Sometimes traveling to the nearest stronghold is a pain especially when it's tens of thousands of blocks away, over oceans, pass mountains, etc. You've already been there, defeated the dragon and maybe even collected a few elytra. Why can't the portal be closer at this point?
My idea is to have the ability to craft end portal frames using supplies from the end. These frames will look just like the one in strongholds, but will be breakable via pickaxe. When broken the frame will lose the eye of ender in it and just drop the frame.
Just like the normal end portal, you will need to place eyes of ender in each frame and construct in the 5x5 area just as you would normally. Breaking one frame though would destroy the portal.
How to craft this frame? Simple... Take 5 end stone in the shape of a boat and place 3 popped chorus fruit on the top row. This means you would have most likely already defeated the ender dragon or made a bridge stretching around 1000 blocks to get to the outer islands, either way you proven yourself(...or cheated with creative at which point you can already do this without this addition)
So with this I can save time by not having to walk many blocks and then kill myself just as fast because I get a tad careless in the end.
What do you think? Any ways to improve on this idea or should we not have this feature?
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No support. I see only the potential for abuse with this. In single player it might be kind of cool to have but in SMP I've already seen private end portals used to entity-grief the End. Any mob farm directed to an end portal will essentially make the End inaccessible for normal survival players as they get swarmed with enemies immediately upon spawning into the end. With 128 strongholds generating within 25k of the spawn point if you find yourself living tens of thousands of blocks from the nearest stronghold then it's because you've chosen to live that far away from them. In the 1.13 world I'm currently playing I managed to get the adventuring time achievement traveling less than 14k (one direction) from the spawn point so I find it hard to believe you'd even NEED to go much further than that in a world to find terrain or a biome you'd like to build on. Above all I feel like you're forgetting about the Nether which could be used to resolve your issues entirely. In my world I currently live 14k from the spawn stronghold we found and have never seen any need to locate a closer once since using our hub in the nether works just fine for me. With a 2x3 tunnel at level 119, covered in packed ice and riding a boat, crossing 14k overworld blocks takes less than 1 minute in the nether with absolutely safety and the inability to get lost.
No support. I see only the potential for abuse with this. In single player it might be kind of cool to have but in SMP I've already seen private end portals used to entity-grief the End. Any mob farm directed to an end portal will essentially make the End inaccessible for normal survival players as they get swarmed with enemies immediately upon spawning into the end. With 128 strongholds generating within 25k of the spawn point if you find yourself living tens of thousands of blocks from the nearest stronghold then it's because you've chosen to live that far away from them. In the 1.13 world I'm currently playing I managed to get the adventuring time achievement traveling less than 14k (one direction) from the spawn point so I find it hard to believe you'd even NEED to go much further than that in a world to find terrain or a biome you'd like to build on. Above all I feel like you're forgetting about the Nether which could be used to resolve your issues entirely. In my world I currently live 14k from the spawn stronghold we found and have never seen any need to locate a closer once since using our hub in the nether works just fine for me. With a 2x3 tunnel at level 119, covered in packed ice and riding a boat, crossing 14k overworld blocks takes less than 1 minute in the nether with absolutely safety and the inability to get lost.
It's generally not a good idea to deny support for a suggestion based on massive server, as nearly any feature can be potentially used for griefing. It is part of the responsibility of a server to get tools to prevent griefing. Suggestions on this forum should largely only be considered in the context of singleplayer or small multiplayer servers, since it is nearly impossible to balance multiplayer on large servers. Obviously, suggestions with huge griefing potential, like "Supa TNT," should be denied, but End portal farms are not a huge griefing problem (plus such a problem can be easily avoided, even with in-game command blocks).
Anyway, onto the suggestion itself, I don't see a problem with it. Yeah, you should have to find End manually and have beaten the Ender Dragon, but after that, I see no reason to increase convenience. I Support.
It's generally not a good idea to deny support for a suggestion based on massive server, as nearly any feature can be potentially used for griefing. It is part of the responsibility of a server to get tools to prevent griefing. Suggestions on this forum should largely only be considered in the context of singleplayer or small multiplayer servers, since it is nearly impossible to balance multiplayer on large servers. Obviously, suggestions with huge griefing potential, like "Supa TNT," should be denied, but End portal farms are not a huge griefing problem (plus such a problem can be easily avoided, even with in-game command blocks).
Anyway, onto the suggestion itself, I don't see a problem with it. Yeah, you should have to find End manually and have beaten the Ender Dragon, but after that, I see no reason to increase convenience. I Support.
I'm denying support because it's an addition designed to solve a non-issue that has the potential to be used to negatively effect other players. Every problem stated by the OP, caused by having a stronghold too far away, can already be eliminated by the player using existing in-game functionality. Since this feature would add nothing more than a decorative block that saves the player a few seconds of walking I do not see it as being a pertinent addition to the game, even at that I wouldn't care enough to deny it as merely a useless addition but the fact that it can be used by one player to effectively remove part of the game from another makes it a toxic addition. Saying "Suggestions on this forum should largely only be considered in the context of singleplayer or small multiplayer servers" is absolutely insane considering the enormous SMP player base of the game and the fact that if you are not playing multiplayer there wouldn't be any reason the OP couldn't have built his house directly over top of one of the 128 strongholds that he spawned in the center of. Even in the smallest of multiplayer settings there would be nothing preventing a player from stopping another, like their little brother, from ever using the End on their Realm just by getting there first, killing the dragon and tossing an eye of ender through the end gate. While I can understand your view that multiplayer servers aren't necessarily what each suggestion is tailored for it IS something they will become a part of and I doubt Mojang would add a feature that nominally increases convenience for singleplayer without considering how detrimental it could be when applied to their multiplayer. In general, when considering an addition, you should think beyond how you would personally use the feature and consider the full impact it would have on the game. With existing nether travel, the spawning of the player and strongholds relative to one another in a world, and the diversity of biomes within the 25k radius there is no need to add this feature to the game for singleplayer. Since this adds no real benefit to SSP I'm back to considering it in an SMP setting where it would add a measure of convenience for players far from the global spawn but also creates the ability to dump mobs and entities into the End which I still don't support.
I've got a simple solution for End-travellers. Sleep before you get to The End. Then if you die there, your new spawn-point will save you, and if you want to go back, you remove the bed and die again.
Also, maps are a thing.
Minimal support, I like it as an idea but its execution would be ruined by the fanbase and the dev team alike. it's an important idea, but not that important.
As something of a compromise from fully craftable end portals, but still allowing some relocation of Overworld access:
Perhaps the Dragon Egg could (under specific conditions *1) generate and end portal.
Given that (in vanilla) the Dragon Egg is unique to each server and that the resulting portal would depend on its continued presence, this would allow (at most) one player locatable overworld portal per world.
