Hi, I realy dont know where to write this up, i have an idea for goat horn usage: i realy like minecraft rainy weather and it would be cool to summon rain in survival without chets, for example the new item - Horn of Rain wich can be crafted with : Goat horn, bucket of water and some jther expensive items, and can summon rain for one day
Full support ( i need rain for fishing and sleeping gets rid of it. can't fish anywhere but oceans and then phantoms come and ruin it. i don't even afk fish i legit do it. sucks)
Wooden buckets for early farming. wood bucketing lava just deletes the bucket as if you tossed it in. (retexture iron bucket, use the wood bowl recipe but with a stick "handle" on top, add exception for using the bucket on lava)
Tool recycling. While mostly meant for wood tools that are used maybe 2-3 times and then end up largely useless but should work for all of them. place tool of any durability into crafting table and get 2 sticks.
Copper tools. Speed of iron, slightly less durable than iron, mines at stone tool level. (Copy stone tools, retexture and stat adjust, swap out recipes)
Copper (bronze?) armor. about the same protection as leather with maybe a tiny increase on the chest plate and pants, better durability.
Dog armor. Literally never bring my dog with due to high risk of death. this, but enchantable like a chestplate, would make them far more relevant. Dog with fire resistance armor doesn't die when falling into lava.
Dog whistle. Recalls owned sitting dogs to your location.
Horse charging damage. Horses moving at full speed deal half a heart of damage with fairly strong knockback. damage increases relative to level of horse armor. Optionally add weapon enchantments to horse armor.
Horse grazing healing. Horse eats a grass block like sheep do when standing still and hurt to heal half a heart of damage.
Goat mounts. Slow, but can climb sheer surfaces similar to a spider.
Wooden buckets for early farming. wood bucketing lava just deletes the bucket as if you tossed it in. (retexture iron bucket, use the wood bowl recipe but with a stick "handle" on top, add exception for using the bucket on lava)
Just make it unable to pick up lava i.e. right click does nothing.
Tool recycling. While mostly meant for wood tools that are used maybe 2-3 times and then end up largely useless but should work for all of them. place tool of any durability into crafting table and get 2 sticks.
I think most people would rather smelt and get back nuggets.
Copper tools. Speed of iron, slightly less durable than iron, mines at stone tool level. (Copy stone tools, retexture and stat adjust, swap out recipes)
This is fair.
Copper (bronze?) armor. about the same protection as leather with maybe a tiny increase on the chest plate and pants, better durability.
This is fair.
Dog armor. Literally never bring my dog with due to high risk of death. this, but enchantable like a chestplate, would make them far more relevant. Dog with fire resistance armor doesn't die when falling into lava.
Agreed.
Dog whistle. Recalls owned sitting dogs to your location.
Agreed.
Horse charging damage. Horses moving at full speed deal half a heart of damage with fairly strong knockback. damage increases relative to level of horse armor. Optionally add weapon enchantments to horse armor.
Sure.
Horse grazing healing. Horse eats a grass block like sheep do when standing still and hurt to heal half a heart of damage.
Sure.
Goat mounts. Slow, but can climb sheer surfaces similar to a spider.
Maybe higher jumps. Direct climbing might look or feel a bit strange.
The Meaning of Life, the Universe, and Everything.
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Remove anvil durability and make repair costs at the anvil stay flat. The reason is that, as it is now, repairing stuff with the anvil is utterly pointless due to the expenses and the fact that not only it's impossible to do so indefinitely, but also that Mending is superior in every way and can be obtained from villagers and fishing, so anvil repairing in comparison is reduced to an orphaned mechanic of no apparent purpose.
The reason is that, as it is now, repairing stuff with the anvil is utterly pointless […] anvil repairing in comparison is reduced to an orphaned mechanic of no apparent purpose.
Nearly agree…
Infinity bows (assuming one tops them out UBK3/Punch2/Power5 & possibly Flame) being the only exception I can think of, the anvil is basically a renaming station. [Its toughness and distinctive size, however, do make anvils useful in some mob farm designs. ]
"Remove anvil durability and make repair costs at the anvil stay flat." strikes me as improbable given MS/Mjs general history of adding artificial/Nintendo difficulty [although a few counterexamples exist]. I suspect adding something new to the anvil would be an easier sell. [I'm still surprised that neither tool smiths nor armorers was given the anvil as a workstation in 1.14.]
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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.
Enchantable water bucket that can have infinity, so we can stop having to run to the pool every time.
