Shears uses will be restricted to shearing sheep, shearing mooshrooms, shearing snowgolems, and carving pumpkins. In minecraft, shears are very limited in their uses. Therefore its mining abilities should be merged with the sword and the hoe. Swords as of now are very similiar to shears. It is slightly quicker to break cobwebs and leaves with a sword. With this change, the sword's efficiency would be multiplied by 2. Additionally, the sword can receive the enchants any other mining tool can. With fortune 1, cobwebs have a 50% chance of dropping string. With fortune 2, the cobweb always drops 2 string and with fortune 3, cobwebs has a 50% of dropping 3 string. Any item can instantly break wool. As somewhat off topic, hoes can collect extra crops with fortune.
Silk touch should only be applied to blocks of which efficiency is applied to. For example, a efficiency pickaxe cannot break grass blocks any faster than a regular pickaxe, so why should it drop a grass block with silk touch.
Glass can be retrieved by picks with silk touch
Cobwebs and leaves can be retrieved by swords with silk touch.
Grass, ferns, and blocks of the sort can be retrieved by hoes with silk touch
If you read my thread on the melee combat update, it makes every mining tool into a weapon with unique abilities. With this update, the sword is a mining tool as much as it is a combat one.
You make a good point, shears for leaves or grass is fine, but cobwebs, melons (I think was later changed to the axe) are broken by the sword to harvest them. Shears I can't remember if it can do cobwebs? But in mods Sickles do much more improvements upon leaves and grass to clear it out rather than collect it as if grass/leaf silk touching I guess, what uses are they when you can get them more in creative for uses more so than survival for the odd uses of building themed things I guess which is fine but who knows if they really makes a difference for some players. Wool is still necessary with shears though but otherwise very few uses can be considered useful or necessary to be harvested by either of the two when you even up what's possible between the two closely and if the sword should take over.
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Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Maybe right clicking with the sword since it doesn't have the sword block feature anymore since shields use it besides using cobwebs or maybe breaking wool into string like it does with Glowstone only you get 4 string back instead of odd amounts like Glowstone? Maybe with shears they could make a wind up animation even in new updates and maybe wield a bit more of string as say left overs shaven? Just thinking out loud though, I don't really see much need to remove or consider shears over swords or otherwise really. But it is interesting to consider things uses or not in the game sometimes.
I can see where you're coming from, but I don't think the number of tools in the game is so high right now as to warrant removing them. Shears are a cheap early-game silk touch tool and I think that's good balance. No support on removing shears, sorry.
Collecting certain other wise unobtainable blocks [cobwebs, vines, grass/ferns, dead bushes, & seagrass (in 1.13)]
Producing carved pumpkins as an intermediate to Jack-o-Lanterns [as of 1.13]
and the minor functions of:
Disarming tripwires
Converting Mooshrooms to cows
Shearing snow golems [does not drop the JoL, purely an aesthetic modification to the golem]
Wool breaking [shears offer an 80% reduction in breaking time]
Taken as a group, these functions would seem to make shears a sometimes vital (if inconstantly needed) tool.
Collapsing these functions into the Sword would remove the need for a specialized tool [Shears] and consequently remove what appears to be an intentional inventory management challenge.
[That one cannot accomplish these even with a silk touch sword (including harvest of the non-renewable cobwebs) adds an additional challenge in preventing the player from performing these tasks with a weapon in hand (shears do damage as an empty fist).]
To my mind this is a case where Mojang 'got it right' and I would prefer to see these challenges/limitations retained by keeping the current isolation of these functions to shears.
§ § § § §
Silk touch only functioning for blocks affected by efficiency would seem to be something of a separate (but related if shears are eliminated) issue.
Making silk touch only effective if the relevant block is broken with the tool preferred for that block would seem to accomplish much the same end (and is already partially implemented in that ores only drop as items when broken with a silk touch pick).
Both the above would require, for instance, a silk touch axe to obtain a bookshelf with picks and shovels dropping only books.
The advantage of tying the effect to the preferred tool would be that it would link silk touch effects directly to the blocks without reference to another enchantment.
While I can see some merit to this change in tersm of in-game logic, it would also seem to be contrary to the intent of the proposal to combine shears functionality with swords [removing the need to carry a little used tool] as limiting the silk touch ability of a tool to blocks for which it is the preferred tool would necessitate carrying silk touch versions of each tool [essentially pick, axe, shovel].