I would think the obvious End location to which it should linked would be beside the exit portal. (This would avoid the possibility of players repeatedly relocating the Overworld Dragon Egg portal as a means of surveying the End.)
A major issue with this idea (mainly applicable to PvP servers) is that it would place a large premium on control of the Dragon Egg.
Whether this effect would be positive or negative would seem to depend on the style of competion a group of players preferred.
*1The specific conditions I have in mind would be building an Overworld model of the exit portal (substituting obsidian for the end stone).
Whether making a possible Dragon Egg portal the preferred target for items entering the Exit portal (instead of the world spawn point), might also be seen as desirable.
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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.
As something of a compromise from fully craftable end portals, but still allowing some relocation of Overworld access:
Perhaps the Dragon Egg could (under specific conditions *1) generate and end portal.
Given that (in vanilla) the Dragon Egg is unique to each server and that the resulting portal would depend on its continued presence, this would allow (at most) one player locatable overworld portal per world.
I would think the obvious End location to which it should linked would be beside the exit portal. (This would avoid the possibility of players repeatedly relocating the Overworld Dragon Egg portal as a means of surveying the End.)
A major issue with this idea (mainly applicable to PvP servers) is that it would place a large premium on control of the Dragon Egg.
Whether this effect would be positive or negative would seem to depend on the style of competion a group of players preferred.
*1The specific conditions I have in mind would be building an Overworld model of the exit portal (substituting obsidian for the end stone).
Whether making a possible Dragon Egg portal the preferred target for items entering the Exit portal (instead of the world spawn point), might also be seen as desirable.
That's a pretty good idea and would be easy for a server owner to control the egg just by killing the first dragon and respawning it even in pure vanilla. I really like the idea of giving the Dragon egg a use, honestly I'd have no problem with a player just clicking use on the egg and being teleported to the End. That would eliminate the mob transmission problem I have although it may seem out of place crossing dimensions without a portal of some kind.
As something of a compromise from fully craftable end portals, but still allowing some relocation of Overworld access:
Perhaps the Dragon Egg could (under specific conditions *1) generate and end portal.
Given that (in vanilla) the Dragon Egg is unique to each server and that the resulting portal would depend on its continued presence, this would allow (at most) one player locatable overworld portal per world.
I would think the obvious End location to which it should linked would be beside the exit portal. (This would avoid the possibility of players repeatedly relocating the Overworld Dragon Egg portal as a means of surveying the End.)
A major issue with this idea (mainly applicable to PvP servers) is that it would place a large premium on control of the Dragon Egg.
Whether this effect would be positive or negative would seem to depend on the style of competion a group of players preferred.
*1The specific conditions I have in mind would be building an Overworld model of the exit portal (substituting obsidian for the end stone).
Whether making a possible Dragon Egg portal the preferred target for items entering the Exit portal (instead of the world spawn point), might also be seen as desirable.
Not supporting this much for the same reason as the original. It sounds great in theory, but I can easily see it being abused, sadly.
I'm denying support because it's an addition designed to solve a non-issue that has the potential to be used to negatively effect other players. Every problem stated by the OP, caused by having a stronghold too far away, can already be eliminated by the player using existing in-game functionality. Since this feature would add nothing more than a decorative block that saves the player a few seconds of walking I do not see it as being a pertinent addition to the game, even at that I wouldn't care enough to deny it as merely a useless addition but the fact that it can be used by one player to effectively remove part of the game from another makes it a toxic addition. Saying "Suggestions on this forum should largely only be considered in the context of singleplayer or small multiplayer servers" is absolutely insane considering the enormous SMP player base of the game and the fact that if you are not playing multiplayer there wouldn't be any reason the OP couldn't have built his house directly over top of one of the 128 strongholds that he spawned in the center of. Even in the smallest of multiplayer settings there would be nothing preventing a player from stopping another, like their little brother, from ever using the End on their Realm just by getting there first, killing the dragon and tossing an eye of ender through the end gate. While I can understand your view that multiplayer servers aren't necessarily what each suggestion is tailored for it IS something they will become a part of and I doubt Mojang would add a feature that nominally increases convenience for singleplayer without considering how detrimental it could be when applied to their multiplayer. In general, when considering an addition, you should think beyond how you would personally use the feature and consider the full impact it would have on the game. With existing nether travel, the spawning of the player and strongholds relative to one another in a world, and the diversity of biomes within the 25k radius there is no need to add this feature to the game for singleplayer. Since this adds no real benefit to SSP I'm back to considering it in an SMP setting where it would add a measure of convenience for players far from the global spawn but also creates the ability to dump mobs and entities into the End which I still don't support.
Your main worry is that this can be used for griefing, but I don't believe that's a valid argument unless the suggestion's potential for griefing is massive. Nearly anything can be used for griefing. Take the upcoming pandas. They don't really add much to survival beyond looking cute. However, people can create panda farms and grief servers with lag. Does that mean pandas are bad? However, just because someone can use pandas to grief doesn't mean they likely will, and even if they do, the effects can be easily mitigated with in-game commands and server plugins.
People can already grief the End by pumping mobs into a portal. This suggestion doesn't enable that, it just make it easier. However, if this was truly a problem, servers can get rid of it by using repeating command blocks to teleport the problematic mobs into the void. They don't even need a plugin to stop this form of griefing. In addition, this solution will work regardless of how many portals are active. Also, if this suggestion somehow does cause problems (which I don't see being very likely), in the worst case scenario the server can stop it by using a command block to clear every player's inventory of these synthetic End portal frames. Thus, I can't see this being a problem at all in SMP.
In SSP, this can be very useful. I don't go to the End that often, so I generally don't bother with a rail system. I might use nether portals to reduce the distance I have to walk, but their unpredictable nature can reduce their usefulness. But still, assume I did use a rail combined with nether portals, and it only takes me two minutes to get to the End from my house. That's still two minutes of doing nothing, being both unproductive and bored. Cutting out unnecessary waiting time is almost always a good thing in video games. In addition, having more control over your portal's position can be good for creative purposes, encouraging people to add on an End portal room to their builds or cutting down significantly on travel time to get certain building materials.
This suggestion really doesn't harm SMP in any significant way, and while it's not immensely useful, it's convenient enough to be helpful in SSP. It's certainly not a high-priority suggestion, but I'd definitely like it if I saw this suggestion added to the game.
Your main worry is that this can be used for griefing, but I don't believe that's a valid argument unless the suggestion's potential for griefing is massive. Nearly anything can be used for griefing. Take the upcoming pandas. They don't really add much to survival beyond looking cute. However, people can create panda farms and grief servers with lag. Does that mean pandas are bad? However, just because someone can use pandas to grief doesn't mean they likely will, and even if they do, the effects can be easily mitigated with in-game commands and server plugins.