Star nosed mole who can dig through dirt, sand, soul sand, soul soil, mud, and gravel. Alerts to nearby buried ore blocks by digging and leaving off particles of found ore. Can be tamed by feeding them and infested silverfish block, and when commanded to sit it won't dig.
Remove anvil durability and make repair costs at the anvil stay flat. The reason is that, as it is now, repairing stuff with the anvil is utterly pointless due to the expenses and the fact that not only it's impossible to do so indefinitely, but also that Mending is superior in every way and can be obtained from villagers and fishing, so anvil repairing in comparison is reduced to an orphaned mechanic of no apparent purpose.
My own modded version solves both of these issues by making Mending work like renaming did before 1.8; the prior work penalty is held at 0 and the cost to repair an item is based on the enchantment costs and overall durability and amount restored; this also means you have to think about what you want to enchant an item with (it is impossible to repair "god" gear, i.e. with every possible enchantment, or more than 3-4; e.g. in vanilla 1.6.4 a diamond sword with Sharpness V, Knockback II, Unbreaking III is already too expensive to repair with an intact sword, but I get around this by killing around 187 chickens to slightly lower the durability (187 is the amount of "bonus" durability given by the anvil, 12% of 1561, thus can still restore full durability), and consequently the repair cost; alternatively, as I did before I started trading, you can repair it with 1-2 diamonds for 29-35 levels, but you do spend a lot more XP and resources over time as each repair only restores 25-50% durability).
I also added another way to indefinitely repair items; using a ruby on an item in the anvil will reduce the prior work penalty by up to 6 levels, or 3 workings, per ruby (note that in 1.6.4 the penalty increases by 2 per use, not exponentially), thus enabling items which would be too expensive to repair with Mending to be repaired indefinitely (or unable to get Mending at all, though I did not make any exceptions, including Mending/Infinity, which IMO was just a shortsighted way to nerf using Punch/Infinity/Mending bows to boost Elytra); for example, TMCW's top-tier amethyst gear (completely unrelated to amethyst in current versions, I added it 8 years ago) costs significantly more to repair because of its higher durability (3x that of diamond) and even with a higher anvil cost limit of 49 levels items like an Efficiency V, Fortune III, Unbreaking III pickaxe are too expensive to put Mending on (even diamond costs so much you can only repair it with a single diamond at a time for 37 levels).
Also, while I did not directly buff anvil durability I added a 4th damage state (intact, slightly damaged, moderately damaged, very damaged), increasing the chance of being damaged per use from 12% to 16%, and while this gives the same average number of uses their lifetime is more consistent (the worst-case uses increases from 3 to 4 and the probability of this decreases from 0.17% to 0.066%). You can also craft two very damaged anvils together to make an intact anvil; if two anvils are each used until they become very damaged, then are combined to give a new anvil, which is then used until it is very damaged the total number of uses is 56.25, an increase of 12.5%; alternatively, using the third anvil until it breaks averages 62.5 uses, or 25% more than if you just used the first two anvils until they broke.
Otherwise, I don't see anvil durability as being an issue; even in my first world I've only crafted 116 anvils over nearly half a year of playtime, mostly spent intensively caving (I've collected more than 3/4 of a million iron, over 200 times what I've used on anvils, and have more iron stored than mined ore can account for since chest loot alone exceeds my needs; each anvil lasts for about 37 hours or 10-11 play sessions):
Note that 85,483 iron blocks is 769,347 iron, 7,569 more than the amount of ore I've mined with the difference mostly coming from chest loot (the amount of iron used as iron blocks to make anvils amounts to less than half this difference, conversely, some ore has been lost due to not being picked up, falling in lava, some bad deaths early on, ect):
This gives you an idea of how much I use my gear; most of the 684 pickaxes "crafted" were from trading and used to repair a single pickaxe, same for other diamond items (I spent more time repairing my sword with individual diamonds so the number of swords crafted is relatively lower than the number of uses would indicate, about 711 pickaxes and 106 swords):
