and get a mending enchantment to make your diamond/netherite stuff last longer. Currently you can't get Mending in Nether-only survival but a way should be introduced. Perhaps there should be some source of enchanted books in The Nether (aside from the Enchanting Table) which could potentially (rarely, of course) yield Mending books, or perhaps also be a source of paper for the player's own book making. As for obtaining Netherite, I'm not proposing making any changes here so you may as well just look it up elsewhere on the internet.


    Final Thoughts


    Obsidian can be obtained quite rarely through Piglin trading (renewable), or also rarely in Nether Fortress chests. This means that with enough work, players can make Nether Portals without using anything that came from the Overworld. Anyone making a Nether-only survival must take this into account and either disable the portals, alter the Overworld in some fundamental way, or have the making of a portal mark the victory state.


    Players can make food easily at first by crafting bowls and making mushroom stew. I think mushrooms should be less common in The Nether in order to introduce some food scarcity. Perhaps the Crimson and Warped mushrooms would be a lot more common than Brown and Red mushrooms, but are also poisonous. I imagine the Crimson mushroom having a very minor poison effect (like maybe slowing for a minute), but the Warped mushroom has a stronger poison that comes with a beneficial effect (say, it withers you but gives you 30 seconds of fire resistance). Any mushroom stew made with these will carry the negative and positive effects over. Red and brown mushrooms will be in demand as a source of more comfortable eating.


    Once a player is well-established, they likely will be farming Crimson Mushrooms to feed to their Hoglins which they will slaughter for food and leather. I appreciate how the current development snapshot already makes Hoglin farming considerably more difficult and less fruitful than farming pigs in the Overworld.


    Aesthetically, there should be an alternative to water. I absolutely do not suggest adding water to The Nether, as it would drastically impact the gameplay. But having something that looks like water without providing its useful effects would be great for long-term terraforming projects. Even a 3/4ths high blue solid block with a water-like texture would be acceptable. Bonus points if it's kind of rare and thus takes a lot of effort to farm tons of them.


    Trivia: Pig iron is a real-world metal. It is a low-grade iron typically made early in the smelting process, but recycled iron of mixed quality levels has also been called pig iron at times. Without further refinement, it's generally not a very useful metal. However its cheapness can lend it to being used as a structural material.


    Piglin Lore idea: I imagine that Piglins and Hoglins are bichromatic (they see two colors): red and cyan. In their natural habitat, their vision is poor but they see primarily just red and that makes them feel safe. They don't burn in normal fire and can swim in lava, so most of the Nether is pretty safe to them. Their eyes are much more sensitive to cyan, thus soul fire and the entire warped biome are highly visible to them, and this color triggers fear in them. This fear is a useful trait because the warped biome is unsafe for Piglins and Hoglins. The warped mushrooms are poisonous to Hoglins, while Piglins have a bad habit of staring endermen in the eyes and may get attacked by them. Soul Fire is also able to burn Piglins and Hoglins as it can directly attack a creature's soul, burning any living thing which is normally fire immune, or healing undead. White is highly visible to Piglins but it is distinct from cyan. White is an enigmatic color to Piglins, and things which look yellow to us also look white to Piglins. They view white things such as gold and quartz as treasure, while they believe that Ghasts (harmless to Piglins) are magical guardian spirits or provide good luck. As their red vision is weak, they cannot see black objects too well and those tend to blend in with the shadows. Endermen are black, thus Piglins are not quick to notice them. However once they realize an Enderman is there they will become hostile to it and kill it in self defense. They behave the same way around Wither Skeletons, even though they'd have been better off leaving the skeletons alone. This is because they cannot see the Wither Skeleton very well and it looks like an Enderman to them. Player characters are mostly a variety of colors that either confuse or offend Piglins, thus they will attack players on sight unless they are wearing gold armor. It would be a cute extra addition if Piglins could not tell iron apart from gold and would offer payment for iron ingots or equipment, or would tolerate players who wear iron armor.


    My basis for making nether gold abundant in the warped forest, and nethermetal (pig iron ore) abundant in the crimson forest, is that the Piglins (as per my above proposal) clearly have access to lots of Pig Iron and consider Gold to have much greater value due to its relative scarcity. The biome which has the most gold is the one Piglins spend the least time mining it from.

    Posted in: Suggestions
  • 0

    posted a message on A Slightly Different World in the Distance

    I picked 16384 blocks because that gives a "radius" of 8192, which in my own gameplay feels like it's far away enough that I'll never stumble into it, I'd only go there if I was intentionally traveling a great distance. I have been known to wander easily as much as 3 or 4 thousand blocks from spawn. I wanted the new content to be something you aren't initially exposed to, so that after several months or years playing the game, when the terrain starts getting stale, you can stumble upon the new terrain after a long trip and have your game refreshed again for another few months or years.

    Posted in: Suggestions
  • To post a comment, please .