People can already grief the End by pumping mobs into a portal. This suggestion doesn't enable that, it just make it easier. However, if this was truly a problem, servers can get rid of it by using repeating command blocks to teleport the problematic mobs into the void. They don't even need a plugin to stop this form of griefing. In addition, this solution will work regardless of how many portals are active. Also, if this suggestion somehow does cause problems (which I don't see being very likely), in the worst case scenario the server can stop it by using a command block to clear every player's inventory of these synthetic End portal frames. Thus, I can't see this being a problem at all in SMP.
In SSP, this can be very useful. I don't go to the End that often, so I generally don't bother with a rail system. I might use nether portals to reduce the distance I have to walk, but their unpredictable nature can reduce their usefulness. But still, assume I did use a rail combined with nether portals, and it only takes me two minutes to get to the End from my house. That's still two minutes of doing nothing, being both unproductive and bored. Cutting out unnecessary waiting time is almost always a good thing in video games. In addition, having more control over your portal's position can be good for creative purposes, encouraging people to add on an End portal room to their builds or cutting down significantly on travel time to get certain building materials.
This suggestion really doesn't harm SMP in any significant way, and while it's not immensely useful, it's convenient enough to be helpful in SSP. It's certainly not a high-priority suggestion, but I'd definitely like it if I saw this suggestion added to the game.
You start off by acknowledging that this suggestion can make it significantly easier to grief the End and then state you don't believe the addition will harm SMP at all which is a totally contrary statement. It is true that IF a player just so happens to find a stronghold with a mob spawner near it they can entity grief the End, it is also true that this could only possibly be done within 25k or the spawn origin at a location that can be found using eyes of ender. This current ability to dump mobs into the end is limited by the fact it relies on terrain generation putting a portal and spawner close enough to one another for the player to dump entities from the spawner into the portal. Griefing in this nature is further limited do to the relatively close positioning of strongholds to the global spawn and the fact that strongholds are magnets for players making developing one into an end-greifing construct a non-starter since it would be quickly discovered and destroyed through normal gameplay. The proposed addition would remove the 2 limiting factors from the current ability to grief the end by giving every player the ability to dump any mob into the End regardless of terrain generation, distance from the global spawn and without any default means of locating the offending portal.
Your statement about nether portals makes me believe you don't understand their behavior. I have never experienced anything but reliable and continuously repeatable portal behavior. I'm not sure why you're talking about rails since something like 70% of horses are faster than a minecart and even horses are a distant second to the speed provided by a boat sliding on ice so if you're traveling a long distance you can forget about rails. I already went over the fact that on SSP there is literally no reason you can't build your house on top of a stronghold and make your travel distance 0 since you can find every biome within the 25k range stronghold spawn in and there are 128 you can build on or near. In order for it to take you 2 minutes of nether travel on a boat with ice to reach your stronghold you would need to be approximately 30k (overworld) from the target destination so unless you decided to build your base about 55k from the global spawn there would almost certainly be a closer stronghold to you that you simply haven't bothered locating. I live about 14k from the stronghold I use which is once of the core 3 in a world and it takes less than 1 minute for me to reach my destination BUT I could easily walk out of my base and find a significantly closer portal if I had the desire to. Maybe you just decided you really wanted to build your home at absurd distance from the global spawn with no logical reason in which case I would simply say that that was your decision and you have no more right to complain about the distance it takes to travel to the end than I do for not taking the time to find a closer one.I have no clue what would make you say portal behavior is unpredictable but I will challenge you to build a portal in the overworld and another in the same relative nether coords and NOT have them link 100% of the time. It can't be done, not without a 3rd interfering portal and even then that can be easily fixed by making a new corresponding portal for the offending portal.
As it is a player in SSP has the ability negate the negative issues presented by the OP using existing game mechanics so adding a feature you admit can easily be abused in SMP while offering only a slight measure of convenience to specific SSP players who choose to play without considering game mechanics. Do don't see 'but I don't wanna' and 'that's too hard' as acceptable reasons to ignore an existing fix for a player's problems in favor of adding a magical solution that removes the work involved in surviving a survival game. Since there is no NEED for it in SSP and it can be easily abused in SMP there will be no manifestation of reality in which I support this as long as the existing mechanics of the game remain as they are. If anyone is having issues getting to the End portal safely then it's due to poor planning, laziness or the player's personal choice to live insanely far from a stronghold rather than 'it can't be done.'
I would be interested to know in what SSP scenario you would find this to be a useful addition. You spawn into a brand new world surrounded by 128 hidden stronghold located within 25k of where you spawn. Within that same 25k you will find every biome in the minecraft overworld. So what, exactly, is going on where you find yourself countless thousands of blocks from where you started and nowhere near a stronghold? So far only you and the OP seem to think this would be a welcome addition to the game and at this point I'm certain it's because neither of you use the Nether as the utility dimension it is. Regardless of the reasoning behind you wanting this in the game I do not support it and I can only rehash the same points so many times before I get sick of talking in circles. If your only reason for wanting this is because you don't feel like utilizing the nether and you're only posting here to argue that 'it wouldn't be so bad in SMP' with me rather than offering a solution to the problem then I'll just consider this topic dead and you can debate the validity of your stance with allyourbasesaregone or cannonfoddr. At this point I've said all there is to say about my stance so unless you'd like to change your suggestion to negate the issue (like ScotMiser did and I also made a suggestion for- you didn't have time for input on that I guess) then there is nothing left for us to talk about and you can rest assured that my satnce is and will remain No Support.
You start off by acknowledging that this suggestion can make it significantly easier to grief the End and then state you don't believe the addition will harm SMP at all which is a totally contrary statement. It is true that IF a player just so happens to find a stronghold with a mob spawner near it they can entity grief the End, it is also true that this could only possibly be done within 25k or the spawn origin at a location that can be found using eyes of ender. This current ability to dump mobs into the end is limited by the fact it relies on terrain generation putting a portal and spawner close enough to one another for the player to dump entities from the spawner into the portal. Griefing in this nature is further limited do to the relatively close positioning of strongholds to the global spawn and the fact that strongholds are magnets for players making developing one into an end-greifing construct a non-starter since it would be quickly discovered and destroyed through normal gameplay. The proposed addition would remove the 2 limiting factors from the current ability to grief the end by giving every player the ability to dump any mob into the End regardless of terrain generation, distance from the global spawn and without any default means of locating the offending portal.
While I did acknowledge that adding this would make it easier to entity-grief the End, I also explained why this isn't an issue and how, even if it did become one, it could be easily prevented. I don't deny that griefing is impossible with this addition, but it's not likely to cause problems if server owners have an understanding of some basic commands.