Naturally, major changes need to be made to ore generation so nobody sees the consumption of iron by anvils, or need to use resources to repair gear, as being an issue; prior to 1.18 iron ore generated with an abundance of about 0.7% of blocks everywhere below sea level; since 1.18 it only peaks at about the same percentage with a roughly triangular distribution that averages less than half the peak, and worse, a lot of it doesn't generate at all if exposed, completely ruining the entire point of a "cave update" (making most players actually want to go caving to get resources, instead of relying on farms. My own extremely extensive experience shows little correlation between overall cave volume and ore collection rate):
Ores before 1.18:
Ores in 1.18; figure C is similar to the chart above but excludes non-"ground" blocks, so the percentages are higher than if all blocks are included like the chart above (note that while iron/coal have higher per-block abundances in mountains the absolute amounts, shown in figure A, are very low):
This is a comparison of ore collection rates between a modded world with over twice the cave volume, including far larger individual caves as vanilla 1.6.4, and a vanilla 1.6.4 world, which itself has significantly more underground features than vanilla 1.7-1.17 (TMCWv5 only has about 33% more surface area than 1.6.4 as volume increases faster than area as caves get bigger, as reflected in the amount of ore exposed per chunk). Note that World1 actually has higher hourly rates for ores and total resources (the difference in rails/cobwebs is due to relatively less mineshafts per cave in TMCWv5; the difference compared to 1.7 to at least 1.17 would be even greater as mineshafts (and dungeons, indicated by moss stone) were made over twice as rare in 1.7):
These are charts of the ore distribution, including ore exposure in caves, in TMCWv5 (the slightly lower percentages, around 0.6% for iron, is mainly due to the fact that ores were made more common in 1.8, not because there are more caves, which peak at around layer 25 and is reflected by the slight dip in what would otherwise be flat curves. Ore exposure closely follows air volume as the percentage of blocks that are air is still relatively small, peaking at about 13%, and actually appears to peak about 5 layers lower than air, presumably due to the shape of most cave tunnels):
Monsters above ground should not be the same monsters below ground.
Consider how throughout most minecraft existence you've encountered the same enemy type(s) everywhere; until biome theme enemies began to appear. Was it sand zombies and ice skeletons first? I'd love to see more of that.
Skeleton - High chance of spawning underground, (add a melee sword type in with bow)
Creeper - Has high chance of spawning in dense flora (However I did love that mod that grew creepers from spores or creeper weeds, which would give you a chance of getting rid of them before they matured)
Spiders - Cave spiders already exist and that's fantastic, however having spiders everywhere above ground wouldn't make it as interesting as knowing forests now blowing to both Creepers and Spiders, and Zombies.
Something like this would need studying, because i don't know the consequences of underground tunnels now mainly being full of skeletons, sometimes zombies, and creepers in cave biomes, and underground spiders in spawners.
Which reminds me, spider eggs and spider nests have not gone appreciated yet. I'd love to see cave tunnels full of cobweb and eggs lining the ceiling and floors.
Monsters above ground should not be the same monsters below ground.
Consider how throughout most minecraft existence you've encountered the same enemy type(s) everywhere; until biome theme enemies began to appear. Was it sand zombies and ice skeletons first? I'd love to see more of that.
Skeleton - High chance of spawning underground, (add a melee sword type in with bow)
Creeper - Has high chance of spawning in dense flora (However I did love that mod that grew creepers from spores or creeper weeds, which would give you a chance of getting rid of them before they matured)
Spiders - Cave spiders already exist and that's fantastic, however having spiders everywhere above ground wouldn't make it as interesting as knowing forests now blowing to both Creepers and Spiders, and Zombies.
Something like this would need studying, because i don't know the consequences of underground tunnels now mainly being full of skeletons, sometimes zombies, and creepers in cave biomes, and underground spiders in spawners.
Which reminds me, spider eggs and spider nests have not gone appreciated yet. I'd love to see cave tunnels full of cobweb and eggs lining the ceiling and floors.
Witches used to spawn only in witch huts and were too rare.
Where would endermen fit in this scenario? They don't have a blue forest like biome in the overworld.
Was it sand zombies and ice skeletons first? I'd love to see more of that.