On balance, I would prefer to see silk touch remain as is with the tool/block relationship not considered.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Collecting certain other wise unobtainable blocks [cobwebs, vines, grass/ferns, dead bushes, & seagrass (in 1.13)]
Producing carved pumpkins as an intermediate to Jack-o-Lanterns [as of 1.13]
and the minor functions of:
Disarming tripwires
Converting Mooshrooms to cows
Shearing snow golems [does not drop the JoL, purely an aesthetic modification to the golem]
Wool breaking [shears offer an 80% reduction in breaking time]
Taken as a group, these functions would seem to make shears a sometimes vital (if inconstantly needed) tool.
Collapsing these functions into the Sword would remove the need for a specialized tool [Shears] and consequently remove what appears to be an intentional inventory management challenge.
[That one cannot accomplish these even with a silk touch sword (including harvest of the non-renewable cobwebs) adds an additional challenge in preventing the player from performing these tasks with a weapon in hand (shears do damage as an empty fist).]
To my mind this is a case where Mojang 'got it right' and I would prefer to see these challenges/limitations retained by keeping the current isolation of these functions to shears.
Silk touch only functioning for blocks affected by efficiency would seem to be something of a separate (but related if shears are eliminated) issue.
Making silk touch only effective if the relevant block is broken with the tool preferred for that block would seem to accomplish much the same end (and is already partially implemented in that ores only drop as items when broken with a silk touch pick).
Both the above would require, for instance, a silk touch axe to obtain a bookshelf with picks and shovels dropping only books.
The advantage of tying the effect to the preferred tool would be that it would link silk touch effects directly to the blocks without reference to another enchantment.
While I can see some merit to this change in tersm of in-game logic, it would also seem to be contrary to the intent of the proposal to combine shears functionality with swords [removing the need to carry a little used tool] as limiting the silk touch ability of a tool to blocks for which it is the preferred tool would necessitate carrying silk touch versions of each tool [essentially pick, axe, shovel].
On balance, I would prefer to see silk touch remain as is with the tool/block relationship not considered.
I could never imagine "Shearing /Shaving" a - like the Moderator wrote above, "pet" even - Sheep with a Sword. I mean, sorry, I have better points, but that alone makes me laugh, as an implied-concept.
I think there were jokes about Sheep being "afraid" of being Sheared, in some YouTube Vid's. , of MC (mainly YouTube Ref's. , pretty sure), and they seemed oddball-enough, but this'd take it to a whole new Sword'ed ( .. yes, heh ["sordid"]) level. *imagines someone "impaling" a Wool Block with a Sword, for "Wool-Gathering" (an-other Pun) minutia(e?) *
I believe I'd found in the Wiki that one of the more-Original uses of Shears had them Do Silk Touch and /or a rumor of Diamond Shears. Actually, I Love Shear mechanics, as I UsuallyChoose-SHEARS over an Iron Sword, if I only have 2 Iron Ingots in Survival (especially starting-out, and once I Craft a Shield with already-1).
The really nitty-gritty Problem here is that while Some Blocks /Mobs are Punched with "Fist," others are Harvested with Pickaxe, others by Axe, in the main 3 classifications as-seen on Wiki, of Always- fastest and /or least-Wear /Durability-loss, upon the given weapon (the former "Fist" Punch, et. al. ) or-else more-specifically (if the latter, and given) Tool. When it comes to "Game Logic," I always keep it in mind as "Wooden Pickaxe, Mines - Stone-only sourced - Furnace," but No-more (in the case of Pickaxes, they Also-scale by material-type - so Stone Pick for Iron Ore - and so on).
We're about to add about 10( 'ish'ish) new equivalents-of mini-Crafting (Inv'y. ) Grid, Crafting Table, Furnaces, and Anvils (combinations-of, these, while-Losing former-functions, of some of such). While not-Quite seeming-to lose /Change Enchantment Table, Game Mechanics, in 1.14 Update.
