The chestplate clip has no purpose of its own, but can be used in other crafting recipes. In a crafting menu (you can use the inventory crafting as well), placing a chestplate of any kind, one of the following items, and a chestplate will give you that chestplate with the other thing attached to it. The items you can clip to your chestplate are:
- Elytra. As you'd expect, clipping the elytra to a chestplate will give you the chestplate's armor points plus the elytra's abilities. (Must be full durability to clip.)
- Shulker Box. This would add a button in the corner of your inventory to switch back and forth between the shulker box's contents. (It's basically a backpack.) I don't think this is too overpowered because shulker boxes alone can store many items in a single inventory slot. This would just bind it to your back and not make you place and break it every time you open it.
- Banners. This displays the banner as a cape on your back. You can also use this recipe without a chestplate to simply attach the cape to your back.
- A sponge. It will soak up nearby water and become wet. To dry out the sponge, the player must sprint for a while.
- Cactus. This will add the effect of Thorns I onto the chestplate.
- Any gravity-affected block: sand, red sand, gravel, anvils, and concrete powder (1.12). This will make the player fall straight down cobwebs, vines, and ladders. Clipping an anvil will add 4 armor points (2 armor symbols) to the chestplate, but will slow the player.
- Redstone block or redstone torch. The player will emit redstone to any dust they are standing on or near.
- Daylight sensor. The player will get a very small haste effect during the daytime.
- Bed. This is probably the most controversial idea, but it would automatically make the player go to sleep on the floor where they are once it is dark enough outside (or in a thunderstorm).
Hmm.. the idea itself is pretty decent, I'm up for this! Support!
How would the durability with the Elytra work though? will only the elytra's durability reduce? or both the chest-plate and armor?
Also, does the clip has any durability itself?
The chestplate clip has no purpose of its own, but can be used in other crafting recipes. In a crafting menu (you can use the inventory crafting as well), placing a chestplate of any kind, one of the following items, and a chestplate will give you that chestplate with the other thing attached to it. The items you can clip to your chestplate are:
- Elytra. As you'd expect, clipping the elytra to a chestplate will give you the chestplate's armor points plus the elytra's abilities. (Must be full durability to clip.)There really isn't any way to make this not overpowered.
- Shulker Box. This would add a button in the corner of your inventory to switch back and forth between the shulker box's contents. (It's basically a backpack.) I don't think this is too overpowered because shulker boxes alone can store many items in a single inventory slot. This would just bind it to your back and not make you place and break it every time you open it.
- Banners. This displays the banner as a cape on your back. You can also use this recipe without a chestplate to simply attach the cape to your back. This would be great for console and pocket editions, since they don't really have capes.
- A sponge. It will soak up nearby water and become wet. To dry out the sponge, the player must sprint for a while. This might get a little annoying when the player forgets they're wearing one, but it would be very helpful.
- Cactus. This will add the effect of Thorns I onto the chestplate. There doesn't seem to be any point in this.
- Any gravity-affected block: sand, red sand, gravel, anvils, and concrete powder (1.12). This will make the player fall straight down cobwebs, vines, and ladders. Clipping an anvil will add 4 armor points (2 armor symbols) to the chestplate, but will slow the player. In some situations this would be usefull.
- Redstone block or redstone torch. The player will emit redstone to any dust they are standing on or near. I am very much in favor of this.
- Daylight sensor. The player will get a very small haste effect during the daytime.
- Bed. This is probably the most controversial idea, but it would automatically make the player go to sleep on the floor where they are once it is dark enough outside (or in a thunderstorm). This seems pretty balanced, since there would be no actual bed to have a spawn point at.
What are your thoughts and ideas? Let me know!
I like all of these uses except the elytra combined with chestplate, as the elytra takes up its own armor slot for a reason.
Honestly, most of this is a pretty good idea, I like these all and how easy but beneficial they are. The only red flags I have are the Elytra and the Anvil. (I personally have nothing against the elytra, but I know people will come down here in the future and shoot it down anyway.) The reason everybody hates the idea of having an elytra and a chestplate is apparently because it's a compromise, you can either have armor or flight. I don't really see why, since end game you're not going to die anyway, (that much at least,) but it's not my decision and other people hate it. The second one is the anvil, because no matter how much you slow someone down, you still have armor, and there's so much enchanted diamond armor it won't really do anything. Yeah, I'm up for this.
Sorry if anything I said was confusing, it's late at night.