Personally, i think those should be able to spawn underground - indeed, one reason why I added them to TMCW (note the description of it in my signature) was because I think they should be able to spawn underground - it makes caving more interesting and otherwise I'd basically never get to see them. Not only that, I added more variants for different biomes (red husks in mesa, white husks in a white sand desert variant, and a mountain biome, pink husks in the Nether) and even extended this to silverfish, which also naturally spawn anywhere underground (naturally spawning silverfish can only hide in blocks if they were attacked by a player; otherwise, infested blocks are still biome-specific), along with cave spiders (why are they called that if they do not spawn in caves?):
This shows a cave spider jockey (1/30 chance), which can also have a baby skeleton:
Also, endermites should be able to spawn naturally; I even added a "nethermite" variant that spawns in the Nether; endermites also spawn when an enderman teleports after being attacked by a player, one of those features Mojang added but decided to drop (also killer rabbits - why even have them in when they can't naturally spawn?):
Another new mob variant is baby skeletons (except for wither skeletons), and skeletons with swords instead of bows, which may be iron, diamond, or amethyst (my own item unrelated to anything in vanilla, otherwise, it is basically equivalent to netherite, but I doubt Mojang would ever add it as mob equipment):
Aside from naturally spawning in a volcanic biome when a slime dies in lava it splits into magma cubes, and can be quite common in lava-filled caves as a result, and provide an additional challenge, especially since I fixed tiny magma cubes having difficulty in damaging the player (in vanilla, at least in 1.6.4, they pretty much have to land on top of you):
All of this greatly increases the variety of mobs that I encounter on a regular basis, more than in the latest versions, especially when caving, the most important part of the game to me (and it should be for a game called "Minecraft", but most players just see it as "Buildcraft" or "Farmcraft"). This includes biome-specific variants since the biome layout vastly increases small-scale biome variation (deserts can exist next to snowy biomes, thus both strays and husks can be encountered at the same time) and there are many more different underground biomes (not actually separate biomes but desert, mesa, ice spikes, etc replace underground blocks with biome-specific blocks):
Desert:
Mesa:
Ice Hills:
Quartz Desert:
Ice Plains Spikes (part of the foreground is Ice Plains, which is normal):
Also, another issue is making various features locked to Hard difficulty; why can't spiders have potion effects on Easy or Normal; why can't mobs spawn with armor on Easy; why does only Hard affect the chance of various effects (e.g. zombies with weapons, which is 1% on Easy and Normal and 5% on Hard, why not like 2-3% on Normal)? Not saying that it should be as common, just as how the game scales mob damage (0.5 on Easy, 1 on Normal, 1.5 on Hard), and remove "inhabited time" from regional difficulty so it doesn't favor players who always stay in the same area (prior to 1.6 the game behaved as if it was always at the maximum; in TMCW it is only based on total time spent in the world, taking a pretty generous 100 hours to reach the cap).
we definitely need more like husks and strays. the change to make skeletons freeze into strays and husks wet into zombies is smart but more can be done in this vein with other mobs
Personally, i think those should be able to spawn underground - indeed, one reason why I added them to TMCW (note the description of it in my signature) was because I think they should be able to spawn underground - it makes caving more interesting and otherwise I'd basically never get to see them. Not only that, I added more variants for different biomes (red husks in mesa, white husks in a white sand desert variant, and a mountain biome, pink husks in the Nether) and even extended this to silverfish, which also naturally spawn anywhere underground (naturally spawning silverfish can only hide in blocks if they were attacked by a player; otherwise, infested blocks are still biome-specific), along with cave spiders (why are they called that if they do not spawn in caves?):
That's really cool MasterCaver! Lots of content in there.
Another Idea I just had is - Spiders can be tamed during their passive day cycle. It should be challenging, but feeding a spider during the day until they're accustomed to your scent as friendly could give you the benefit of riding that spider as a mount, and this mount can climb vertical walls!
I see Endermen as travelers who simply observe, i feel they belong anywhere they please to go.
That's really cool MasterCaver! Lots of content in there.
Another Idea I just had is - Spiders can be tamed during their passive day cycle. It should be challenging, but feeding a spider during the day until they're accustomed to your scent as friendly could give you the benefit of riding that spider as a mount, and this mount can climb vertical walls!
I like the spider idea. And witches being rare was really a bad thing because they're not so op to justify it - which their role in raids only corroborates.
I like the spider idea. And witches being rare was really a bad thing because they're not so op to justify it - which their role in raids only corroborates.
Witches weren't just rare - they were all but nonexistent unless you took the trouble to make a witch hut farm as I never saw one until I made them naturally spawn since the witch spawned with a witch hut during world generation would immediately despawn unless you teleported to it. Speaking of which, besides fixing the despawning (also fixed in a later vanilla version) I added a second witch and doubled their heath to make witch huts more of a challenge (though a Power V bow usually still takes them out in 3 hits). Adding a mob spawner is also a way to guarantee that mobs will spawn within a structure, I even added a special property that makes the mobs spawned from spawners ignore sky light so they can spawn at any time of the day but torches are still effective (I also think that they should use the old spawning rules, light level 7 or less so they aren't so easy to disable; I did lower the general light requirement from 7 to 5 to match the range displayed by cave maps but left spawners alone)..