Your statement about nether portals makes me believe you don't understand their behavior. I have never experienced anything but reliable and continuously repeatable portal behavior. I'm not sure why you're talking about rails since something like 70% of horses are faster than a minecart and even horses are a distant second to the speed provided by a boat sliding on ice so if you're traveling a long distance you can forget about rails. I already went over the fact that on SSP there is literally no reason you can't build your house on top of a stronghold and make your travel distance 0 since you can find every biome within the 25k range stronghold spawn in and there are 128 you can build on or near. In order for it to take you 2 minutes of nether travel on a boat with ice to reach your stronghold you would need to be approximately 30k (overworld) from the target destination so unless you decided to build your base about 55k from the global spawn there would almost certainly be a closer stronghold to you that you simply haven't bothered locating. I live about 14k from the stronghold I use which is once of the core 3 in a world and it takes less than 1 minute for me to reach my destination BUT I could easily walk out of my base and find a significantly closer portal if I had the desire to. Maybe you just decided you really wanted to build your home at absurd distance from the global spawn with no logical reason in which case I would simply say that that was your decision and you have no more right to complain about the distance it takes to travel to the end than I do for not taking the time to find a closer one.I have no clue what would make you say portal behavior is unpredictable but I will challenge you to build a portal in the overworld and another in the same relative nether coords and NOT have them link 100% of the time. It can't be done, not without a 3rd interfering portal and even then that can be easily fixed by making a new corresponding portal for the offending portal.
I will admit I'm no expert on nether portals. However, in the past, I had a portal at my house, then built another portal a couple hundred blocks away at a village. Due to the odd nature of that particular area in the nether, there was nowhere for a second portal to generate and it just linked to the initial portal.
I am exaggerating the two minutes, but I'm thinking that I built the second portal at the surface, where I can easily access the rest of the area. That two minutes is mostly me going back down to the stronghold.
I do use horses, but they can die, so I don't bring them to the nether if possible. As for boats on ice, I prefer to avoid exploiting glitches.
Also, I'm not going to abandon my farms and move my hundreds of resources just so I can live above a portal that I can count the number of times I've visited with one hand.
As it is a player in SSP has the ability negate the negative issues presented by the OP using existing game mechanics so adding a feature you admit can easily be abused in SMP while offering only a slight measure of convenience to specific SSP players who choose to play without considering game mechanics. Do don't see 'but I don't wanna' and 'that's too hard' as acceptable reasons to ignore an existing fix for a player's problems in favor of adding a magical solution that removes the work involved in surviving a survival game. Since there is no NEED for it in SSP and it can be easily abused in SMP there will be no manifestation of reality in which I support this as long as the existing mechanics of the game remain as they are. If anyone is having issues getting to the End portal safely then it's due to poor planning, laziness or the player's personal choice to live insanely far from a stronghold rather than 'it can't be done.'
I would be interested to know in what SSP scenario you would find this to be a useful addition. You spawn into a brand new world surrounded by 128 hidden stronghold located within 25k of where you spawn. Within that same 25k you will find every biome in the minecraft overworld. So what, exactly, is going on where you find yourself countless thousands of blocks from where you started and nowhere near a stronghold? So far only you and the OP seem to think this would be a welcome addition to the game and at this point I'm certain it's because neither of you use the Nether as the utility dimension it is. Regardless of the reasoning behind you wanting this in the game I do not support it and I can only rehash the same points so many times before I get sick of talking in circles. If your only reason for wanting this is because you don't feel like utilizing the nether and you're only posting here to argue that 'it wouldn't be so bad in SMP' with me rather than offering a solution to the problem then I'll just consider this topic dead and you can debate the validity of your stance with allyourbasesaregone or cannonfoddr. At this point I've said all there is to say about my stance so unless you'd like to change your suggestion to negate the issue (like ScotMiser did and I also made a suggestion for- you didn't have time for input on that I guess) then there is nothing left for us to talk about and you can rest assured that my satnce is and will remain No Support.
There's a difference between wanting convenience and being lazy. I don't want any of the challenge to be removed from getting to the End initially. However, once you've defeated the dragon, there's no reason to require extra time to get there. It's unnecessary and discourages players who don't want to build long-term transportation systems from going there.
No support. I see only the potential for abuse with this. In single player it might be kind of cool to have but in SMP I've already seen private end portals used to entity-grief the End. Any mob farm directed to an end portal will essentially make the End inaccessible for normal survival players as they get swarmed with enemies immediately upon spawning into the end.
Would a possible solution to this be to simply not allow anything but players to teleport in crafted End portals? Other entities would fall through and not be teleported, sort of how it works with the Twilight Forest mod's portal.
No support. Transportation management is part of game. If a player can build insta - portal to End, why not insta-portal to nearest jungle/mesa/mansion/ice spikes etc? You want quicker stronghold access, invest some elbow grease and build some sort of road.
Would a possible solution to this be to simply not allow anything but players to teleport in crafted End portals? Other entities would fall through and not be teleported, sort of how it works with the Twilight Forest mod's portal.
Absolutely, that would eliminate the potential for spamming the End with entities which is my main grievance with the suggestion. If only players could pass through constructed portals I would have no reason to oppose the addition of craftable end portal frames. I still don't see it as a needed addition and wouldn't argue for them as a needed addition but I wouldn't oppose them being added to the game and would undoubtedly use them myself if they existed.
I have never experienced anything but reliable and continuously repeatable portal behavior.
You can calculate where a portal SHOULD end up, but the game doesn't just fail the attempt if that spot is an invalid location NOR does it just delete the existing obstruction so the portal can be placed down. Instead, it picks a random spot nearby and checks for valid portal-placing conditions. If the spot is valid, the portal gets placed at a spot that is unpredictable; if the spot is not valid, the range in increased and a new random spot is chosen.
Portals are only predictable when they land on the divide/multiply-by-8 coordinates, but that's almost never the case. Such "perfect" portals are almost always moved there by players, or otherwise hooked into a portal-management system.
This current ability to dump mobs into the end is limited by the fact it relies on terrain generation putting a portal and spawner close enough to one another for the player to dump entities from the spawner into the portal.
What about that handy-dandy silverfish spawner right next to the portal?
Also, a) not everyone has that grindy playstyle to go strip pack-ice over 1000 blocks in the Nether and the way you describe nether portals makes them sound very confusing. Don't go calling people into fights BTW, Cannonfodder hasn't replied since their initial and I'm more amused than upset, unlike the two or three of you.
I will admit I'm no expert on nether portals. However, in the past, I had a portal at my house, then built another portal a couple hundred blocks away at a village. Due to the odd nature of that particular area in the nether, there was nowhere for a second portal to generate and it just linked to the initial portal.
The rule is 1000+ away in the Overworld and 125+ away in the Nether. You mixed them up. Don't blame you though, this happened to me many times and still does, especially if I try to avoid F3. It's not easy to estimate 1000 blocks and counting them out is a real drag.
There's a difference between wanting convenience and being lazy. I don't want any of the challenge to be removed from getting to the End initially. However, once you've defeated the dragon, there's no reason to require extra time to get there. It's unnecessary and discourages players who don't want to build long-term transportation systems from going there.