*sigh* The elytra and chestplate are not meant to be equipped together. I don't understand why so many newer users here keep suggesting that. The 'backpack' idea falls into the same overpoweredness trap. Because that is a ton more inventory slots to be walking around. Not that this is a big deal, but banners as capes kind of water down the point of rare capes. Now people are just crafting their own capes? I'll pass.
The sponge idea is alright. The cactus is just a cheap cheat to get thorns instead of getting the enchantment, so that just punches balance in the mouth twice over. 4 free armors by clipping something cheap to yourself? I'll pass. The redstone part risks messing up circuits by starting them from the wrong end. The daylight sensor thing is random and mobile beds are another balance issue.
The only thing supportable here is the sponge.
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The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Five unstackable items in a single recipe? That seems needlessly obnoxious to craft.
- Elytra. As you'd expect, clipping the elytra to a chestplate will give you the chestplate's armor points plus the elytra's abilities. (Must be full durability to clip.)
This would remove player choice, and we'd back to pre-1.9 when a full set of diamond armor was the only thing worth wearing. No support.
- Shulker Box. This would add a button in the corner of your inventory to switch back and forth between the shulker box's contents. (It's basically a backpack.) I don't think this is too overpowered because shulker boxes alone can store many items in a single inventory slot. This would just bind it to your back and not make you place and break it every time you open it.
I can get behind this. You can already store 63 between your inventory and ender chest, so one more won't cause any problems. It also sounds pretty convenient.
- Banners. This displays the banner as a cape on your back. You can also use this recipe without a chestplate to simply attach the cape to your back.
I don't know if Mojang is willing to give regular players cloaks. I'm all for it though.
- A sponge. It will soak up nearby water and become wet. To dry out the sponge, the player must sprint for a while.
I can't think of a single situation where this would be useful. Clearing out a tiny piece of a monument every minute or so seems extremely inefficient.
- Cactus. This will add the effect of Thorns I onto the chestplate.
Thorns already exists, so I don't see any need for this.
- Any gravity-affected block: sand, red sand, gravel, anvils, and concrete powder (1.12). This will make the player fall straight down cobwebs, vines, and ladders. Clipping an anvil will add 4 armor points (2 armor symbols) to the chestplate, but will slow the player.
I'm not sure about this. Going through cobwebs and descending down ladders is useful, but stapling a block of sand to your chest doesn't seem like a good way to accomplish it. This is just silly.
- Redstone block or redstone torch. The player will emit redstone to any dust they are standing on or near.
If you want your redstone to react to players walking on it, use pressure plates. This will let people troll, and cause a good amount of lag since you'll constantly be triggering redstone and block updates.
- Daylight sensor. The player will get a very small haste effect during the daytime.
This makes no sense, and it kind of replaces the role beacons fill.
- Bed. This is probably the most controversial idea, but it would automatically make the player go to sleep on the floor where they are once it is dark enough outside (or in a thunderstorm).
I'm not too fond of this idea. This seems a bit over powered in terms of cheap enchants, protective elytra, `and being able to basically make your own cape.
Here is why capes wont work. For one, a reason to go to Minecon is to get a fancy cape that you can adore meaning that if they made capes easier to get, there would be less of an incentive for some to actually go to Minecon. Now as far as the actual numbers involved in that are concerned, I'm not too sure, but collectables are collectables for a reason. In the perspective of a business man, that does not seem like a good addition to the game.
Being able to get thorns on your armour relatively early game? And what is the point of that? That makes enchanting really unbalanced early game. It just seems like a cheap way to get early thorns enchant when it is supposed to be something that is based off or randomness.
Running to dry a sponge? Interesting concept but I think this is overpowered as well. It requires fuel to dry sponges currently. Being able to dry out wet sponges just by running defeats the purpose, and takes away a material cost.
Just most, if not all of these ideas I do not like. They just seem a bit too over powered and/or redundant.
The chestplate clip has no purpose of its own, but can be used in other crafting recipes. In a crafting menu (you can use the inventory crafting as well), placing a chestplate of any kind, one of the following items, and a chestplate will give you that chestplate with the other thing attached to it. The items you can clip to your chestplate are:
- Elytra. As you'd expect, clipping the elytra to a chestplate will give you the chestplate's armor points plus the elytra's abilities. (Must be full durability to clip.)
- Shulker Box. This would add a button in the corner of your inventory to switch back and forth between the shulker box's contents. (It's basically a backpack.) I don't think this is too overpowered because shulker boxes alone can store many items in a single inventory slot. This would just bind it to your back and not make you place and break it every time you open it.
- Banners. This displays the banner as a cape on your back. You can also use this recipe without a chestplate to simply attach the cape to your back.