Witches weren't just rare - they were all but nonexistent unless you took the trouble to make a witch hut farm as I never saw one until I made them naturally spawn since the witch spawned with a witch hut during world generation would immediately despawn unless you teleported to it. Speaking of which, besides fixing the despawning (also fixed in a later vanilla version) I added a second witch and doubled their heath to make witch huts more of a challenge (though a Power V bow usually still takes them out in 3 hits). Adding a mob spawner is also a way to guarantee that mobs will spawn within a structure, I even added a special property that makes the mobs spawned from spawners ignore sky light so they can spawn at any time of the day but torches are still effective (I also think that they should use the old spawning rules, light level 7 or less so they aren't so easy to disable; I did lower the general light requirement from 7 to 5 to match the range displayed by cave maps but left spawners alone)..
That sounds like a fair compromise, and yeah, I can't recall ever seeing 'occupied' huts before 1.7 although I didn't particularly want to encounter witches when I was a novice.
Make it so you can only craft string-related items from a fletching table (except the table itself). I'm sure that will make many people happy. /s
But we seriously need a function for those things.
I'm not quite convinced it would make ppl happier removing wool & (basic) Banner recipes from the crafting table.
Some ppl are seriously confused about the modern recipes when they join minecraft after years.
Also the new workstations are sort of misleading.
I remember watching a letsplay from Markiplier, who thought he could do SOMETHING using the smithing table. He played a version introducing bees, but it was before 1.16, so there wasn't even netherite at that point. A bad timing to introduce a promising block with no function.
I admit the fletching table should have a unique function too but removing recipes from the crafting table doesn't sound good to me. We have seen many suggestions about the fletching table. Most of them had something to do with bow/crossbow & arrows. I feel like that is the right direction for this specific block.
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My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
I'm not quite convinced it would make ppl happier removing wool & (basic) Banner recipes from the crafting table.
Some ppl are seriously confused about the modern recipes when they join minecraft after years.
Also the new workstations are sort of misleading.
I remember watching a letsplay from Markiplier, who thought he could do SOMETHING using the smithing table. He played a version introducing bees, but it was before 1.16, so there wasn't even netherite at that point. A bad timing to introduce a promising block with no function.
I admit the fletching table should have a unique function too but removing recipes from the crafting table doesn't sound good to me. We have seen many suggestions about the fletching table. Most of them had something to do with bow/crossbow & arrows. I feel like that is the right direction for this specific block.
I was being sarcastic, hence the /s. Banners are now made by looms.
Full support ( i need rain for fishing and sleeping gets rid of it. can't fish anywhere but oceans and then phantoms come and ruin it. i don't even afk fish i legit do it. sucks)
Wooden buckets for early farming. wood bucketing lava just deletes the bucket as if you tossed it in. (retexture iron bucket, use the wood bowl recipe but with a stick "handle" on top, add exception for using the bucket on lava)
Tool recycling. While mostly meant for wood tools that are used maybe 2-3 times and then end up largely useless but should work for all of them. place tool of any durability into crafting table and get 2 sticks.
Copper tools. Speed of iron, slightly less durable than iron, mines at stone tool level. (Copy stone tools, retexture and stat adjust, swap out recipes)
Copper (bronze?) armor. about the same protection as leather with maybe a tiny increase on the chest plate and pants, better durability.
Dog armor. Literally never bring my dog with due to high risk of death. this, but enchantable like a chestplate, would make them far more relevant. Dog with fire resistance armor doesn't die when falling into lava.
Dog whistle. Recalls owned sitting dogs to your location.
Horse charging damage. Horses moving at full speed deal half a heart of damage with fairly strong knockback. damage increases relative to level of horse armor. Optionally add weapon enchantments to horse armor.
Horse grazing healing. Horse eats a grass block like sheep do when standing still and hurt to heal half a heart of damage.
Goat mounts. Slow, but can climb sheer surfaces similar to a spider.