Good point. But keep in mind that there are two kinds of problematic survival players: those who can't mine and those who can't craft. There is no solution that will satisfy both of them.
Would a possible solution to this be to simply not allow anything but players to teleport in crafted End portals? Other entities would fall through and not be teleported, sort of how it works with the Twilight Forest mod's portal.
You can calculate where a portal SHOULD end up, but the game doesn't just fail the attempt if that spot is an invalid location NOR does it just delete the existing obstruction so the portal can be placed down. Instead, it picks a random spot nearby and checks for valid portal-placing conditions. If the spot is valid, the portal gets placed at a spot that is unpredictable; if the spot is not valid, the range in increased and a new random spot is chosen.
Portals are only predictable when they land on the divide/multiply-by-8 coordinates, but that's almost never the case. Such "perfect" portals are almost always moved there by players, or otherwise hooked into a portal-management system.
Okay yeah, portals are too complicated. The ocean is the best alternate dimension anyway, who needs the others...
You can calculate where a portal SHOULD end up, but the game doesn't just fail the attempt if that spot is an invalid location NOR does it just delete the existing obstruction so the portal can be placed down. Instead, it picks a random spot nearby and checks for valid portal-placing conditions. If the spot is valid, the portal gets placed at a spot that is unpredictable; if the spot is not valid, the range in increased and a new random spot is chosen.
Portals are only predictable when they land on the divide/multiply-by-8 coordinates, but that's almost never the case. Such "perfect" portals are almost always moved there by players, or otherwise hooked into a portal-management system.
That is correct and the behavior you are describing is 100% reliable. The game can not spawn a portal in an area where there is no room for it so it puts a portal as close as it can which COULD cause some inconsistent portal behavior IF the player only ever relies on the game's portal generation and doesn't change location and place the 10 blocks needed to make a perfect link. My challenge to anyone who thinks portal behavior is inconsistent is to build a portal in the overworld, ignite it, travel to the nether, build a portal at the correct corresponding nether coords, ignite it and try to have those 2 portals that you made not link to one another- they ALWAYS will. I'm not even sure what the purpose of your reply is since you are describing reliable and reproducible behavior and acknowledge that players can make perfect portals for hub systems which is exactly what I'm suggesting be done.
What about that handy-dandy silverfish spawner right next to the portal?
Also, a) not everyone has that grindy playstyle to go strip pack-ice over 1000 blocks in the Nether and the way you describe nether portals makes them sound very confusing. Don't go calling people into fights BTW, Cannonfodder hasn't replied since their initial and I'm more amused than upset, unlike the two or three of you.
The silverfish spawner isn't an issue because they do very low damage, have very low health and in my experience people don't bother using them to try griefing since you can easily run/jump out of a cluster of them. The spawner itself, being located in a stronghold, is in a location other players can easily find which makes it an even less attractive place to set up a mob funneling system.
A- That's true that not everyone has the same play style but an individual's play style is hardly reason to add a feature to the game. If a player said that iron is to hard to get and should be able to craft iron out of dirt I would say it's unnecessary addition and that a player can generate as much iron as they want by using an iron farm. If the player said they didn't want to build and iron farm because it's 'too grindy' then we'd be back in this same situation.
B- There is no shortage of documentation for Nether Portals that detail exactly how they work, how they link and the ways people can use them (3-way, portal elevator, hub transportation, etc). I was not making any attempt to describe portals because I don't see a need to post several pages of details copy/pasted off the wiki when typing 'Minecraft Nether Portal' into Google will lead you to everything I would have to say and more. This is a case of RTFM because if you understand what the portals do and why you'll no longer see their behavior as unpredictable.
C- What fight? I don't believe there is anything that could happen on this forum that constitute a fight. I have my stance and jdc997 has his and when it became clear that those stances would never align without compromise I stated as much. I would've been glad to be done with the suggestion all together if not for the fact sunperp posted a compromise that would resolve my issues with the suggestion and I gladly told him so. Referencing other players who share a position of supporting or not supporting a suggestion is hardly 'calling people into fights.' In that post I referenced everyone who was currently participating in the suggestion discussion and what their stance was because unless the OP changed the suggestion to alleviate my concerns, like ScotMiser did and sunperp did later, then my stance wasn't going to change regardless of how many times jdc997 said 'it wouldn't be that bad, they'll deal with it' so that's what I told him while pointing out he was totally ignoring the other people who disagreed with him and just talking in circles with me. I'm sorry if that makes you or CannonFoddr feel like you were 'called to a fight' but the simple reality is that as long as someone posts something on these forums I may end up referencing them for one reason or another in a reply especially when the topic is a matter of opinion.
At this point I am done with this thread unless the OP has something to say and we can get back on topic. This thread doesn't really seem to have been about craftable end portal frames for a while now and has become a debate about play styles and portal mechanics which are tangents not really pertaining to the suggestion. I mean, DuhDerp joined the discussion just to post about portal mechanics but never weighed in on the suggestion itself which I feel is proof this thread has gone off the rails. I'm not sure if I hijacked the thread, jdc997 did or we all just collectively went down the rabbit hole but this isn't what the thread was about and I'm done contributing to the madness.
What do you think? Any ways to improve on this idea or should we not have this feature?
My stance: As long as non-player entities can pass through the portal I have no support for the suggestion due to the potential to grief the end with mobs and/or tile entities. If only a player could pass through I wouldn't see any harm in it being added to the game. In the interim I suggest you do some research into nether portal systems since creating a slip for yourself in the nether will solve all your current issues.
The silverfish spawner isn't an issue because they do very low damage, have very low health and in my experience people don't bother using them to try griefing since you can easily run/jump out of a cluster of them. The spawner itself, being located in a stronghold, is in a location other players can easily find which makes it an even less attractive place to set up a mob funneling system.
I thought what you were worried about was someone making so many mobs disappear through the portal that simply trying to load the End would crash the game. Of course, in that case, making portals craftable sounds terrible. But what if portals didn't all link to the same place, on the center End island, but to the outer islands at random places similar to the Nether's method? Then if anyone tried to grief an entrance, you just build another elsewhere! Just like the Nether and the Overworld, the End is infinite - this should be taken advantage of when designing these things. If people spread too far out on a server and the game lags, I'll bet the admins will target the griefers rather than the spreaders.
In addition, you could put two or three more restrictions here:
1) The portals are only build-able after defeating the dragon once (we've already all said this as a pre-condition for the idea).
2) A player in general can only build a portal if they dealt the killing blow to an enderdragon (this has potential issues)
3) The portals' output locations are not adjusted for the huge eye-shaped gap between the main island and the outer islands. This means either they are not buildable until you are far away enough (how big is The End again? 32 mil? 4 mil?) or they are exactly tit-for-tat on coordinates, but this means you will spawn in the middle of the void on an obsidian platform if you are not outside of the 2K-by-2K bounding box around 0,y,0. (This also has issues).