- A sponge. It will soak up nearby water and become wet. To dry out the sponge, the player must sprint for a while.
- Cactus. This will add the effect of Thorns I onto the chestplate.
- Any gravity-affected block: sand, red sand, gravel, anvils, and concrete powder (1.12). This will make the player fall straight down cobwebs, vines, and ladders. Clipping an anvil will add 4 armor points (2 armor symbols) to the chestplate, but will slow the player.
- Redstone block or redstone torch. The player will emit redstone to any dust they are standing on or near.
- Daylight sensor. The player will get a very small haste effect during the daytime.
- Bed. This is probably the most controversial idea, but it would automatically make the player go to sleep on the floor where they are once it is dark enough outside (or in a thunderstorm).
What are your thoughts and ideas? Let me know!
Hmm.. the idea itself is pretty decent, I'm up for this! Support!
How would the durability with the Elytra work though? will only the elytra's durability reduce? or both the chest-plate and armor?
Also, does the clip has any durability itself?
I'm just a very boring person.
I like all of these uses except the elytra combined with chestplate, as the elytra takes up its own armor slot for a reason.
92% support
Cave spiders are cool
Honestly, most of this is a pretty good idea, I like these all and how easy but beneficial they are. The only red flags I have are the Elytra and the Anvil. (I personally have nothing against the elytra, but I know people will come down here in the future and shoot it down anyway.) The reason everybody hates the idea of having an elytra and a chestplate is apparently because it's a compromise, you can either have armor or flight. I don't really see why, since end game you're not going to die anyway, (that much at least,) but it's not my decision and other people hate it. The second one is the anvil, because no matter how much you slow someone down, you still have armor, and there's so much enchanted diamond armor it won't really do anything. Yeah, I'm up for this.
Sorry if anything I said was confusing, it's late at night.
I'm white. Not asian.
*sigh* The elytra and chestplate are not meant to be equipped together. I don't understand why so many newer users here keep suggesting that. The 'backpack' idea falls into the same overpoweredness trap. Because that is a ton more inventory slots to be walking around. Not that this is a big deal, but banners as capes kind of water down the point of rare capes. Now people are just crafting their own capes? I'll pass.
The sponge idea is alright. The cactus is just a cheap cheat to get thorns instead of getting the enchantment, so that just punches balance in the mouth twice over. 4 free armors by clipping something cheap to yourself? I'll pass. The redstone part risks messing up circuits by starting them from the wrong end. The daylight sensor thing is random and mobile beds are another balance issue.
The only thing supportable here is the sponge.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.
Five unstackable items in a single recipe? That seems needlessly obnoxious to craft.
This would remove player choice, and we'd back to pre-1.9 when a full set of diamond armor was the only thing worth wearing. No support.
I can get behind this. You can already store 63 between your inventory and ender chest, so one more won't cause any problems. It also sounds pretty convenient.
I don't know if Mojang is willing to give regular players cloaks. I'm all for it though.
I can't think of a single situation where this would be useful. Clearing out a tiny piece of a monument every minute or so seems extremely inefficient.
Thorns already exists, so I don't see any need for this.
I'm not sure about this. Going through cobwebs and descending down ladders is useful, but stapling a block of sand to your chest doesn't seem like a good way to accomplish it. This is just silly.
If you want your redstone to react to players walking on it, use pressure plates. This will let people troll, and cause a good amount of lag since you'll constantly be triggering redstone and block updates.
This makes no sense, and it kind of replaces the role beacons fill.
That sounds more obnoxious than useful.
I'm not too fond of this idea. This seems a bit over powered in terms of cheap enchants, protective elytra, `and being able to basically make your own cape.
Here is why capes wont work. For one, a reason to go to Minecon is to get a fancy cape that you can adore meaning that if they made capes easier to get, there would be less of an incentive for some to actually go to Minecon. Now as far as the actual numbers involved in that are concerned, I'm not too sure, but collectables are collectables for a reason. In the perspective of a business man, that does not seem like a good addition to the game.
Being able to get thorns on your armour relatively early game? And what is the point of that? That makes enchanting really unbalanced early game. It just seems like a cheap way to get early thorns enchant when it is supposed to be something that is based off or randomness.
Running to dry a sponge? Interesting concept but I think this is overpowered as well. It requires fuel to dry sponges currently. Being able to dry out wet sponges just by running defeats the purpose, and takes away a material cost.
Just most, if not all of these ideas I do not like. They just seem a bit too over powered and/or redundant.
No Support