Remove anvil durability and make repair costs at the anvil stay flat. The reason is that, as it is now, repairing stuff with the anvil is utterly pointless due to the expenses and the fact that not only it's impossible to do so indefinitely, but also that Mending is superior in every way and can be obtained from villagers and fishing, so anvil repairing in comparison is reduced to an orphaned mechanic of no apparent purpose.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
Nearly agree…
Infinity bows (assuming one tops them out UBK3/Punch2/Power5 & possibly Flame) being the only exception I can think of, the anvil is basically a renaming station. [Its toughness and distinctive size, however, do make anvils useful in some mob farm designs. ]
"Remove anvil durability and make repair costs at the anvil stay flat." strikes me as improbable given MS/Mjs general history of adding artificial/Nintendo difficulty [although a few counterexamples exist]. I suspect adding something new to the anvil would be an easier sell. [I'm still surprised that neither tool smiths nor armorers was given the anvil as a workstation in 1.14.]
Enchantable water bucket that can have infinity, so we can stop having to run to the pool every time.
Star nosed mole who can dig through dirt, sand, soul sand, soul soil, mud, and gravel. Alerts to nearby buried ore blocks by digging and leaving off particles of found ore. Can be tamed by feeding them and infested silverfish block, and when commanded to sit it won't dig.
My own modded version solves both of these issues by making Mending work like renaming did before 1.8; the prior work penalty is held at 0 and the cost to repair an item is based on the enchantment costs and overall durability and amount restored; this also means you have to think about what you want to enchant an item with (it is impossible to repair "god" gear, i.e. with every possible enchantment, or more than 3-4; e.g. in vanilla 1.6.4 a diamond sword with Sharpness V, Knockback II, Unbreaking III is already too expensive to repair with an intact sword, but I get around this by killing around 187 chickens to slightly lower the durability (187 is the amount of "bonus" durability given by the anvil, 12% of 1561, thus can still restore full durability), and consequently the repair cost; alternatively, as I did before I started trading, you can repair it with 1-2 diamonds for 29-35 levels, but you do spend a lot more XP and resources over time as each repair only restores 25-50% durability).
I also added another way to indefinitely repair items; using a ruby on an item in the anvil will reduce the prior work penalty by up to 6 levels, or 3 workings, per ruby (note that in 1.6.4 the penalty increases by 2 per use, not exponentially), thus enabling items which would be too expensive to repair with Mending to be repaired indefinitely (or unable to get Mending at all, though I did not make any exceptions, including Mending/Infinity, which IMO was just a shortsighted way to nerf using Punch/Infinity/Mending bows to boost Elytra); for example, TMCW's top-tier amethyst gear (completely unrelated to amethyst in current versions, I added it 8 years ago) costs significantly more to repair because of its higher durability (3x that of diamond) and even with a higher anvil cost limit of 49 levels items like an Efficiency V, Fortune III, Unbreaking III pickaxe are too expensive to put Mending on (even diamond costs so much you can only repair it with a single diamond at a time for 37 levels).
Also, while I did not directly buff anvil durability I added a 4th damage state (intact, slightly damaged, moderately damaged, very damaged), increasing the chance of being damaged per use from 12% to 16%, and while this gives the same average number of uses their lifetime is more consistent (the worst-case uses increases from 3 to 4 and the probability of this decreases from 0.17% to 0.066%). You can also craft two very damaged anvils together to make an intact anvil; if two anvils are each used until they become very damaged, then are combined to give a new anvil, which is then used until it is very damaged the total number of uses is 56.25, an increase of 12.5%; alternatively, using the third anvil until it breaks averages 62.5 uses, or 25% more than if you just used the first two anvils until they broke.