Sometimes traveling to the nearest stronghold is a pain especially when it's tens of thousands of blocks away, over oceans, pass mountains, etc. You've already been there, defeated the dragon and maybe even collected a few elytra. Why can't the portal be closer at this point?
My idea is to have the ability to craft end portal frames using supplies from the end. These frames will look just like the one in strongholds, but will be breakable via pickaxe. When broken the frame will lose the eye of ender in it and just drop the frame.
Just like the normal end portal, you will need to place eyes of ender in each frame and construct in the 5x5 area just as you would normally. Breaking one frame though would destroy the portal.
How to craft this frame? Simple... Take 5 end stone in the shape of a boat and place 3 popped chorus fruit on the top row. This means you would have most likely already defeated the ender dragon or made a bridge stretching around 1000 blocks to get to the outer islands, either way you proven yourself(...or cheated with creative at which point you can already do this without this addition)
So with this I can save time by not having to walk many blocks and then kill myself just as fast because I get a tad careless in the end.
What do you think? Any ways to improve on this idea or should we not have this feature?
No support. I see only the potential for abuse with this. In single player it might be kind of cool to have but in SMP I've already seen private end portals used to entity-grief the End. Any mob farm directed to an end portal will essentially make the End inaccessible for normal survival players as they get swarmed with enemies immediately upon spawning into the end. With 128 strongholds generating within 25k of the spawn point if you find yourself living tens of thousands of blocks from the nearest stronghold then it's because you've chosen to live that far away from them. In the 1.13 world I'm currently playing I managed to get the adventuring time achievement traveling less than 14k (one direction) from the spawn point so I find it hard to believe you'd even NEED to go much further than that in a world to find terrain or a biome you'd like to build on. Above all I feel like you're forgetting about the Nether which could be used to resolve your issues entirely. In my world I currently live 14k from the spawn stronghold we found and have never seen any need to locate a closer once since using our hub in the nether works just fine for me. With a 2x3 tunnel at level 119, covered in packed ice and riding a boat, crossing 14k overworld blocks takes less than 1 minute in the nether with absolutely safety and the inability to get lost.
It's generally not a good idea to deny support for a suggestion based on massive server, as nearly any feature can be potentially used for griefing. It is part of the responsibility of a server to get tools to prevent griefing. Suggestions on this forum should largely only be considered in the context of singleplayer or small multiplayer servers, since it is nearly impossible to balance multiplayer on large servers. Obviously, suggestions with huge griefing potential, like "Supa TNT," should be denied, but End portal farms are not a huge griefing problem (plus such a problem can be easily avoided, even with in-game command blocks).
Anyway, onto the suggestion itself, I don't see a problem with it. Yeah, you should have to find End manually and have beaten the Ender Dragon, but after that, I see no reason to increase convenience. I Support.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
I'm denying support because it's an addition designed to solve a non-issue that has the potential to be used to negatively effect other players. Every problem stated by the OP, caused by having a stronghold too far away, can already be eliminated by the player using existing in-game functionality. Since this feature would add nothing more than a decorative block that saves the player a few seconds of walking I do not see it as being a pertinent addition to the game, even at that I wouldn't care enough to deny it as merely a useless addition but the fact that it can be used by one player to effectively remove part of the game from another makes it a toxic addition. Saying "Suggestions on this forum should largely only be considered in the context of singleplayer or small multiplayer servers" is absolutely insane considering the enormous SMP player base of the game and the fact that if you are not playing multiplayer there wouldn't be any reason the OP couldn't have built his house directly over top of one of the 128 strongholds that he spawned in the center of. Even in the smallest of multiplayer settings there would be nothing preventing a player from stopping another, like their little brother, from ever using the End on their Realm just by getting there first, killing the dragon and tossing an eye of ender through the end gate. While I can understand your view that multiplayer servers aren't necessarily what each suggestion is tailored for it IS something they will become a part of and I doubt Mojang would add a feature that nominally increases convenience for singleplayer without considering how detrimental it could be when applied to their multiplayer. In general, when considering an addition, you should think beyond how you would personally use the feature and consider the full impact it would have on the game. With existing nether travel, the spawning of the player and strongholds relative to one another in a world, and the diversity of biomes within the 25k radius there is no need to add this feature to the game for singleplayer. Since this adds no real benefit to SSP I'm back to considering it in an SMP setting where it would add a measure of convenience for players far from the global spawn but also creates the ability to dump mobs and entities into the End which I still don't support.
I've got a simple solution for End-travellers. Sleep before you get to The End. Then if you die there, your new spawn-point will save you, and if you want to go back, you remove the bed and die again.
Also, maps are a thing.
Minimal support, I like it as an idea but its execution would be ruined by the fanbase and the dev team alike. it's an important idea, but not that important.
No support.. Once you find an End portal, you can note the coords & work out where to place nether portal to it for fast travel
As something of a compromise from fully craftable end portals, but still allowing some relocation of Overworld access:
Perhaps the Dragon Egg could (under specific conditions *1) generate and end portal.
Given that (in vanilla) the Dragon Egg is unique to each server and that the resulting portal would depend on its continued presence, this would allow (at most) one player locatable overworld portal per world.
I would think the obvious End location to which it should linked would be beside the exit portal. (This would avoid the possibility of players repeatedly relocating the Overworld Dragon Egg portal as a means of surveying the End.)
A major issue with this idea (mainly applicable to PvP servers) is that it would place a large premium on control of the Dragon Egg.
Whether this effect would be positive or negative would seem to depend on the style of competion a group of players preferred.
*1The specific conditions I have in mind would be building an Overworld model of the exit portal (substituting obsidian for the end stone).
Whether making a possible Dragon Egg portal the preferred target for items entering the Exit portal (instead of the world spawn point), might also be seen as desirable.
That's a pretty good idea and would be easy for a server owner to control the egg just by killing the first dragon and respawning it even in pure vanilla. I really like the idea of giving the Dragon egg a use, honestly I'd have no problem with a player just clicking use on the egg and being teleported to the End. That would eliminate the mob transmission problem I have although it may seem out of place crossing dimensions without a portal of some kind.
That sounds rather cheaty...
Not supporting this much for the same reason as the original. It sounds great in theory, but I can easily see it being abused, sadly.
Your main worry is that this can be used for griefing, but I don't believe that's a valid argument unless the suggestion's potential for griefing is massive. Nearly anything can be used for griefing. Take the upcoming pandas. They don't really add much to survival beyond looking cute. However, people can create panda farms and grief servers with lag. Does that mean pandas are bad? However, just because someone can use pandas to grief doesn't mean they likely will, and even if they do, the effects can be easily mitigated with in-game commands and server plugins.