I'd actually - thereby, of course - favor an Expansion of Shear, Game Mechanics, if maybe not-quite allowing them to be (re-?)Enchanted, then-perhaps just additional-stuff, they could Shear. Imagine they're both sharp-and-precise, and fill-in the-blank, on possibilities ("trimming [Shearing]" back a Sweet Berry Bush or other would-be "Hedge," for example [this - would - "take-off" the basically-"thorns" of such, without-having to Re-Plant, the whole-thing, from scratch {but I just came from a putting-them in Flower Pot also-Suggestion, Thread, so Anyhow}]? honestly a machete In Real Life - basically a generally-smaller version of a MC Sword - is not-easy to use for such by comparison, as I can Write from exp. ).
Shears have returned but their uses will be restricted to shearing sheep, shearing mooshrooms, shearing snowgolems, and carving pumpkins.
Swords can now only collect leaves and cobwebs with silk touch.
Hoes can collect grass, ferns,and other related blocks with silk touch.
Wool can be instantly broken by the player as it would make logical sense.
Yes, I understand the hypocrisy for I said that shears were limited in their uses. However, making shears strictly a tool that can't be used for mining was my sole intent. Now, the gap in the logic of shears not being able to be crafted by gold or diamond makes sense.
If you can find any other creative uses for shears, please do so.
I still don't see why they need to be changed at all. They have their own distinct purposes and swords lose a lot of durability for trying to copy. (What I go through with one shear equals three stone swords, and separating repairs into grindstones isn't helping).
Shears uses will be restricted to shearing sheep, shearing mooshrooms, shearing snowgolems, and carving pumpkins. In minecraft, shears are very limited in their uses. Therefore its mining abilities should be merged with the sword and the hoe. Swords as of now are very similiar to shears. It is slightly quicker to break cobwebs and leaves with a sword. With this change, the sword's efficiency would be multiplied by 2. Additionally, the sword can receive the enchants any other mining tool can. With fortune 1, cobwebs have a 50% chance of dropping string. With fortune 2, the cobweb always drops 2 string and with fortune 3, cobwebs has a 50% of dropping 3 string. Any item can instantly break wool. As somewhat off topic, hoes can collect extra crops with fortune.
Silk touch should only be applied to blocks of which efficiency is applied to. For example, a efficiency pickaxe cannot break grass blocks any faster than a regular pickaxe, so why should it drop a grass block with silk touch.
If you read my thread on the melee combat update, it makes every mining tool into a weapon with unique abilities. With this update, the sword is a mining tool as much as it is a combat one.
You make a good point, shears for leaves or grass is fine, but cobwebs, melons (I think was later changed to the axe) are broken by the sword to harvest them. Shears I can't remember if it can do cobwebs? But in mods Sickles do much more improvements upon leaves and grass to clear it out rather than collect it as if grass/leaf silk touching I guess, what uses are they when you can get them more in creative for uses more so than survival for the odd uses of building themed things I guess which is fine but who knows if they really makes a difference for some players. Wool is still necessary with shears though but otherwise very few uses can be considered useful or necessary to be harvested by either of the two when you even up what's possible between the two closely and if the sword should take over.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
You have a point.
But however, killing sheep only gives you 1 wool, and shearing gives you more. It's easier that killing more sheep than you need to.
Maybe right clicking with the sword since it doesn't have the sword block feature anymore since shields use it besides using cobwebs or maybe breaking wool into string like it does with Glowstone only you get 4 string back instead of odd amounts like Glowstone? Maybe with shears they could make a wind up animation even in new updates and maybe wield a bit more of string as say left overs shaven? Just thinking out loud though, I don't really see much need to remove or consider shears over swords or otherwise really. But it is interesting to consider things uses or not in the game sometimes.
Niche Community Content Finder, Youtuber, Modpack/Map Maker, Duck
Forum Thread Maintainer for APortingCore, Liteloader Download HUB, Asphodel Meadows, Fabric Project, Legacy Fabric/Cursed Fabric, Power API, Rift/Fabric/Forge 1.13 to 1.17.
Wikis I Maintain: https://modwiki.miraheze.org/wiki/User:SuntannedDuck2
I can see where you're coming from, but I don't think the number of tools in the game is so high right now as to warrant removing them. Shears are a cheap early-game silk touch tool and I think that's good balance. No support on removing shears, sorry.
Shears have the major functions of:
and the minor functions of:
Taken as a group, these functions would seem to make shears a sometimes vital (if inconstantly needed) tool.
Collapsing these functions into the Sword would remove the need for a specialized tool [Shears] and consequently remove what appears to be an intentional inventory management challenge.