Otherwise, I don't see anvil durability as being an issue; even in my first world I've only crafted 116 anvils over nearly half a year of playtime, mostly spent intensively caving (I've collected more than 3/4 of a million iron, over 200 times what I've used on anvils, and have more iron stored than mined ore can account for since chest loot alone exceeds my needs; each anvil lasts for about 37 hours or 10-11 play sessions):
Note that 85,483 iron blocks is 769,347 iron, 7,569 more than the amount of ore I've mined with the difference mostly coming from chest loot (the amount of iron used as iron blocks to make anvils amounts to less than half this difference, conversely, some ore has been lost due to not being picked up, falling in lava, some bad deaths early on, ect):
This gives you an idea of how much I use my gear; most of the 684 pickaxes "crafted" were from trading and used to repair a single pickaxe, same for other diamond items (I spent more time repairing my sword with individual diamonds so the number of swords crafted is relatively lower than the number of uses would indicate, about 711 pickaxes and 106 swords):
Naturally, major changes need to be made to ore generation so nobody sees the consumption of iron by anvils, or need to use resources to repair gear, as being an issue; prior to 1.18 iron ore generated with an abundance of about 0.7% of blocks everywhere below sea level; since 1.18 it only peaks at about the same percentage with a roughly triangular distribution that averages less than half the peak, and worse, a lot of it doesn't generate at all if exposed, completely ruining the entire point of a "cave update" (making most players actually want to go caving to get resources, instead of relying on farms. My own extremely extensive experience shows little correlation between overall cave volume and ore collection rate):
Ores in 1.18; figure C is similar to the chart above but excludes non-"ground" blocks, so the percentages are higher than if all blocks are included like the chart above (note that while iron/coal have higher per-block abundances in mountains the absolute amounts, shown in figure A, are very low):
This is a comparison of ore collection rates between a modded world with over twice the cave volume, including far larger individual caves as vanilla 1.6.4, and a vanilla 1.6.4 world, which itself has significantly more underground features than vanilla 1.7-1.17 (TMCWv5 only has about 33% more surface area than 1.6.4 as volume increases faster than area as caves get bigger, as reflected in the amount of ore exposed per chunk). Note that World1 actually has higher hourly rates for ores and total resources (the difference in rails/cobwebs is due to relatively less mineshafts per cave in TMCWv5; the difference compared to 1.7 to at least 1.17 would be even greater as mineshafts (and dungeons, indicated by moss stone) were made over twice as rare in 1.7):
These are charts of the ore distribution, including ore exposure in caves, in TMCWv5 (the slightly lower percentages, around 0.6% for iron, is mainly due to the fact that ores were made more common in 1.8, not because there are more caves, which peak at around layer 25 and is reflected by the slight dip in what would otherwise be flat curves. Ore exposure closely follows air volume as the percentage of blocks that are air is still relatively small, peaking at about 13%, and actually appears to peak about 5 layers lower than air, presumably due to the shape of most cave tunnels):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Monsters above ground should not be the same monsters below ground.
Consider how throughout most minecraft existence you've encountered the same enemy type(s) everywhere; until biome theme enemies began to appear. Was it sand zombies and ice skeletons first? I'd love to see more of that.
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- The Rough Model -
Maybe something like this?
Zombies - High chance of spawning on dirt blocks.
Skeleton - High chance of spawning underground, (add a melee sword type in with bow)
Creeper - Has high chance of spawning in dense flora (However I did love that mod that grew creepers from spores or creeper weeds, which would give you a chance of getting rid of them before they matured)
Spiders - Cave spiders already exist and that's fantastic, however having spiders everywhere above ground wouldn't make it as interesting as knowing forests now blowing to both Creepers and Spiders, and Zombies.
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Something like this would need studying, because i don't know the consequences of underground tunnels now mainly being full of skeletons, sometimes zombies, and creepers in cave biomes, and underground spiders in spawners.
Which reminds me, spider eggs and spider nests have not gone appreciated yet. I'd love to see cave tunnels full of cobweb and eggs lining the ceiling and floors.
Witches used to spawn only in witch huts and were too rare.
Where would endermen fit in this scenario? They don't have a blue forest like biome in the overworld.