People can already grief the End by pumping mobs into a portal. This suggestion doesn't enable that, it just make it easier. However, if this was truly a problem, servers can get rid of it by using repeating command blocks to teleport the problematic mobs into the void. They don't even need a plugin to stop this form of griefing. In addition, this solution will work regardless of how many portals are active. Also, if this suggestion somehow does cause problems (which I don't see being very likely), in the worst case scenario the server can stop it by using a command block to clear every player's inventory of these synthetic End portal frames. Thus, I can't see this being a problem at all in SMP.
In SSP, this can be very useful. I don't go to the End that often, so I generally don't bother with a rail system. I might use nether portals to reduce the distance I have to walk, but their unpredictable nature can reduce their usefulness. But still, assume I did use a rail combined with nether portals, and it only takes me two minutes to get to the End from my house. That's still two minutes of doing nothing, being both unproductive and bored. Cutting out unnecessary waiting time is almost always a good thing in video games. In addition, having more control over your portal's position can be good for creative purposes, encouraging people to add on an End portal room to their builds or cutting down significantly on travel time to get certain building materials.
This suggestion really doesn't harm SMP in any significant way, and while it's not immensely useful, it's convenient enough to be helpful in SSP. It's certainly not a high-priority suggestion, but I'd definitely like it if I saw this suggestion added to the game.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
You start off by acknowledging that this suggestion can make it significantly easier to grief the End and then state you don't believe the addition will harm SMP at all which is a totally contrary statement. It is true that IF a player just so happens to find a stronghold with a mob spawner near it they can entity grief the End, it is also true that this could only possibly be done within 25k or the spawn origin at a location that can be found using eyes of ender. This current ability to dump mobs into the end is limited by the fact it relies on terrain generation putting a portal and spawner close enough to one another for the player to dump entities from the spawner into the portal. Griefing in this nature is further limited do to the relatively close positioning of strongholds to the global spawn and the fact that strongholds are magnets for players making developing one into an end-greifing construct a non-starter since it would be quickly discovered and destroyed through normal gameplay. The proposed addition would remove the 2 limiting factors from the current ability to grief the end by giving every player the ability to dump any mob into the End regardless of terrain generation, distance from the global spawn and without any default means of locating the offending portal.
Your statement about nether portals makes me believe you don't understand their behavior. I have never experienced anything but reliable and continuously repeatable portal behavior. I'm not sure why you're talking about rails since something like 70% of horses are faster than a minecart and even horses are a distant second to the speed provided by a boat sliding on ice so if you're traveling a long distance you can forget about rails. I already went over the fact that on SSP there is literally no reason you can't build your house on top of a stronghold and make your travel distance 0 since you can find every biome within the 25k range stronghold spawn in and there are 128 you can build on or near. In order for it to take you 2 minutes of nether travel on a boat with ice to reach your stronghold you would need to be approximately 30k (overworld) from the target destination so unless you decided to build your base about 55k from the global spawn there would almost certainly be a closer stronghold to you that you simply haven't bothered locating. I live about 14k from the stronghold I use which is once of the core 3 in a world and it takes less than 1 minute for me to reach my destination BUT I could easily walk out of my base and find a significantly closer portal if I had the desire to. Maybe you just decided you really wanted to build your home at absurd distance from the global spawn with no logical reason in which case I would simply say that that was your decision and you have no more right to complain about the distance it takes to travel to the end than I do for not taking the time to find a closer one.I have no clue what would make you say portal behavior is unpredictable but I will challenge you to build a portal in the overworld and another in the same relative nether coords and NOT have them link 100% of the time. It can't be done, not without a 3rd interfering portal and even then that can be easily fixed by making a new corresponding portal for the offending portal.
As it is a player in SSP has the ability negate the negative issues presented by the OP using existing game mechanics so adding a feature you admit can easily be abused in SMP while offering only a slight measure of convenience to specific SSP players who choose to play without considering game mechanics. Do don't see 'but I don't wanna' and 'that's too hard' as acceptable reasons to ignore an existing fix for a player's problems in favor of adding a magical solution that removes the work involved in surviving a survival game. Since there is no NEED for it in SSP and it can be easily abused in SMP there will be no manifestation of reality in which I support this as long as the existing mechanics of the game remain as they are. If anyone is having issues getting to the End portal safely then it's due to poor planning, laziness or the player's personal choice to live insanely far from a stronghold rather than 'it can't be done.'
I would be interested to know in what SSP scenario you would find this to be a useful addition. You spawn into a brand new world surrounded by 128 hidden stronghold located within 25k of where you spawn. Within that same 25k you will find every biome in the minecraft overworld. So what, exactly, is going on where you find yourself countless thousands of blocks from where you started and nowhere near a stronghold? So far only you and the OP seem to think this would be a welcome addition to the game and at this point I'm certain it's because neither of you use the Nether as the utility dimension it is. Regardless of the reasoning behind you wanting this in the game I do not support it and I can only rehash the same points so many times before I get sick of talking in circles. If your only reason for wanting this is because you don't feel like utilizing the nether and you're only posting here to argue that 'it wouldn't be so bad in SMP' with me rather than offering a solution to the problem then I'll just consider this topic dead and you can debate the validity of your stance with allyourbasesaregone or cannonfoddr. At this point I've said all there is to say about my stance so unless you'd like to change your suggestion to negate the issue (like ScotMiser did and I also made a suggestion for- you didn't have time for input on that I guess) then there is nothing left for us to talk about and you can rest assured that my satnce is and will remain No Support.
While I did acknowledge that adding this would make it easier to entity-grief the End, I also explained why this isn't an issue and how, even if it did become one, it could be easily prevented. I don't deny that griefing is impossible with this addition, but it's not likely to cause problems if server owners have an understanding of some basic commands.
I will admit I'm no expert on nether portals. However, in the past, I had a portal at my house, then built another portal a couple hundred blocks away at a village. Due to the odd nature of that particular area in the nether, there was nowhere for a second portal to generate and it just linked to the initial portal.
I am exaggerating the two minutes, but I'm thinking that I built the second portal at the surface, where I can easily access the rest of the area. That two minutes is mostly me going back down to the stronghold.
I do use horses, but they can die, so I don't bring them to the nether if possible. As for boats on ice, I prefer to avoid exploiting glitches.
Also, I'm not going to abandon my farms and move my hundreds of resources just so I can live above a portal that I can count the number of times I've visited with one hand.
There's a difference between wanting convenience and being lazy. I don't want any of the challenge to be removed from getting to the End initially. However, once you've defeated the dragon, there's no reason to require extra time to get there. It's unnecessary and discourages players who don't want to build long-term transportation systems from going there.
Want to see my suggestions? Here they are!