[That one cannot accomplish these even with a silk touch sword (including harvest of the non-renewable cobwebs) adds an additional challenge in preventing the player from performing these tasks with a weapon in hand (shears do damage as an empty fist).]
To my mind this is a case where Mojang 'got it right' and I would prefer to see these challenges/limitations retained by keeping the current isolation of these functions to shears.
Silk touch only functioning for blocks affected by efficiency would seem to be something of a separate (but related if shears are eliminated) issue.
Making silk touch only effective if the relevant block is broken with the tool preferred for that block would seem to accomplish much the same end (and is already partially implemented in that ores only drop as items when broken with a silk touch pick).
Both the above would require, for instance, a silk touch axe to obtain a bookshelf with picks and shovels dropping only books.
The advantage of tying the effect to the preferred tool would be that it would link silk touch effects directly to the blocks without reference to another enchantment.
While I can see some merit to this change in tersm of in-game logic, it would also seem to be contrary to the intent of the proposal to combine shears functionality with swords [removing the need to carry a little used tool] as limiting the silk touch ability of a tool to blocks for which it is the preferred tool would necessitate carrying silk touch versions of each tool [essentially pick, axe, shovel].
On balance, I would prefer to see silk touch remain as is with the tool/block relationship not considered.
I could never imagine "Shearing /Shaving" a - like the Moderator wrote above, "pet" even - Sheep with a Sword. I mean, sorry, I have better points, but that alone makes me laugh, as an implied-concept.
I think there were jokes about Sheep being "afraid" of being Sheared, in some YouTube Vid's. , of MC (mainly YouTube Ref's. , pretty sure), and they seemed oddball-enough, but this'd take it to a whole new Sword'ed ( .. yes, heh ["sordid"]) level. *imagines someone "impaling" a Wool Block with a Sword, for "Wool-Gathering" (an-other Pun) minutia(e?) *
I believe I'd found in the Wiki that one of the more-Original uses of Shears had them Do Silk Touch and /or a rumor of Diamond Shears. Actually, I Love Shear mechanics, as I Usually Choose-SHEARS over an Iron Sword, if I only have 2 Iron Ingots in Survival (especially starting-out, and once I Craft a Shield with already-1).
The really nitty-gritty Problem here is that while Some Blocks /Mobs are Punched with "Fist," others are Harvested with Pickaxe, others by Axe, in the main 3 classifications as-seen on Wiki, of Always- fastest and /or least-Wear /Durability-loss, upon the given weapon (the former "Fist" Punch, et. al. ) or-else more-specifically (if the latter, and given) Tool. When it comes to "Game Logic," I always keep it in mind as "Wooden Pickaxe, Mines - Stone-only sourced - Furnace," but No-more (in the case of Pickaxes, they Also-scale by material-type - so Stone Pick for Iron Ore - and so on).
We're about to add about 10( 'ish'ish) new equivalents-of mini-Crafting (Inv'y. ) Grid, Crafting Table, Furnaces, and Anvils (combinations-of, these, while-Losing former-functions, of some of such). While not-Quite seeming-to lose /Change Enchantment Table, Game Mechanics, in 1.14 Update.
I'd actually - thereby, of course - favor an Expansion of Shear, Game Mechanics, if maybe not-quite allowing them to be (re-?)Enchanted, then-perhaps just additional-stuff, they could Shear. Imagine they're both sharp-and-precise, and fill-in the-blank, on possibilities ("trimming [Shearing]" back a Sweet Berry Bush or other would-be "Hedge," for example [this - would - "take-off" the basically-"thorns" of such, without-having to Re-Plant, the whole-thing, from scratch {but I just came from a putting-them in Flower Pot also-Suggestion, Thread, so Anyhow}]? honestly a machete In Real Life - basically a generally-smaller version of a MC Sword - is not-easy to use for such by comparison, as I can Write from exp. ).
Thank you for your feedback everyone
I have made these changes:
Yes, I understand the hypocrisy for I said that shears were limited in their uses. However, making shears strictly a tool that can't be used for mining was my sole intent. Now, the gap in the logic of shears not being able to be crafted by gold or diamond makes sense.
If you can find any other creative uses for shears, please do so.
I still don't see why they need to be changed at all. They have their own distinct purposes and swords lose a lot of durability for trying to copy. (What I go through with one shear equals three stone swords, and separating repairs into grindstones isn't helping).