Personally, i think those should be able to spawn underground - indeed, one reason why I added them to TMCW (note the description of it in my signature) was because I think they should be able to spawn underground - it makes caving more interesting and otherwise I'd basically never get to see them. Not only that, I added more variants for different biomes (red husks in mesa, white husks in a white sand desert variant, and a mountain biome, pink husks in the Nether) and even extended this to silverfish, which also naturally spawn anywhere underground (naturally spawning silverfish can only hide in blocks if they were attacked by a player; otherwise, infested blocks are still biome-specific), along with cave spiders (why are they called that if they do not spawn in caves?):
This shows a cave spider jockey (1/30 chance), which can also have a baby skeleton:
Also, endermites should be able to spawn naturally; I even added a "nethermite" variant that spawns in the Nether; endermites also spawn when an enderman teleports after being attacked by a player, one of those features Mojang added but decided to drop (also killer rabbits - why even have them in when they can't naturally spawn?):
Another new mob variant is baby skeletons (except for wither skeletons), and skeletons with swords instead of bows, which may be iron, diamond, or amethyst (my own item unrelated to anything in vanilla, otherwise, it is basically equivalent to netherite, but I doubt Mojang would ever add it as mob equipment):
Aside from naturally spawning in a volcanic biome when a slime dies in lava it splits into magma cubes, and can be quite common in lava-filled caves as a result, and provide an additional challenge, especially since I fixed tiny magma cubes having difficulty in damaging the player (in vanilla, at least in 1.6.4, they pretty much have to land on top of you):
All of this greatly increases the variety of mobs that I encounter on a regular basis, more than in the latest versions, especially when caving, the most important part of the game to me (and it should be for a game called "Minecraft", but most players just see it as "Buildcraft" or "Farmcraft"). This includes biome-specific variants since the biome layout vastly increases small-scale biome variation (deserts can exist next to snowy biomes, thus both strays and husks can be encountered at the same time) and there are many more different underground biomes (not actually separate biomes but desert, mesa, ice spikes, etc replace underground blocks with biome-specific blocks):
Desert:
Mesa:
Ice Hills:
Quartz Desert:
Ice Plains Spikes (part of the foreground is Ice Plains, which is normal):
Also, another issue is making various features locked to Hard difficulty; why can't spiders have potion effects on Easy or Normal; why can't mobs spawn with armor on Easy; why does only Hard affect the chance of various effects (e.g. zombies with weapons, which is 1% on Easy and Normal and 5% on Hard, why not like 2-3% on Normal)? Not saying that it should be as common, just as how the game scales mob damage (0.5 on Easy, 1 on Normal, 1.5 on Hard), and remove "inhabited time" from regional difficulty so it doesn't favor players who always stay in the same area (prior to 1.6 the game behaved as if it was always at the maximum; in TMCW it is only based on total time spent in the world, taking a pretty generous 100 hours to reach the cap).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
we definitely need more like husks and strays. the change to make skeletons freeze into strays and husks wet into zombies is smart but more can be done in this vein with other mobs
I definitely remember them being rare, yeah.
I see Endermen as travelers who simply observe, i feel they belong anywhere they please to go.
That's really cool MasterCaver! Lots of content in there.
Another Idea I just had is - Spiders can be tamed during their passive day cycle. It should be challenging, but feeding a spider during the day until they're accustomed to your scent as friendly could give you the benefit of riding that spider as a mount, and this mount can climb vertical walls!
Now Minecraft for Linux!
I like the spider idea. And witches being rare was really a bad thing because they're not so op to justify it - which their role in raids only corroborates.
Witches weren't just rare - they were all but nonexistent unless you took the trouble to make a witch hut farm as I never saw one until I made them naturally spawn since the witch spawned with a witch hut during world generation would immediately despawn unless you teleported to it. Speaking of which, besides fixing the despawning (also fixed in a later vanilla version) I added a second witch and doubled their heath to make witch huts more of a challenge (though a Power V bow usually still takes them out in 3 hits). Adding a mob spawner is also a way to guarantee that mobs will spawn within a structure, I even added a special property that makes the mobs spawned from spawners ignore sky light so they can spawn at any time of the day but torches are still effective (I also think that they should use the old spawning rules, light level 7 or less so they aren't so easy to disable; I did lower the general light requirement from 7 to 5 to match the range displayed by cave maps but left spawners alone)..
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
That sounds like a fair compromise, and yeah, I can't recall ever seeing 'occupied' huts before 1.7 although I didn't particularly want to encounter witches when I was a novice.
Make it so you can only craft string-related items from a fletching table (except the table itself). I'm sure that will make many people happy. /s
But we seriously need a function for those things.
I'm not quite convinced it would make ppl happier removing wool & (basic) Banner recipes from the crafting table.
Some ppl are seriously confused about the modern recipes when they join minecraft after years.
Also the new workstations are sort of misleading.
I remember watching a letsplay from Markiplier, who thought he could do SOMETHING using the smithing table. He played a version introducing bees, but it was before 1.16, so there wasn't even netherite at that point. A bad timing to introduce a promising block with no function.
I admit the fletching table should have a unique function too but removing recipes from the crafting table doesn't sound good to me. We have seen many suggestions about the fletching table. Most of them had something to do with bow/crossbow & arrows. I feel like that is the right direction for this specific block.
My projects:
-are abandoned for now. I might pick 'em up in the future.
For now i'm working on a private modpack that suit's my own playstyle.
I am gonna stay in modded 1.12.2 untill my potato dies. No mercy! :Q
Not a new idea, but a quality of life improvement for MC Bedrock (Console)
Banners on shields.
I was being sarcastic, hence the /s. Banners are now made by looms.