I am also known as GameWyrm or GameWyrm97. You can also find me at snapshotmc.com
Would a possible solution to this be to simply not allow anything but players to teleport in crafted End portals? Other entities would fall through and not be teleported, sort of how it works with the Twilight Forest mod's portal.
- sunperp
No support. Transportation management is part of game. If a player can build insta - portal to End, why not insta-portal to nearest jungle/mesa/mansion/ice spikes etc? You want quicker stronghold access, invest some elbow grease and build some sort of road.
Absolutely, that would eliminate the potential for spamming the End with entities which is my main grievance with the suggestion. If only players could pass through constructed portals I would have no reason to oppose the addition of craftable end portal frames. I still don't see it as a needed addition and wouldn't argue for them as a needed addition but I wouldn't oppose them being added to the game and would undoubtedly use them myself if they existed.
You can calculate where a portal SHOULD end up, but the game doesn't just fail the attempt if that spot is an invalid location NOR does it just delete the existing obstruction so the portal can be placed down. Instead, it picks a random spot nearby and checks for valid portal-placing conditions. If the spot is valid, the portal gets placed at a spot that is unpredictable; if the spot is not valid, the range in increased and a new random spot is chosen.
Portals are only predictable when they land on the divide/multiply-by-8 coordinates, but that's almost never the case. Such "perfect" portals are almost always moved there by players, or otherwise hooked into a portal-management system.
What about that handy-dandy silverfish spawner right next to the portal?
Also, a) not everyone has that grindy playstyle to go strip pack-ice over 1000 blocks in the Nether and
the way you describe nether portals makes them sound very confusing. Don't go calling people into fights BTW, Cannonfodder hasn't replied since their initial and I'm more amused than upset, unlike the two or three of you.
The rule is 1000+ away in the Overworld and 125+ away in the Nether. You mixed them up. Don't blame you though, this happened to me many times and still does, especially if I try to avoid F3. It's not easy to estimate 1000 blocks and counting them out is a real drag.
Good point. But keep in mind that there are two kinds of problematic survival players: those who can't mine and those who can't craft. There is no solution that will satisfy both of them.
Now here's some smart thinking.
Okay yeah, portals are too complicated. The ocean is the best alternate dimension anyway, who needs the others...
That is correct and the behavior you are describing is 100% reliable. The game can not spawn a portal in an area where there is no room for it so it puts a portal as close as it can which COULD cause some inconsistent portal behavior IF the player only ever relies on the game's portal generation and doesn't change location and place the 10 blocks needed to make a perfect link. My challenge to anyone who thinks portal behavior is inconsistent is to build a portal in the overworld, ignite it, travel to the nether, build a portal at the correct corresponding nether coords, ignite it and try to have those 2 portals that you made not link to one another- they ALWAYS will. I'm not even sure what the purpose of your reply is since you are describing reliable and reproducible behavior and acknowledge that players can make perfect portals for hub systems which is exactly what I'm suggesting be done.
The silverfish spawner isn't an issue because they do very low damage, have very low health and in my experience people don't bother using them to try griefing since you can easily run/jump out of a cluster of them. The spawner itself, being located in a stronghold, is in a location other players can easily find which makes it an even less attractive place to set up a mob funneling system.
A- That's true that not everyone has the same play style but an individual's play style is hardly reason to add a feature to the game. If a player said that iron is to hard to get and should be able to craft iron out of dirt I would say it's unnecessary addition and that a player can generate as much iron as they want by using an iron farm. If the player said they didn't want to build and iron farm because it's 'too grindy' then we'd be back in this same situation.
B- There is no shortage of documentation for Nether Portals that detail exactly how they work, how they link and the ways people can use them (3-way, portal elevator, hub transportation, etc). I was not making any attempt to describe portals because I don't see a need to post several pages of details copy/pasted off the wiki when typing 'Minecraft Nether Portal' into Google will lead you to everything I would have to say and more. This is a case of RTFM because if you understand what the portals do and why you'll no longer see their behavior as unpredictable.
C- What fight? I don't believe there is anything that could happen on this forum that constitute a fight. I have my stance and jdc997 has his and when it became clear that those stances would never align without compromise I stated as much. I would've been glad to be done with the suggestion all together if not for the fact sunperp posted a compromise that would resolve my issues with the suggestion and I gladly told him so. Referencing other players who share a position of supporting or not supporting a suggestion is hardly 'calling people into fights.' In that post I referenced everyone who was currently participating in the suggestion discussion and what their stance was because unless the OP changed the suggestion to alleviate my concerns, like ScotMiser did and sunperp did later, then my stance wasn't going to change regardless of how many times jdc997 said 'it wouldn't be that bad, they'll deal with it' so that's what I told him while pointing out he was totally ignoring the other people who disagreed with him and just talking in circles with me. I'm sorry if that makes you or CannonFoddr feel like you were 'called to a fight' but the simple reality is that as long as someone posts something on these forums I may end up referencing them for one reason or another in a reply especially when the topic is a matter of opinion.
At this point I am done with this thread unless the OP has something to say and we can get back on topic. This thread doesn't really seem to have been about craftable end portal frames for a while now and has become a debate about play styles and portal mechanics which are tangents not really pertaining to the suggestion. I mean, DuhDerp joined the discussion just to post about portal mechanics but never weighed in on the suggestion itself which I feel is proof this thread has gone off the rails. I'm not sure if I hijacked the thread, jdc997 did or we all just collectively went down the rabbit hole but this isn't what the thread was about and I'm done contributing to the madness.
My stance: As long as non-player entities can pass through the portal I have no support for the suggestion due to the potential to grief the end with mobs and/or tile entities. If only a player could pass through I wouldn't see any harm in it being added to the game. In the interim I suggest you do some research into nether portal systems since creating a slip for yourself in the nether will solve all your current issues.
I thought what you were worried about was someone making so many mobs disappear through the portal that simply trying to load the End would crash the game. Of course, in that case, making portals craftable sounds terrible. But what if portals didn't all link to the same place, on the center End island, but to the outer islands at random places similar to the Nether's method? Then if anyone tried to grief an entrance, you just build another elsewhere! Just like the Nether and the Overworld, the End is infinite - this should be taken advantage of when designing these things. If people spread too far out on a server and the game lags, I'll bet the admins will target the griefers rather than the spreaders.
In addition, you could put two or three more restrictions here:
1) The portals are only build-able after defeating the dragon once (we've already all said this as a pre-condition for the idea).
2) A player in general can only build a portal if they dealt the killing blow to an enderdragon (this has potential issues)
3) The portals' output locations are not adjusted for the huge eye-shaped gap between the main island and the outer islands. This means either they are not buildable until you are far away enough (how big is The End again? 32 mil? 4 mil?) or they are exactly tit-for-tat on coordinates, but this means you will spawn in the middle of the void on an obsidian platform if you are not outside of the 2K-by-2K bounding box around 0,y,0. (This also has issues).